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A few reasons why this mod is completely broken #42

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extaz93 opened this issue Jul 7, 2024 · 0 comments
Open

A few reasons why this mod is completely broken #42

extaz93 opened this issue Jul 7, 2024 · 0 comments

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@extaz93
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extaz93 commented Jul 7, 2024

Hello,
Some feedback from someone who has thousand hours in Rimworld and would have loved a mod like yours if it was working properly.

  • When we enter an enemy city to attack, it seems that the game mechanic in use with your mod is to "claim" the settlement.
    It makes no sense and brings problems with the prisoners on the map (that should be neutral/allies to us, not ennemies), and dramaticaly increases our wealth for nothing (because the game now considers this city ours).
    It also doesn't give any mood boost to characters who like to conquer settlements (of course, we didn't conquer anything, the city was "ours" as soon as we entered it)
    It needs a lot of rework on this side to use the same mechanics as when we raid a working site or ennemy settlement.

  • The city builds are ridiculously bad : lots of electrical conduits everywhere half hidden, half visible, which makes it really weird. 70% of the buildings have no furnitures or anything. It's just empty and boring, doesn't gives us any incentive to explore. Do you need help on this side ?

  • Big cities are generated for medieval/tribal factions, which makes absolutely no sense whatsoever. Please make it so only modern factions can have cities with electricity. Or build other variants of cities for tribal/medieval factions.

It's sad, this mod is based on great ideas, but with a very poor execution.

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