![]() Please let me know if something fails to transfer. Nevertheless, I can't plan for every contingency. All commonly-used data structures, be they UtilityWorldObjects or WorldComponents, are transferred between worlds. I'd advise you to make a hard save before each spaceflight, and please send me your error logs if something does go wrong.Įvery effort has been made to ensure compatibility with other mods. As a result, some hiccups are to be expected. Getting even simple aspects - for example, the vanilla faction manager - to operate across worlds was a headache and a half, and ship combat requires even more changes to the fundamental game. RimWorld's engine was not set up to handle multiple planets, and I've had to dig deep into the game's guts to make this mod work. With the help of your ship's AI core, you can locate and hack into an archotech's orbital amplifier and steal the secrets of evolving an AI into an archotech. Perhaps you feel bold enough to track down the source of those psychic signals that have afflicted your colonists since their arrival. Will you use your torpedoes and railguns only in self-defense, or will you mercilessly crack trade ships' hulls for the valuables they contain? Once in orbit, you will encounter other ships - some may want to trade, some will refuse to communicate, and some will attack outright. Scenarios are saved alongside worlds, so when you grow tired of living on a planet where every corpse explodes, you can pack up and leave, secure in the knowledge that it will be just as explodey when you decide to return. It is possible to change scenario parts when traveling to a new world, although some may be irrelevant. ![]() ![]() Perhaps their descendants will even feel grateful enough to give you gifts. When departing a world, you can transfer ownership of your colony to an allied faction, and if you decide to return it may have become a thriving settlement of that faction. The entire previous world is compressed and stored, allowing you to revisit planets at your leisure. Rather than needing to start a new game, once you've built a Johnson-Tanaka drive you'll be able to jump between worlds at the touch of a button. SoS2 handles planet-hopping differently than its predecessor. Once there, you can expand it to your heart's content. A basic ship needs only a bridge, sensors, a shuttle bay, and chemfuel engines to be launched into orbit. The requirements for launch are much simpler in SoS2 than in vanilla. Once you've built a basic ship and launched it into orbit, it plays a number of roles: as a (relatively) safe place to store a small amount of loot/colonists, a resource sink as you expand it into a full-fledged space station, and - most importantly - a launch point for orbital quests and ship battles, and a quick way to reach any spot on the planet.įor more details, especially regarding the mechanics of ship combat, check out our wiki. SoS2 aims to make it a relevant gameplay element from mid-late game onwards. In vanilla RimWorld, the ship's only purpose is to serve as an expensive win condition. Build an orbital fortress, explore the wreckage of ancient ships, battle pirates - or become one - and travel back and forth between distant RimWorlds! Discover the secrets of evolving your ship's AI into a true archotech, and rule the Rim! This mod serves as a comprehensive overhaul of spaceflight. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |