RimWorld

RimWorld

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MultipleRaids (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1 Apr, 2020 @ 11:11am
27 Jun @ 11:08am
9 Change Notes ( view )

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MultipleRaids (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
934 items
Description

Update of MemeTurtles mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206031733

- Migrated from old HugsLib settings, opened the settings for translations



[discord.gg]
[github.com]



If you feel that fighting one raid at a time is too easy and want some real challenge then this mod is for you. Fight 2, 3 or as many as you like raids at the same time. Show those raiders who owns the land! Or die trying.


Does not affect the frequency of raids or other events.


The mod patches the class handler for RaidEnemy incident.

Spawned raids will have varying tactics and spawn locations.
The mod should be compatible with existing games and any storyteller, provided this mod is loaded last.

Mod has several variables to adjust:
1) Extra Raids[0,inf) - defines maximum number of additional raids to spawn. The more raids spawn the fewer points each raid has.
2) Spawn Threshold[0,100] - chance for the current raid to be spawned. If current raid is not spawned then no more additional raids will spawn. For example, 50% threshold means that you can have 1 extra raid at 50% chance, 2 raids at 25%, 3 raids and 12.5%
3) Points offset[0, inf) - if more than one raid spawn, raid points are rescaled with this formula: points = points*(1/totalNum + pointsOffset).
4) Force Desperate[true, false] - removes safety check from faction selection. Allows to have regular raiders and tribesman on extreme dessert/ice maps.
5) Force Raid Type[true, false] - forces every 3d raid to drop pod in center, every 4th to siege. Faction restrictions apply(tribesmen will never drop or siege).
6) Random Factions[true, false] - Allows spawned raids to belong to different factions.

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I have added the source code to the download. Feel free to modify and reupload it as long as you reference the original work.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: challenge
30 Comments
Mlie  [author] 9 Feb @ 10:11pm 
@RandomEdits Not that Im aware of
RandomEdits 9 Feb @ 5:13pm 
Fair enough. Do you know if there's a type of mod for creating one's own custom raid type?
Mlie  [author] 9 Feb @ 9:25am 
That sounds more like a custom raid-type. A bit out of scope for this continued mod
RandomEdits 9 Feb @ 8:48am 
I guess what I'm asking is can I specifically spawn what kind of raids I'm getting from a certain faction? I would very much like to feel as if my enemies are using actual tactics against me and not just sending 50 more people to be gunned down like lemmings by my turrets.
RandomEdits 9 Feb @ 8:44am 
So this is what I want. I want sapper, breacher, siege, and drop pods, including drop pod scatter raids all happening at the same time. I want the breachers try to breach my first defense lines and sappers try to breach my blind spot. I want the drop troopers to make it so that they can become too much of an immediate threat I can't focus on either the breachers or sappers. I want them to beeline to the nearest power generators and batteries so that my defenses will become unpowered for the sappers and breachers. Then I want a preparation raid lasting for a while as the sappers do their thing, and the siegers finish their mortars. These preppers should be stationed near the siegers as they build their mortars. I want these preppers to start assaulting the moment the mortars are finished building. I then want a second raid right after that, calling it the main invasion force! Then a second preparation raid, just in case the main force didn't finish off my colony's defenders yet.
Dr Jimothy 8 Nov, 2023 @ 7:54pm 
Fun way to use this mod:
- Make raids less common via storyteller.
- Make raids always come in many multiples.
-> Now whenever you'll rarely be hit with raids, but they'll hit like trucks. Raids go from a helpful, regular and reliable source of colonists, organs and spare gear to rare cases of OH GOD OH FUCK OH NO OH SWEET LORD HAVE MERCY UPON US.

Mlie thankyou for making it possible for idiots like me to be dumb like this.
Dr Jimothy 12 Oct, 2023 @ 5:41pm 
This has a funny interaction with Igor Invader. The moment you're hit with a raid, you get the raid imminent event, rather than two raids simultaneously. Not what I intended but still kinda cool tbh.
Chummy 28 Jan, 2023 @ 11:52am 
Compatiable with factionalwar? I assume so
Mlie  [author] 14 Aug, 2022 @ 10:53pm 
@FungalFish No idea, never tried that mod
FungalFish 14 Aug, 2022 @ 9:52pm 
I'm assuming this isn't compatible with Rimwar