RimWorld

RimWorld

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[SBV] Warg Raids
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Mod, 1.3, 1.4, 1.5
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141.284 KB
7 Mar, 2022 @ 8:33pm
11 Apr, 2024 @ 4:27am
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[SBV] Warg Raids

Description
Scientists say wargs are the descendants of weaponized military animals created for population suppression... so why doesn't the Empire, the only military active on the Rim, use them to suppress you? Well, now they will.

Adds hunter-killer parties of wargs and their specially trained handlers as an alternative to normal Empire raids. They won't spawn as frequently as other raid types to keep things fresh, but hopefully it adds a little variety.

Requires the Royalty DLC. Will use the Animalist style for the kynigoi helmets if the Ideology DLC is present.

Details:
Empire raids will occasionally be replaced with warg raids consisting of an approximate ratio of 3 Wargs for every 1 Kynigos. These raids have a commonality 3x higher than Empire breachers, but significantly less than the base Empire raid type. They also have several strategy restrictions so they won't attempt to man mortars or breach walls with wargs.

Kynigoi ("Hunters" but also literally hound-leaders) are Janissary-equivalent pawns with a higher animals skill and a slightly lower shooting skill. They spawn with the same weapons and armor as Janissaries, but replace the recon helmet with a marine helmet. If Ideology is installed, the Wolf-head Animalist style will be used for this helmet. They also occasionally carry meat to feed to their pets.


Disclaimer:
This was just a short experiment so I could learn how simple mod making for RimWorld works. To give it an end goal, I decided to base it on a bit of lore from the Warg's in-game description but the mod seems to work pretty well so I thought I would share. However it is still my first RimWorld mod. It should be compatible with most things that isn't a total overhaul, and should be safe to add in the middle of a game, but I can't guarantee that it will work with everything.

If you give a go, please report any issues you have, and please let me know how I can improve my first RimWorld mod. I'll try to implement any fixes and improvements you can think up.

Other mods:
Please consider trying my other mods
16 Comments
Khitrir  [author] 11 Apr, 2024 @ 4:31am 
Updated to 1.5, please report any issues!
Yoann 21 Nov, 2022 @ 4:47am 
Thank you for quick answer.

So I just tried again right now, 1000pts raid, and 8 humans spawn with only 1 warg.
2nd try, 6 humans for 3 wargs.


My issue with empire faction is that it's too easy to stay neutral (lot of quests with easy goodwill), so outside of Deserter intro quest, I'm never their ennemy, and neutral to them again too fast, so I never saw them raid me (as they are neutral).


Of course I will link to your mod and credit the idea, no need to ask for it :)
Khitrir  [author] 21 Nov, 2022 @ 4:30am 
@Yoann Thank you so much for reporting that. Hopefully should be fixed and they should no longer spawn without wargs.

I've had to tweak their commonality to adjust for the lost spawn opportunities - they can't spawn as breachers, sappers, or sieges so they were already pretty limited. Please let me know if they feel like they're a good balance or should be more or less common.

Re: Empire mods. I don't know of any like that unfortunately. If you make the empire hostile they should routinely raid you like any other faction though - sometimes quests make you quickly ally again and that might explain why you only saw one raid? Either that or you experienced a bug or mod conflict.

Re: derivative mods based on this mod, you're 100% welcome to do so, I'd just ask that you stick a link/credit to this mod in your mod description when/if you publish it. Its intentionally a pretty simple mod though, so it may need to be significantly expanded upon depending on what you want to do.
Yoann 21 Nov, 2022 @ 2:27am 
It seems to not work in 1.4, I tried in devmod and the raid spawn without the warg, first time by pod, 2nd by walk (I know it's this raid by helmet style and skill).

By any chance, do you know a mod who make stay friend with Empire harder (something like loss goodwill if no tax via tribute collector, or skip quest?).
Because I saw this mod since long time, but never tried as I never saw the Empire raid me outside the traitor quest.

Also, yesterday, I found Animal Husbandry Raids (Continued) (who is not customisable/balanced enough at my taste), then I remembered your mod.
I want to use it as a base to try to add the same new raid strategy for other factions as well. Can I do that, or do you have already similar plans?
Khitrir  [author] 20 Oct, 2022 @ 7:39am 
Updated to 1.4!
Khitrir  [author] 14 Mar, 2022 @ 4:49am 
@PyromancinCyborg I hadn't, but I will look into it.

No promises though, still really new to this so a little unsure what is within my skill level.
PyromancinCyborg 13 Mar, 2022 @ 10:18pm 
Do you plan to make them summonable via permits
chunkylord2 13 Mar, 2022 @ 8:21pm 
This really does make sense in the grand scheme of things
Sonderistic 9 Mar, 2022 @ 10:53am 
really interesting and creative idea
Mr_Neo_Neil 9 Mar, 2022 @ 8:52am 
I like the idea can't wait to try it out