RimWorld

RimWorld

40 ratings
Better Ambushes Continued
   
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Mod, 1.2, 1.3, 1.5, 1.6
File Size
Posted
Updated
242.443 KB
7 Feb @ 12:09pm
11 Jul @ 7:21am
9 Change Notes ( view )

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Better Ambushes Continued

Description
[github.com]

Disclaimer

This is a continued version. Thanks to the original authors Kangz of Memphis and Captain Muscles for the great work

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2365465416

Supported languages:

- English
- 简体中文
- Français

What does this mod do

It largely improves raider encounters on:

- world map caravan ambush
- temporary site maps (outside of your settlements)

Most things like raider strength are configurable in mod config

What's new in my continued version

- New mod config: World map / site maps ambush strength can now scale with your main colony wealth , by adding extra ambush raid points based on the given percentage of the current storyteller raid points from your largest settlement (the one with highest wealth). Only regular player settlements are eligible for this calculation.

- New mod config: "caravan visibility multiplier". You can now adjust caravan ambush frequency by increasing or decreasing caravan visibility on world map.

- Temporary maps (mining sites, ancient ruins, quest sites, enemy faction base, etc.) also become more "dynamic". You may randomly cross enemy reinforcements, raiders from other hostile factions, or even anomaly entities based on your monolith level (Require Anomaly DLC activated). Frequency and strength adjustable for all mod spawn raiders on site maps. Note that this mod will never attempt to trigger extra raids on player settlement maps.

- Added Simplified Chinese and French translation for mod option menu


Compatibility with some modded maps

For avoiding immersion breaking, currently this mod can explicitly identify some modded maps and prevent ambush on them:

1. Some "underground" map types:
- Undercave of Anomaly
- Underground maps generated by DeepRim

2. All space maps from SOS2, Rimnauts2 and Odessy DLC. Besides, they are NOT considered as player settlement (even the authors defined in this way) when calculating "main settlement current raid points".


Potential interaction with other mods

- No known incompatibility found yet.
- For maps generated by other mods not in excluded list above, if they are not "settlement" type, raiders from this mod may appear on them as well. This may result in unexpected behaviors. I can't enumerate all modded maps so there's no generic way to make patches.
- Compatible with Compressed Raids: Ambush raiders are compressed combining with CR, just like your own settlements.
- Vehicle Framework: For all VF based mods, now your game will be more balanced, because increased ambush scale on site maps will make your flying vehicle vulnerable to attacks. Land combat vehicles now have more end game utilities to help your combat outside of your main colony.


DLC requirement

None. But Anomaly recommended for ultimate challenge. Imagine open battle against chimeras, devourers or swarms of flestbeasts on random pocket maps without defense.

26 Comments
Ionfrigate12345  [author] 11 Jul @ 7:23am 
UPDATE:

The space maps from the new Odessy DLC are now also identified and behave in the same way of previous SOS2 & Rimnauts 2 space maps.
Azerbaijan_Technology 9 Jul @ 11:35am 
I think you forgot one of the features from the original.
There should be an option that allows you to run away after a certain time has passed.
Azerbaijan_Technology 27 Jun @ 5:09am 
Good to see this mod being continued, very nice!
Ionfrigate12345  [author] 17 Jun @ 7:10pm 
UPDATED to 1.6
Plz check if it has any problem
Corpse 1 May @ 9:18pm 
好哒!期待!:steamhappy:
Ionfrigate12345  [author] 30 Apr @ 6:22am 
@Corpse 这几天在忙别的事,应该过几天可以出
Corpse 29 Apr @ 9:47pm 
大佬,新版压缩袭击什么时候出:steamhappy:
fyodord 29 Apr @ 2:48pm 
Finally!!! I've been waiting for this
Philush 23 Mar @ 3:50pm 
You're a hero for updating this
Ionfrigate12345  [author] 10 Mar @ 6:40am 
@FaPaThY I dont think there is really a gold standard for Rimworld mods, except maybe Harmony if it's counted as a mod. I usually only make patch for mods I play myself and I personally never used any z-level mods myself for the sake of performance.

But maybe one day if I try such kind of Z-level mods I may think of a patch