This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control. Pods can be targeted on existing combat maps or other bases you control. Pods can be targeted on enemy bases, where you can perform “drop-in” raids and drop right on top of the base, or drop outside it – just like raiders do to you! Pods can be targeted on empty world tiles, to send a caravan of people and gear there. These let you launch their contents long distances across the world map, over oceans or mountains. You can build transport pod launchers and transport pods. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems. If you travel there, you can escape the planet and complete the game. New game ending: A friendly person offers a ship, but it is distant, across the world map. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive. It is possible to abandon people and items from caravans. You can abandon your bases to shift to new ones.Ĭaravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)Ĭaravans can settle and form new colonies. The game generates a simple faction base map with defenders and loot, and you raid it. Faction bases have more stock and better prices than traders who come and visit your colony.Ĭaravans can attack faction bases. This produces a temporary local map.Ĭaravans can incidentally meet friendly traders and trade.Ĭaravans can visit other faction bases and trade with them. The colonists do the busywork.Ĭaravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.Ĭaravans can be ambushed by enemy factions or manhunting animals. Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.Ĭaravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. This can be increased in the options menu if you want to experiment, but we don’t recommend it. However, for balance and performance reasons, the default limit is one colony at a time. You can settle multiple colonies at once. It groups characters togehter by the map they’re on. The character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time. There can now be multiple local maps active at once. You can make worlds where there is overall more or less precipitation.įactions can now have many bases non-player factions generate with lots of bases. New planet generation parameter: rainfall. You can make worlds that are overall hotter or overall colder. New planet generation parameter: temperature. Time zones are now modeled, out of necessity. Time of day is modeled on the planet view local time of day corresponds to how the sunlight hits the planet. New map generation to make nicer mountain ranges, hill clusters, and continents. [World map is now modeled as a sphere covered with hexagons (and a few pentagons). Rimworld just released a new updates with a bunch of new and intriguing chages:
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