RimWorld Zed City – Dances with Wolves // EP17



» RimWorld – Zed City is a series about a world twenty years after it was hit by an apocalyptic zombie virus. The world has descended into chaos and is left in ruin. Our survivors must scavenge what resources they can find and build a stronghold to stand fast against the legion of the undead. This is a long series, not part of a miniseries marathon and streams live on Twitch almost every Sunday.

» Here’s an image for the backstory, goals, rules, mods, scenario and difficulty: https://bit.ly/RhadZedCityDetails

» Here’s the scenario on the workshop: https://bit.ly/RhadZedCityScenario

» Here’s the mod collection on the workshop: https://bit.ly/RhadZedCityMods

» Here’s the change log: https://bit.ly/RhadZedCityChangelog

» The soundtrack is tracks from ME Andromeda.

» Version: RimWorld 1.4 but no DLCs are used.

» Viewer Driven Content
The priorities I work on are largely determined by live viewers, if you would like to influence the direction of this series I welcome you to join me on stream. This series is streamed live on https://twitch.tv/rhadamant5186

» Zed City Playlist: https://bit.ly/RhadZedCityPlaylist

If you would like to join my community please consider visiting my website or joining discord! If you’d like to support me as a content creator Patreon always helps as well.

Website (Schedule, Countdown Timer to streams, links, resources):
https://rhadamant.com

Discord (Gaming community):
https://rhadamant.com/discord

Patreon (To support me directly):
https://www.patreon.com/rhadamant

#RimWorld #zombie #zombiesurvival #Rhadamant #LetsPlay #hardmode #Twitch #apocalypse

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16 thoughts on “RimWorld Zed City – Dances with Wolves // EP17”

  1. My guess is that the foxes are marked as part of an enemy faction instead of being wild man hunters. At the very least that would explain why they can't be marked for hunting and why they attack the man hunting wolves. I don't know much about real ruins specifically, but RimCities did something similar with spawning hostile pawns on ruined maps to add some extra challenge.

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  2. congrats on the first rescue, debatable about the pawn but having him around will at least free up the more capable ones to do other things. Based on the latest zombie altercation though will you work on farming more serum extractions down the road as a 'in case of emergency' kind of thing or is up to the polls?

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  3. I have thousands of hours in Rimworld, and never thought of doing that edge teleport thing. I've always just done the run and gun. Thanks for teaching me something new on the Rim.

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  4. There's a Hostile Actors slider on Real Ruins that adjusts the number of hostile enemies that spawn on the map when it's generated. It can cause hilarity and much fun when Mechanoids spawn when you first crash land. The slider doesn't actually show a number though, just have to set it all the way to the left for 0 hostile actors. Pretty sure they spawn hostile to everything.

    Nicely done on the rescue. Respect for the micro skills. I'd have 3 dead colonists and one person looking for the bleach if I tried to do all that.

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  5. the path you have made for the vehicles all the way into the base has a weakness next to the corridor for albino lockpickers. need to do something about that extra door to the east. That wall has a door for pawns; vehicle door; zombie shocker; door for pawns. As you move west to east along that wall.

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