RimWorld

RimWorld

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Progression: Scenarios
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Mod, 1.5, 1.6
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25.612 MB
4 dec, 2024 @ 23:59
28 okt @ 15:50
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Progression: Scenarios

I 2 samlingar av ferny
The Progression Modpack | (1.5)
913 artiklar
The Progression Modpack | (1.6)
551 artiklar
Beskrivning


Core
  • Advanced crashlanded - A spacer version of Crashlanded. Start a bit further in the tech tree as you've been transmitted your homeworld's knowledge in the emergency!
  • Lost Tribesman - A solo Neoltihic start.
Odyssey
  • New Gravship - Start on earth with an already functioning Gravship, no chase.
Vanilla Events Expanded
  • Meteor Showers - Falling rocks from a distant moon. Neolithic and Industrial versions included.
Vanilla Factions Expanded - Settlers
  • Chemshine Disaster - Post apocalypse where everything that dies blows up.
Vanilla Factions Expanded - Tribals
  • True Start - Singular wild man start
Vanilla Factions Expanded - Ancients + Vanilla Factions Expanded - Tribals
  • Locked Out - A group of wild men locked outside of a vault

The list is a bit small right now, when the time comes I will add a LOT more, specifically around non-industrial tech levels. It is of importance to me for the vision of my modpack that we get a lot of content like this. My first priority was getting this new UI and scenario text tweaks out the door. Feel free to suggest scenario ideas in the description, let's fill these tech levels out!









Edits have been made to scenario names/descriptions to make them fit the unified vision. All references to mod titles have been removed from descriptions, scenario titles have been changed to fit a two-word format, and more.
Core
  • Lost Tribe -> Developed Tribe (to make it clear it's not an Animal tech start)
Odyssey
  • The Gravship -> Orbital Chase (to make it clear it's a nomad run)
  • Changed description to reflect title/theme change
Save Our Ship 2
  • Load Ship -> Continue from Ship
Medieval Overhaul
  • Removed reference to "Avatar experience" in the lone wolf start, felt off. I'll work more on this later.
Deathpallcalypse
  • Deathpallcalypse -> The Deathpallcalypse
  • Removed Deathpallcalypse (Lite)
Vanilla Factions Expanded - Ancients
  • Removed reference to "VFE Ancients" in summary
Vanilla Factions Expanded - Classical
  • New Empire -> Ambitious Senators (to avoid confusion with overuse of term "empire" when using Royalty)
  • Removed reference to "Classical" in summary
Vanilla Factions Expanded - Deserters
  • New Safe Haven -> Desertion Cell (generally clearer)
  • Removed reference to "VFE Deserters" in summary
Vanilla Factions Expanded - Empire
  • New Family -> Ambushed Manor (generally clearer)
  • Removed reference to "VFE Empire" in summary
Vanilla Factions Expanded - Insectoids 2
  • Mercenary Squad -> Megahive Mercenaries (more specific)
  • Removed reference to "VFE Insectoids 2" in summary
Vanilla Factions Expanded - Pirates
  • Low Orbit Crash -> Pirate Crash (more specific, but i'll be honest i'm still unclear on this scenario's purpose)
  • Removed reference to "VFE Pirates" in summary
Vanilla Factions Expanded - Settlers
  • Bandits -> Desperate Bandits (two words instead of one, looks better)
Vanilla Factions Expanded - Tribals
  • Removed reference to "VFE Tribals" in summary
Vanilla Races Expanded - Androids
  • New Utopia -> Awakened Androids (way more clear)
  • Removed reference to "VRE Androids" in summary
Vanilla Races Expanded - Insectors
  • Infested Ship -> Infested Crash (to make it clear it's not a space scenario)
  • Removed reference to "VRE Insectors" in summary
Vanilla Factions Expanded - Mechanoids
  • The Lone Scrapper -> Abandoned Factory (clearer purpose)
Vanilla Factions Expanded - Medieval 2
  • New Kingdom -> The Revolution (clearer premise)
  • Removed reference to "VFE Medieval 2" in summary

Compatibility
- Anything in my modpack
- Should work well with most other stuff too

FAQ
  • Do scenarios have to be patched into these categories? | Nope! They are fully automatically sorted by the player faction's technology level.
  • What if I don't have any scenarios for a tech level? | No worries, it will just say "you dont have any scenarios for that tech level"
  • Are there Archotech scenarios out there? | I don't know any mods that add scenarios to Archotech, but they're there for the future.
  • Why remove references to mod names? | My ideology for the Progression series is the unification of mods to create a single authored curated feeling experience. Does a new player need to know that a Desertion Cell comes from VFE Deserters? No, not really. It's just a scenario in this large beautiful world. I'd rather not break immersion by calling that out.

Credits
- Taranchuk - C# Legend
- Oskar Potocki - Created custom tech icons





[discord.gg]
tags just in case: scenarios, ferny
Populära diskussioner Visa alla (2)
1
10 aug @ 6:37
Can't find xpaths
Lemniscate_Mike
0
1 maj @ 6:42
Patched starting technologies
ferny
191 kommentarer
Reestock 28 okt @ 18:29 
I like that.
ferny  [skapare] 28 okt @ 15:51 
v26
- Nutrient Paste research is now available by default only for Spacer starts and not Industrial starts now
ferny  [skapare] 26 okt @ 11:27 
@IceMaverick I'll add it to the incompatible mods list!
IceMaverick 26 okt @ 11:18 
It's taken me two months of Sundays from August but I finally figured out what was borking this mod.
I finally tracked it down to Progression: Agriculture that was breaking the scenario patching but was like, "That's stupid because clearly Ferny has tested his own mods together and they work, so something must be breaking Progression: Agriculture and it's just manifesting in the scenario patching part of it."

And it turns out it's because back in August when I first noticed this issue, you guys merged 'ArthurGC's Random Vegetables at Start' into 'Progression: Agriculture' and my mod list was previously running both mods already. Well having AGC's mod enabled at the same time as P:A after the merge was breaking the patch operations and causing all of the affected scenarios to not display in the menu properly. Turned off AGC's standalone mod and I can finally play Rimworld again.
ferny  [skapare] 24 okt @ 9:10 
@☭Ⓐʳᵗ🅡🅣´꒳`ᰔᩚ I've been trying to cook up a good version of that myself!
Hey ferny, based on the generations 2 series there is this idea of a wildmen start having an immortal being to accompany them, I tried to meddle a little with it myself, but I found many bugs trying to deeply use the pawn editor before game start (zero pawns starts, and zero wild man wondering in which should be guaranteed) I wanted to ask yourself if you think a scenario edited version of an easy tribal start (not necessarily true tribal) which gives you a single very advanced colonist (a self energizing awakened android or a rare reviving xeno) sounds cool to you as well?
ferny  [skapare] 23 okt @ 11:59 
@sethkwright Gimmie ideas
sethkwright 23 okt @ 11:34 
more scenarios?
Rightimar 22 okt @ 14:33 
@ferny alright
ferny  [skapare] 22 okt @ 12:07 
@Rightimar I think, but nothing I fully take seriously at least to my knowledge