12/15/2023 0 Comments Rimworld update 1.1![]() ![]() ![]() ![]() The next problem is that even exceptionally powerful modded factions have specific gear, and unless you have a faction that also has access to the full breadth of an eras technology, they can never match the player - not to mention optimise loadouts and bionics as the player would. Coupled with Ignorance is Bliss, which restricts possible raiding factions to those with a similar tech level to your own, and Arcane Technology, which prevents you from simply buying a charge rifle and gunning down medieval archers en masse, you've got yourself a balanced experience, era by era. So why not put a hard limit on tech progression across the board? With TechAdvancing, the player can only research what technologies are available to their current era, and then progress into the next era by completing all of their current accessible techs. My first idea was limiting your starting technology - having absolutely nothing and earning your overpowered assured-victory makes it all the sweeter anyway, right? The only problem with that is with overpowered mods come overpowered factions, and with some of the more basic balance-destroying mods, such as medieval-era quarries, inflating colony wealth to astronomic proportions, the countdown to total and utter player colony destruction at the hands of a giant monster is far too short for comfort. The question is how do you use so these incredible showpiece mods without wrapping up the campaign in a short few hours? Rimworld has an incredible amount of overpowered mods, all of which tend to add their fair share of unique items, unrivaled explosions, and ridiculous spectacles. ![]()
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