RimWorld

RimWorld

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Vanilla Factions Expanded - Classical
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Mod, 1.4, 1.5, 1.6
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6.759 MB
1 apr, 2022 @ 11:19
9 sep @ 4:32
32 ändringsnotiser ( visa )

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Vanilla Factions Expanded - Classical

I 1 samling av Oskar Potocki
Vanilla Expanded
110 artiklar
Beskrivning
[www.patreon.com]




See change notes



Unite the broken Republics against the common enemy. Stop the senators from squabbling and plotting against each other by completing a chain of missions to gain their favor. Each senator on your side will provide you with more political power in the senate, as well as new technologies, regular tributes and a helping hand when you need it the most. What the brochure doesn’t mention is the fact that each senator on your side is a senator living under your protection, a pawn you need to care for and defend, as they are not always a skilled fighter.

Gaining support of enough senators can give you access to new weapons, such as Javelins and Spathas, new structures such as thermae bath or crafting bench, or new technologies such as road building! It also unlocks perks that affect how your colony fares in these difficult, troubling times!

Vanilla Factions Expanded - Romans is a unique faction mod, creating a bridge between neolithic and medieval technological eras. The whole purpose of the mod is to introduce a faction called the Republic, divided into 3 subfactions. Player can side with each of them, as each of them provides different rewards - both in unlockable technologies and in actual paid tribute.























































[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for the mod design and artwork.

xrushha, a programmer responsible for the xml of the mod.

Storyteller art by Visandar.

ISOREX, artist and programmer who helped tremendously on the mod

Chowder, who wrote majority of the descriptions in the mod

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Can I still unlock the new technologies without doing quests for the factions?
A: Yes you can!

Q: Are the perks unlocked via senators permanent?
A: Until you get ALL the senators: no. Losing senators will disable their perks, forcing you to gain favor of new senators if you aim to unite the republics.

Q: Will Neron Neolithic lock the technology to Neolithic Only?
A: Yes. All technologies from eras above neolithic will not be researchable, and only tribal factions and the republics will spawn in the world. Please note this is a soft lock and it doesn’t remove quest rewards, loot, mechanoids etc.

Q: Can I access the senator screen without travelling to one of their settlements?
A: Yes, simply use the factions tab!

Q: What happens if I have Vanilla Outposts Expanded active?
A: Nothing, the mods work together just fine. This mod only adds 4 outposts, whilst Vanilla Outposts Expanded adds like… 10? I think. Anyway, any overlap is removed so you won’t get 2 different logging outposts.

Q: Is this mod compatible with Combat Extended?
A: It is!

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You can however use the mod called Cherry Picker to remove things you don’t want! I recommend it!

Q: Do I need the base module for it to work?
A: All the faction mods require Vanilla Expanded Framework to work.

Q: Does this mod work with other mods?
A: Yes, all our systems are separate. It should work with literally any other mod.

Q: Is this mod save game compatible?
A: Yes, however bear in mind you can’t remove mods, so backup your save!

Q: Can I enjoy this mod without using the storyteller or starting scenario?
A: Yes, as always, this mod just adds new factions that you can trade with, attack them etc. You can in fact unite the republics no matter what starting scenario you picked! And yeah, you don't need the storyteller for any of this!

Q: I don't see the buttons for interacting with senators! What am I doing wrong?
A: Make sure you open the menu by right clicking on the settlement with your caravan at the settlement selected. If you open the menu from the factions screen it will not show the buttons.



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Populära diskussioner Visa alla (30)
6
17 okt, 2024 @ 6:17
Neron not working
NightLight
11
8 jul @ 4:04
Feedback, too long for a comment
Meanie
1
24 sep @ 2:50
Config Whitelist/Blacklist For Senator Quests
Sheriff Rosco
1 334 kommentarer
GoofyGuy73 37 minuter sedan 
do i have to be allies with a republic to get quests?
kazakmikola12 6 timmar sedan 
I've answered my question the hard way - no, after death pawn won't qualify as senator any longer, no matter how you resurrect it.
You'll have to start anew.
Schrödinger's Cat 28 sep @ 5:56 
Can you please move road building to separate mod? There are mods which do it much better and they conflict with this mod because of road building from this mod
kazakmikola12 28 sep @ 2:44 
Question.
If your senator gets killed and is later resurrected via serum or death refusal will you still have to favor another one?
Someone must know.
Nezeltha 23 sep @ 15:42 
Okay, I seem to have solved my issue. If anyone else has this, It seems that you can't get a quest unless there's at least one pawn currently at your settlement. If you only have one pawn and send them to the republic settlement to get the quest, I'm guessing the game can't calculate your wealth, and so can't generate a quest. I dev moded a temporary colonist onto my setllement map, unpaused for a short moment, then opened the senator screen again and got my quest. Then I deleted my temporary colonist. I'm off to try and solo this bandit outpost now.
Nezeltha 23 sep @ 1:04 
Umm, I'm trying to do a quest for a senator, and the quest button isn't appearing. Just the bribe button. I'm at an Eastern Republic settlement. I right-clicked and hit open senator screen. Under each senator, the bribe button with the 1000 silver price is there, but no button to request a quest.

Is this a bug, or is there some requirement for getting quests from these guys? A certain number of colonists already? Ideo roles? A different quest I had to already get? Faction name?
GonDragon 21 sep @ 13:20 
@Deggial: Sand isn't a base game thing. Start by looking at what mods you have that use sand. "Soil Relocation Framework"? "Ceramics"? Any other mod? Only you know your own mod list, so only you can help yourself. Use Rimsort to save your current mod list and do some testing, enabling only one or two mods at a time to test how they interact until you can pinpoint the culprit. When just a few mods are enabled, the game loads quickly, and with Dev Mode, you can jump directly to a testing ground map from the main menu. Good luck with that.
Ground0 19 sep @ 21:55 
Tribe start cannot access to the senator quest, is it meant to be so?
Stim The One 19 sep @ 6:15 
Now that you put the processes from artisan things into the meat dryers.... any chance I can actually configure filters for it? those things have long been great for turning the unpalatable meat into something good?
Deggial 19 sep @ 1:10 
What on earth?
'Concrete flooring' actually requires concrete now!
A 'Cement Press' is now mandatory!

I really, REALLY would like to know what caused this change!
Was it the VE mods or an entirely different mod?
My previous guess (the [SYR] Processor Framework) doesn't seem to apply to basic flooring changes.

Can anybody help me with an answer here?
Or at least point me in the right direction?