RimWorld

RimWorld

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Raider Swarm Compression
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Mod, 1.6
File Size
Posted
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129.364 KB
3 Jul @ 8:59am
29 Jul @ 1:27pm
15 Change Notes ( view )

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Raider Swarm Compression

Description
Features

Large raids are fun, but quickly reach a point where the game crawls to a halt. This mod aims to make VERY large raids possible through some visual trickery and smart balancing. In theory, with this mod, raids can have many hundreds of enemies. All without melting your computer.

Instead of fully simulating every pawn, each pawn represents a "squad" of many raiders instead, meaning the game only has to simulate a fraction of the pawns involved in a raid. For each member of its squad, this pawn attacks faster (up to 5x), but also takes more damage from explosions, fire and gas attacks. Every time this pawn would be killed or downed, a member of its squad is killed instead, and the pawn's combat bonuses reduce accordingly.

Long story short:
Hordes of enemies LOOK and FEEL like hordes of enemies without the game crawling to a halt!

Compatibility

The mod patches vanilla incident generation, meaning any mod that either changes vanilla incidents or adds custom ones may not be compatible. In the latter case, the mod won't break, but it will also just not take effect.
Mods that simply introduce new factions that then use "normal" raid generation should work just fine.

FAQ

CE?

Heard reports that it works with Combat Extended.

I installed the mod and it does nothing?

The mod's default settings are such that only the largest vanilla raids would be affected. The main target audience is people with other mods that cause (potentially) enormous raids OR people who struggle with already decent-sized vanilla raids. For the latter, reduce the maximum number of allowed raiders in the mod's settings for it to take affect there.

Is this just like the mod Compressed Raiders?

Yes, but no. Compressed Raiders aims to address the same issue, but:
Since it reduces the number of enemies, hordes feel less like hordes.
The bonuses it gives quickly turn even tribal pawns into plasteel-skinned, lightning-speed supersoldiers. This mod does not affect armor or raider movement speed at all!

Why only 5x strength per "real" pawn when one pawn can be a swarm of dozens?

I figure that space does matter. In melee, you can't be attacked by dozens of pawns at once, 4-8 is a more reasonable expectation, depending on the terrain. And even in ranged combat, positioning matters and huge numbers of raiders are likely going to struggle to find spots to shoot from. The max of 5x seems like a reasonable compromise to simulate a lack of space.

It should be rare to have swarms of 5 or more though. With default settings, that'd mean a raid size of 600+ individuals!

1.5 support?

Sadly, that's a no. 1.6 is too close.
Popular Discussions View All (1)
1
5 Jul @ 11:42am
Incompatibility list?
Most Definitely a Mimic
54 Comments
NUT 29 Jul @ 8:09pm 
Think it would be cool to have this with settlers to i maybe when you recruit them you can turn them into squads or have teams that can work like this.
s_m_w  [author] 29 Jul @ 1:29pm 
Just pushed a new update with a large number of bugfixes regarding manhunters:

- A manhunter losing a squadmate by being killed no longer heals its own Scaria in the process (leading to revenge message spam)
- Properly add scaria to squadmates so their graphics get the nice scaria overlay
- Improve pawn rendering for large pawns. Anything larger than a bear had its graphic cut off
- Fixed an bug that led to more squadmates disappearing per death than intended
s_m_w  [author] 29 Jul @ 1:32am 
That does sound annoying. I'll look into it
Im having an issue where manhunter packs constantly getting the "revenge" message everytime on of the compress animals dies cause another one would spawn
s_m_w  [author] 26 Jul @ 1:42pm 
@Hyndis
Oh that is a funny bug. I'll look into it!
Hyndis 26 Jul @ 12:34pm 
I love the mod, thank you, its brilliantly clever! I did find a hilarious bug though, visual only. If you have two maps active (main base and a ship visiting somewhere) and a big raid happens on one map you get ghosts on the second map. Purely visual, and a hundred tribal ghosts running through an asteroid is certainly visually striking. Ghosts might almost be a feature though.
Wednesday 24 Jul @ 3:21am 
Thanks :)
s_m_w  [author] 24 Jul @ 1:40am 
@Wednesday
Fixed!
s_m_w  [author] 24 Jul @ 12:32am 
@Wednesday
Thank you, I'll take a look!
Wednesday 23 Jul @ 6:43pm 
Hello,

Found a bug, I could reproduce it in dev quick test.:

1 - Set always replace 20% of raiders with fakes.
2 - Generate a maximum point 'distress call' quest

When trying to land with a gravship in a anomaly's 'distress call' quest map, the rendering breaks and a lot of errors appear.

https://gist.github.com/HugsLibRecordKeeper/92b894b3813df4140e7f28a996ae794f

When entering with a caravan in an anomaly's 'distress call', the game throws some errors, the location despawns and the caravan stays on the world map.

https://gist.github.com/HugsLibRecordKeeper/72925805831f6061d29da352bdeb2084