rimworld мод empire гайд на русском

Мод «Empire» для Rimworld (v1.2)

Последнее обновление: 29.06.21.
Причина: Мод обновлен до версии 13.06.21

Мод Empire для Rimworld — позволяет создавать самоуправляющиеся колонии, которые будут сражаться от вашего имени, нападать на врагов, платить налоги и многое другое.

События будут периодически влиять на ваши колонии или на вашу фракцию в целом. Вы должны решить, как лучше всего реагировать на эти ситуации. И будьте осторожны, плохая руководящая рука будет иметь последствия, ваша фракция может полностью потерять веру в ваше лидерство и взять свою судьбу в свои руки.

Для работы требуется мод Harmony.

Мод проверен на версии игры: 1.2

Версия 23.05.21 для Rimworld (v1.2)

Версия 19.04.21 для Rimworld (v1.2)

Версия 15.04.21 для Rimworld (v1.2)

Версия 27.03.21 для Rimworld (v1.2)

Версия 18.12.20 для Rimworld (v1.2)

Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.

Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»

Информация о файле

    Добавил: Den Martin Автор: Saakra (Wolf) Формат файла: ZIP Размер: 13.0 mb Источник: Перейти

Вы можете войти в свой аккаунт или зарегистрироваться на сайте, чтобы скачивать моды без ожидания.

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Источник

Empire

Мод Empire для Rimworld — позволяет создавать самоуправляющиеся колонии, которые будут сражаться от вашего имени, нападать на врагов, платить налоги и многое другое.

События будут периодически влиять на ваши колонии или на вашу фракцию в целом. Вы должны решить, как лучше всего реагировать на эти ситуации. И будьте осторожны, плохая руководящая рука будет иметь последствия, ваша фракция может полностью потерять веру в ваше лидерство и взять свою судьбу в свои руки.

Русификаторы

Мод для тех, кто любит купаться в серебре, а потом офигивать от размеров рейдов.

Мод для тех, кто любит купаться в серебре, а потом офигивать от размеров рейдов…

в общем то что нужно

Не подскажете, а где взять мод Harmony для 1.2 версии?

Скачай со стима. В шапке саита есть менюшка

Я его делал, но там очень маленькие кнопки… Половину слов пришлось обрезать до 3-5 букв, а там не самые маленькие слова были, и всё выглядело коряво((( Ну и я забросил перевод и удалил его.

Хотя это было в 1.0, возможно, многое изменили.

Жаль конечно, очень бы хотелось на этот довольно обширный мод русификатор, так-то мало что понимаю в нем, и он (русик), очень помог бы, пожалуй, в освоении мода и не только мне.

Будем ждать перевод-с

Перевод на русский, можете качать: drive.google.com/drive/folders/1gv_VZqY7LRRghUOn2ZSxWlxlFbkE681l?usp=sharing

Переведено на 90% машинным переводом. По ошибкам — кидайте скрины в телеграмм.
Если какие то слова не переведены — это не косяк. Эти слова внутри dll файла, как их переводить — не в курсе.

Спасибо, добавил
пс: в вк писать необязательно, в комментариях все вижу

Перевод от 05.09.2020.
Переведено все что позволено разработчиком. Не переведенным остается военный блок.
Машинный перевод заменен на логичный и понятный.
Прошу обновить перевод в шапке темы:
drive.google.com/file/d/1XV679cQnuTK-PyiL2NlfhJxZv8dZ4Mi0/view?usp=sharing

Перевод от 09.12.2020
drive.google.com/file/d/1WLUCrhhFz4d_ENrJKLsc4BCFHmK-tdgU/view?usp=sharing

Все что не переведено находится в ядре мода.

Перевод от 10.12.2020
drive.google.com/file/d/1-UhIPRt1O8PX9sL1oplseJYhXVrV1VYp/view?usp=sharing

Скажи, что делают торговая точка, рынок, межгалактический рынок и склад доставки? Из перевода я просто не могу понять, какая от них польза.
А еще из-за обновлённого Save Our Ship 2 у меня Эмпайр сломался, ровно как и Prepare carefully

Вместо получения серебра с колоний можно получать готовые товары. Торговая точка, рынок, межгалактический рынок и склад доставки — увеличивает стоимость доставляемых товаров. Не налоги увеличивает, а стоимость товаров.

И отныне за перевод отвечает Сестренка — vk.com/sestrenka_nastia

Парни,как сделать свой отряд,кнопки Military нету

У меня баг с прокачкой научного уровня. Для перехода на следующий уровень требует изучить «электричество», которое исследовано со старта. Что делать?

Мод классный, но абсолютно сломан в плане караванов фракции игрока
Во первых они практически не обороняются при атаке, только пешка на которунепосредственно напали
Во вторых если атаковать животное каравана, но не добивать его, просто оставив умирать от кровотечения, то изменений в репутации не будет, а лут можно забрать весь
В третьих можно в караване выбрать любого чела и арестовать его с небольшим дебафом к беспорядкам в поселении
Нужно сделать зависимость цены арестованного к общей цене поселения, чтобы от этого зависел полученный уровень беспорядков
Фактически, тупо грабить караваны на начальных-средних этапах развития куда выгоднее, чем вкачивать поселения
Можно конечно просто не грабить, но камон, это слишко лёгкая добыча для высокой сложности

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Источник

Empire Mod

Official description video created by the creator of the mod.

The Empire mod is a mod created by Saakra (Wolf) for Rimworld version 1.1.

Do not be confused with The Shattered Empire added by the dudes.

Contents

More detailed version of this mod: https://rimworld-empire-mod.fandom.com/wiki/Rimworld-_Empire_Mod_Wiki (currently Work in progress) [ ]

Description [ ]

Spread your rule across the Rimworld with self governing colonies that are loyal to you and you alone. Command them to fight in your name, and destroy your enemies. But politics is always a deadly game.

Events will periodically influence your colonies, or your faction as a whole. You must decide how best to respond to these situations. And beware, a poor guiding hand will have consequences, your faction may lose faith in your leadership entirely, and take their destiny into their own hands.

Your colonists will pay taxes, be it in silver, or goods. You can tell them where you want your taxes, and they will dutifully pay them. A fully customizable faction name and title allows you to put your own spin on your subjects. They can be feudal vassals, a megacorporation’s branch offices, or even a shining beacon of truth and liberty. It is all part of the greater story.

The Empire mod allows the creation of NPC settlements that pay taxes or resources, get attacked, assist with research, and provide military aid.

Empire Tab [ ]

This mod adds new tab on your tab section, next to your game menu. This is what «Brain» of this mods looks.

When you start, you must create name for your faction, and some text what’s your faction motto.

Also you can change icon of your faction on whatever you like, but for now it is not implemented.

Faction Tab [ ]

Is currently selected tab. It is the most important tab. You can see here your faction overall

On the bottom of this tab there are 6 different resources.

Food, weapons, apparel, animals, logging, mining (from left to right).

This is your overall faction production, so you can clearly see what do you selling in your settlements.

Policies/Traits [ ]

Here you can set and edit your faction policies and traits.

This is important because you will define what your faction is.

After you chose some of your policies and traits you must wait until your next tax day, for approval.

Tax Reports [ ]

Here you can see all your previous taxes and tithes. So you can keep an eye for your faction economic situation

Set Capital [ ]

It does exactly what it’s called. Set your faction capital. If you have more than 1 settlement (not faction ai colony) you can choose which of your settlement is your faction capital.

Tax Delivery Map [ ]

If you have multiple colonies (not maintained by ai) you can chose which of your settlement will receive taxes and tithes. You can have only 1 settlement where your taxes and tithes will be paid.

Military [ ]

The most fun one. You can create your warriors as much as you like. But keep in mind that your settlements can only have a certain number of military points.

Colony Tab [ ]

In colony tab you can see each of your settlements or you can create a new one.

Each settlement have:

Bills Tab [ ]

Here you can see which settlement deliver what. Each settlement will wait maximum of 5 days for your repayment. If your settlement have negative income then you must pay for it before you can receive it. If you not pay then you simply don’t receive your goods.

Event Tab [ ]

Here will be all your events what happened in your colony.

If you create new colony you will know exactly how long does it take to create your colony or if something happens to your colony like raid, or event that increased or decreased productivity in yours settlements etc.

Also you can see here your incoming taxes and tithes, but don’t forget you must first check your bills tab, and then you will see it in your event tab.

Tax and Tithe [ ]

Tax and Tithe is set by default to 5 days. Don’t forget that if your settlement is far away from you it will take much more time to deliver your taxes.

Taxing a settlement will gain you the amount of silver from the sale of the resources that the settlement produced.

Tithing a settlement will gain you the amount of that resource that the settlement produced, equal to the amount of silver shown in the expected tax gain. But in Tithe case, there’s chance that your tithe will be a 50-100 silver more or less worthy. Example: You will expect 1000 silver from your settlement in tithe form. After you receive your bill you can get 900-950 silver worth tithe or 1050-1100 silver worth tithe.

Settlement Location [ ]

The location of a settlement greatly affects its resource production.

Below is a table of terrain types and how they modify yields (only affected resource types are mentioned), Note: Certain biomes have modifiers that effect their base yields such as Extreme Desert has a 1.25 power modifier)

Terrain Type Food Modifier Mining Modifier Power Modifier
Flat 1.1 1 1
Small Hills 1 1 1
Large Hills 1 1.1 0.9
Mountainous 0.5 1.25 0.8

Below is a table of each biomes respective production values of resources, the values given in the table are all final values of their respective tiles (so any biome specific modifiers are added to the result too like the one mentioned in the previous paragraph), Mountainous values are only really relevant to warm biomes so the rest have been omitted; other modifiers that can affect these results are things like faction traits, events or prosperity etc (Note: Sea Ice can only be flat not that it matters)

Tile Type Biome Food Weapons Apparel Animals Forestry Mining Research Power Medicine
Flat Temperate Forest 1.375 1 1 1.5 1.5 1 1 1 1
Flat Temperate Swamp 1.03125 1 1 1.5 1.125 1 1 1 1.2
Flat Tropical Rainforest 1.2375 1 1 1.5 1.5 0.5 1.25 1 1.25
Flat Tropical Swamp 0.825 1 1 1.5 1.125 1 1.25 1 1.25
Flat Arid Shrubland 0.55 1 1 0.75 0.5 1.25 1 1 0.75
Mountainous Arid Shrubland 0.25 1 1 0.75 0.5 1.5625 1 0.8 0.75
Flat Desert 0.55 1 1 0.5 0 1.25 1 1 0.5
Mountainous Desert 0.25 1 1 0.5 0 1.5625 1 0.8 0.5
Flat Extreme Desert 0.275 1 1 0 0 1.5 1 1.25 0.5
Mountainous Extreme Desert 0.125 1 1 0 0 1.875 1 1 0.5
Flat Boreal Forest 1.375 1 1 1.5 1.5 1 1 1 1
Flat Tundra 0.825 1 1 1.25 1.25 1 1 1 1
Flat Cold Bog 0.825 1 1 1.25 0.9375 1 1 1 1
Flat Sea Ice/Ice Sheet 0 0.5 0.5 0.1 0 0 1.5 0.5 0
Ocean 0 0 0 0 0 0

Settlement UI [ ]

Settlement UI is the brain of each of your settlements. You can change production, build buildings, rename your colonies etc.

Left side UI [ ]

Right side UI [ ]

Buildings [ ]

Each settlement can have only 4 different buildings. In same settlement there cannot be 2 same buildings. Some of the buildings below can be build only with the right technology.

If your settlement is unsuccessfully defended there’s chance that raider can destroy every building in raided settlement or lower settlement level by 1

Building Cost Workers Tax/Tithe Modifier Military Happiness and Unrest Upkeep Resource Bonus
Research Lab 1000 150 +75 research
Indoor Hydroponics 1000 +0.5 base food production
Firearms Factory 1000 +0.5 base weapon production
Rimazon Warehouse 1000 +20% tithe modifier+5% base tax
In-House Merc company 1000 -10% tax +1 200
Adult Entertainment Centre 1000 +0.5 base happiness
Forced Work Camps 1000 +2 +0.5 unrest gain-25% unrest loss
Artillery Outpost 2000 +1 300 Enable Artillery Strike
Slave Plantation 500 +20% food production
Adventurer’s Guild 500 +5% base tax +1 250 -15% food/weapons/apparel production
Public Market 500 +15% tithe modifier
Jailhouse 500 -5% tax -25% unrest gain
Wilderness Guild 500 +25% animal production
Apparel Sweatshop 500 +0.5 apparel production
Logging Camp 500 +0.5 logging production
Intergalactic Market 4000 +40% tithe modifier+15% base tax
Glitterworld Research Facility 4000 400 +150 research
Automated Defense Systems 4000 +2 400
Barracks 250 +1 150
Trading Post 250 +10% tithe modifier
Migrant Housing 1500 +2 max+2 over max
Quarry 250 +0.5 quarry production
Training Field +15% combat efficiency

Policies/Traits [ ]

Policies & Traits are unique style of your empire. Do you wanna be research group? Mining group? Merchant? etc, etc. You can be! Policies and Traits determine how your empire work.

Policies [ ]

Tax Policies [ ]

Happiness/Unrest Info Minimize Taxation 65% base tax +0.5 happiness

Normal Taxation 100% base tax set by default Heavy Taxation 125% base tax -0.5 happiness

-50% happiness gained

Social Policy [ ]

Workers Military Happiness/Unrest Bonus One people

-10% base tax +1 +50% happiness gain Diversity We

+15% base tax +50% unrest gain +0.5 prosperity recovery Royal Heritage +$25 tithe tax -10% cost building new settlement

-500 silver to build settlement

Company Union -$10 worker cost Trader’s Federation +10% tax

+$15 worker cost Science Foundation -5% base tax +50 research

Military Policy [ ]

Military Policy Tax modifier Military Happiness/Unrest Bonus
Heavy Conscription +2 mil lvl -50% happiness gain
Volunteer Service +20% combat efficiency -25% unrest gain -25% loyalty lost A Faction disarmed +10% tax gain -40% combat efficiency Slave Army -20% combat efficiency

Traits [ ]

Traits Workers Military Bonus
The New Pioneers -10% settlement cost
Mercenaries +$10 worker cost +25% combat efficiency
Expert Craftsmen +25% apparel/weapons production
Agricultural Roots +15% food production

+20% animals production

Researchers +$5 worker cost +50 research Mining Guild +20% mining production

Military [ ]

Each settlement have military points and those points depends on settlement military level. Each upgrade you will add 1 military level to your settlement.

You can send 1 squad to attack 1 enemy base by capturing it or simply raiding them. But be aware, if thats unsuccesfull raid or attack on their base they can immediately raid one of your settlements. You can send multiple squads to help defend your settlement.

If you use your squad from one of your settlement that settlement which squad assists you is now undefended, so be cautious. If that settlement is under attack you must send other squads to help them. If you unsuccessfully defend city then that city will lower opinion on you from 2-10 relations.

In the Military section you have 3 different tabs

Designate Squads [ ]

Create Squads [ ]

After you created your squad you can now assign it to your settlement

Create Units [ ]

You can create your own units. But be aware! Your units equipment depends on your research!

You will see this. Simply click on create a new unit and start making your wished units.

If you have mods for races you can change it too.

You can add to your unit whatever you like. If you have mods on clothing or weapons you can add them to your units too but you must firstly research them. Also don’t worry that pawn you see isn’t what you will get from it, its just a dummy for illustration. If you’re not happy with that you can always roll new one.

Источник

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Empire

This mod is now being run by the community rather than myself as an individual. I am not the one producing updates for Empire. For all technical support, go to the Discord linked below and post in #bug-reports

Spread your rule across the Rimworld with self governing colonies that are loyal to you and you alone. Command them to fight in your name, and destroy your enemies. But politics is always a deadly game.

Events will periodically influence your colonies, or your faction as a whole. You must decide how best to respond to these situations. And beware, a poor guiding hand will have consequences, your faction may lose faith in your leadership entirely, and take their destiny into their own hands.

Your colonists will pay taxes, be it in silver, or goods. You can tell them where you want your taxes, and they will dutifully pay them. A fully customizable faction name and title allows you to put your own spin on your subjects. They can be feudal vassals, a megacorporation’s branch offices, or even a shining beacon of truth and liberty. It is all part of the greater story.

==========
ATTENTION
==========
If you are having bugs, report them on the Discord. You will not find help posting them in the comments below.

Come join our community on the Discord. Discuss the mod, ask questions, suggest new features or improvements, and follow the active development!

Need help figuring things out? Visit the discord or watch the youtube video above which can also be found in the link in the section below!

Having issues? Report them in #Bug-Reports in the discord!

Want to buy me a coffee for the hundreds of hours I’ve worked on this? Visit my patreon down below and help me stay away to continue programming! (I drink a minimum of three cups a day. Help)

Alpha Animals
Combat Extended
Genetic Rim
Save Our Ship 2
Witcher Monster Hunt

Incompatible With:
Real Faction Guest

Источник

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