// Combat · RimWorld Mod

Modern Combat - New World Alliance

Note: Instructions on toggle able RH2 patch are in the frequently asked questions The New World Alliance, an influential and controversial faction, prides itself on operating across all environments, acting as the unofficial world police force.

Note: Instructions on toggle able RH2 patch are in the frequently asked questions

The New World Alliance, an influential and controversial faction, prides itself on operating across all environments, acting as the unofficial world police force. Renowned for their brash tactics and overwhelming firepower, they strike fear into the hearts of both enemies and allies alike. Their presence is felt globally, enforcing their own brand of justice with an iron fist. Combining audacious interventionism and with the tenacity of a millennia of military strategy, they leave no stone unturned in their pursuit of maintaining order. While their actions garner both praise and criticism, there is no denying that the New World Alliance's imposing might and unyielding determination make them a force to be reckoned with on the global stage.

Features

- A new faction known as the New World Alliance - New Xenos: - New World Alliance: A diverse group of baseliners that are accustomed to many different climates but are genetically disposed to slow learning - Vanguard: Super soldiers of the New World Alliance that are genetically faster and are much harder to kill - Custom Settlements, with 80+ buildings - Urban ops system with enemies staying inside, as well as having traps and fortifications - Outposts: Packed with several enemies these settlements will have a decent amount of resources but will require a large amount of clearing - Compounds: Often containing the leaders of the NWA, these will contain large amounts of valuable resources as well as leaders of the NWA and their experiments.

Updates

Aug 9th, 2023 - Found bug that was not allowing you to trade with faction and fixed July 22nd, 2023 - Update to UFF adds new map gen that allows for the game to clear a set space meaning no more random groups of dudes in the middle of nowhere! July 18th, 2023 - Update to NWA traders, wasn't defined hence why spawned tribal trader June 8th, 2023 - Update to barricade def so it doesn't overwrite Mech Spawn June 5th, 2023 - Fixed issue where settlements with CE didn't spawn mortar ammo June 2nd, 2023 - Added toggle patch for vanilla apparel and gear May 31st, 2023 - Published

Highly Recommended Mods

Run and gun: Recommended as some enemies will attempt to flee and will give extra engagements in gameplay. Simple Sidearms: Allows for players to utilise guns and breaching tools at the same time Combat Extended: This mod is intended and balanced to be played with combat extended and is highly recommended however not necessary

Incompatibilities

AI 500 and anything that alters combat ai: As far as I am tracking AI 500 has given me several errors as well as causes pawns to dig out of their fortifications, best to avoid if at all possible.

Common Questions

CE? Yes, and recommended. Why are there so many requirements for this mod? To put simply it gives me as a modder a lot of leeway to create believable structures and factions without having to cram this mod with a lot of stuff. the breakdown is.. RH2 Weapons: Easier to use and already had combat extended capabilites RH2 Clothing: Is very diverse and allows for more customisation for both this and factions in the works RH2 Boris Furniture: A more tactical set of buildings that allows for the compounds and tactical styled rooms Urban Framework: Contains the AI, as well as the requirements for the UO system to work VFE: Allows for more control of the faction in the world view as well as the custom settlements DLC's: Ideo: for more faction control Bio: for xeno contol and genes Will other factions be able to utilise the urban system? Unfortunately no, the system works off the NWA being pre placed in the room and saved using VFE, this means that unfortunately only the Hadm, Volhvards, and the NWA can utilize the urban system. However Vanilla base generation still functions with this mod Can I use this mod without having RH2 Weapons or RH2 Clothing? - The answer is now yes and here is how. Go to settings>mod options> VFE framework> Toggle Tab (at top)> Toggle what you want switched to vanilla. (BUT NOTE) - You will get errors if you have removed RH2 clothing or weapons, however this is not game breaking if you have them toggled to true in mod options and restarted the game - Enemy bases will not have any of the RH2 items chosen in their settlements so many stockpiles will be empty - Enemies use the standard loadout/clothing of outlanders when switched to vanilla