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K41RY
Stop using this version.
Start using the one linked below, which will be getting an update soon-ish.
The link above points to the 1.6 version. STILL IN DEVELOPMENT.
Only the biggest Chad modder involved in updating abandoned mods.
Mlie is doing it, but Empire is probably at the back of a very long queue.
You might see it at the end of August, start of September. Maybe.
Even then, it will ONLY be updated to 1.6, have enough bug fixes to be semi-functional.
And no development of it done. That's all that you can expect. Enjoy not playing Rimworld for the rest of the month.
please someone update this mod to 1.6 !!!!!!!!!!!!!!!!!!!!!!!!!
( 1 )
Yeah, but it's not exactly what I wanted.
Vanilla Expanded Outposts produce WAYYY too many resources, too fast, too easily for my liking.
Empire settlements can have their taxes payable in moderate amounts of silver.
Vanilla Expanded Outposts can be set up far too easily, with just a few colonists with some throwaway gear and just enough food to reach their destination. They can start operating and producing wealth far in excess of the rather modest investment required.
Empire settlements cost silver to found, silver and time to build up their facilities.
( 2 )
They achieve the same goal of painting the map, but it feels more earned with Empire settlements, there's a clear sense of progression with this mod.
I LOVE the Empire mod because it is a SILVER SINK, one that's fun to me.
It gives me a reason to hoard, repair and sell raider gear, to make massive organ and dr-ug operations. Because I spend that silver on an ego project - Empire settlements that slowly claim the world map for my faction. For ME.
I have Archotech Expanded and its very expensive but powerful bionics as another silver sink.
There is Vanilla expanded's outposts mod that works similar to this.
Nate700
I suggest that you work off of the updated 1.6 version that Mlie will produce.
In the meantime, familiarize yourself with its code.
Also, thank you very much for attempting to continue this mod.
It will be updated, maybe a few bugs fixed, but not developed further.
Oh well, beggars can't be choosers. At least, after that, someone else can take a crack at developing this mod further, so there is that.
At least we know that it's up for adoption. Thank you for letting us know.
Could you link the github, please? I'll see if anyone is willing to adopt this mod.
Could we expect any word on the status of this mod sometime soon?
We don't care so much about manual settlement defense.
That can come later. We just want a basic mod that works, doesn't cause too much lag and has a few bells and whistles running, together with biome compatibilities.
The extra stuff can come later, if it comes later.
It needs coding work. Lots and lots of it, just to get it to a functional level.
Even with Manual Settlement Battles turned off.
First off, think about the Settlement Tax Map. How will that work with your gravship is your main / only base? What about asteroid or space platform bases? Let's not forget that the more background world pawns are generated by the player faction, the more lag the game will have.
And lastly, I would love some more varied flags and symbols for the faction.
I've gotten sick of the same old, same old.
And that's IF he comes back to even LOOK at this mod, much less work on it.
It's a great idea, I love it, I wish it was updated and I wish it worked.
But wish in one hand, defecate in the other, see which one fills up first...
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref C94B98C6] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)