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Galactic Factions - Republic (Phase 1)

"Republic forces, hailing from the renowned 501st Legion, have descended upon the distant Rimworld, unleashing the might of the Clone Army upon uncharted territories. As the fires of war spread, the valiant soldiers of the Grand Army swiftly establish forward outposts, diligently expanding the reach of the Galactic Republic. Led by skilled Jedi Generals, they forge a path through treacherous terrain, combating marauding pirates and fending off relentless waves of hostile forces. The Rimworld trembles as the indomitable might of the clones echoes through the galaxy, bringing order and justice to the farthest reaches of the unknown." Features - A new faction known as the Republic (Phase 1) - New Xenos: - Clone: A psychically deaf group of clones produced on Kimino - Custom Settlements, with 110+ buildings - Urban ops system with enemies staying inside, as well as having traps and fortifications - Outposts: Packed with several enemies these settlements will have a decent amount of resources but will require a large amount of clearing - Compounds (Coming Soon): Often containing the leaders of the Republic Updates June 3rd, 2023 - Published Highly Recommended Mods Run and gun: Recommended as some enemies will attempt to flee and will give extra engagements in gameplay. Simple Sidearms: Allows for players to utilise guns and breaching tools at the same time Known Issues Unfortunately the spawning system for the settlements is not perfect, after some testing i found that if the settlement is placed on a complex tile Ie. A tile with high mountains, a river and/or road passing through it. Can cause issues with spawning the compound. and can sometimes leave an empty field 5-10% of the time if the game selects a compound. Unfortunately I haven't found an good solution quite yet however I am in the process to find one. Incompatibilities [b]CAI 500 and anything that alters combat ai[/b]: As far as I am tracking AI 500 has given me several errors as well as causes pawns to dig out of their fortifications, best to avoid if at all possible. [b]Combat Extended[/b]: Unfortunately do to the dependencies of this mod, CE will not be available for this mod Coming Features - More diverse sets of buildings - Compounds - Jedi integration? - Next on the roster are the droids & Phase 2 Common Questions [b]Will other factions be able to utilise the urban system?[/b] Unfortunately no, the system works off the Republic being pre placed in the room and saved using VFE, this means that unfortunately only the Republic can utilize the urban system. However Vanilla base generation still functions with this mod [b]These are a LOT of requirements, why?[/b] To put simply as a modder it makes it way easier to implement and create believable buildings and areas with these mods but the long form is... [b] Mods [/b] Star Wars - Clone Armor: Kinda needed Star Wars - Armory: Easy to implement, as well as a requirement for a future mod Outer Rim Core and Decor: offer the most comprehensive set of decorations and buildings to create star wars like structures VE Props: Allows for more lived in buildings Urban Factions: For the factions to utilize the AI as well as the frameworks Items VFE: Allows for the custom settlements and various other adjustments [b] DLC [/b] Biotech: Allows for Clones to have genetic predisposition to male