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Alternate Archonexus

Overview This mod adds an alternative to the vanilla Archonexus quest that is introduced by the Ideology expansion. This quest does not overwrite the vanilla quest. Quest Acceptance Requirements [list] [*] Your selected colony has at least [b]350000[/b] total wealth [/list] Unfortunately there is not (as far as I am aware) an easy way to check the wealth of individual colonies, so determining when a colony qualifies may require some trial and error. Quest Acceptance Results [list] [*] [b]Everything[/b] within the selected colony will become inaccessible [*] Research is [b]not[/b] reset [*] You will be prompted to select a location for the archonexus monument that must be studied [/list] You should remove everything of any importance from the colony you intend to sell before selecting it for the quest. Description The main quest structure and requirements are exactly the same as the vanilla quest. You must have a colony with at least $350000 wealth, and you must be allied with the faction that provides the map part. What this new quest does differently relates to the way colonies are sold. In the vanilla quest, you are required to give up all of your settlements, even if your total wealth is far higher than the amount required for the quest. I thought this was unfair for situations where you might have multiple settlements, so this quest instead provides you the option to select which specific settlement will be sold once you accept a given step of the quest. The settlement selected must itself have a total wealth above $350000. Any pawns within the settlement will be removed from your control, but any pawns, animals, or items outside of the chosen settlement will be entirely unaffected. When selling the first two settlements, you are allowed to cancel the settlement selection dialog without issue. However, the dialog for the third and final sell does not allow you to escape/cancel, since this would allow you to complete the final quest step for free. This mod also slightly changes how the Archonexus itself ends the game. If you use the quest provided by this mod, the usual cutscene will play once you activate the Archonexus, but instead of returning to the main menu, you will be able to continue playing on the save with any other settlements. Do note though that any colonists within the Archonexus map will be removed from your control, as they have ascended. These pawns should not reappear elsewhere in the game, but they will not seem to be dead, so other pawns should still maintain their relationships with ascended pawns. Also, because of the changes made to the game end induced by the Archonexus, the vanilla quest will soft lock the game once your colonists activate the Archonexus. This doesn't matter though, since the vanilla quest would just end the game by default. Also, if you want to use the vanilla ending, simply do not install this mod. Source The source is provided here for PRs only. Do not redistribute this mod without explicit permission. [url=https%3A%2F%2Fgithub.com%2Fexokem%2Frimworld-alternate-archonexus]https://github.com/exokem/rimworld-alternate-archonexus[/url] Known Issues [list] [*] (1.5) After selecting a new colony tile (the tile that the archotech structure will appear in), the map will be completely fogged over. This is resolved by sending a caravan to the tile. [*] If the quest requires a relationship with 'wild people', it is broken. This should have been fixed in a previous update. [/list]