RimWorld

RimWorld

Prepare For Combat
58 Comments
Mlie 22 Sep, 2023 @ 1:13pm 
Made an update of this as Chisatos version is not updated:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3039568123
Hope it helps anyone!
GULÉ🏠 16 Nov, 2022 @ 9:55am 
Would it be possible to get an update for this mod?
junki823 2 Aug, 2022 @ 9:17pm 
@chisato
i love broooooooooooooooo~!!!!
Akahige 21 Aug, 2021 @ 11:58pm 
@chisato
thank you so much!
posthum 14 Aug, 2021 @ 9:49am 
Same, Combat Readiness makes the game too easy. Mlie please!
Euruzilys 14 Aug, 2021 @ 5:38am 
I was using Combat Readiness Check, but this looks to fit my style better. Would be nice if someone can update it.
kotamine 13 Aug, 2021 @ 7:14am 
i need this
Voxupnine 2 Aug, 2021 @ 2:52am 
@Xurker
I don't think this mod is working for 1.3
It keeps spamming red errors
Akahige 29 Jul, 2021 @ 9:52pm 
Are there any plans to update this to 1.3?
Xurker 26 Jul, 2021 @ 9:24am 
does this work in 1.3 despite no official update, or do we need to wait for a 1.3 patch?
posthum 25 Jul, 2021 @ 6:42am 
An update would be really nice
jjh2001ed 22 Jul, 2021 @ 2:15am 
could you update mod for 1.3?
[SV] 24 May, 2021 @ 10:30pm 
hmm, the scaling become weird for void storyteller, before this mod, I would get 10+ raiders raid after I finished my starter base, after this mod, I'm getting around 3 raiders raid only, I thought it was because I lower the building wealth scaling to 20%, but even after getting It back to 100%, I'm still getting small raids
Botaxalim 1 Dec, 2020 @ 4:48am 
i set everything 50% so its match the default value from Combat Readiness Check (atleast)
Girthquake 8 Nov, 2020 @ 7:54pm 
How are you supposed to adjust the settings? There's seemingly no mod options menu when loaded in the game.
Paradox 8 Nov, 2020 @ 12:41am 
This mod broke raids for me- Was only getting mechanoid clusters, trying to generate a non mech raid with dev mode threw errors. Uninstalling allowed me to generate raids as normal.

Hugslog: https://gist.github.com/f930bdad1c52faf69aeca6f9293da48c
Proxyer 20 Oct, 2020 @ 2:29pm 
Thanks for your all works! :luv:
ZX Zero 20 Oct, 2020 @ 11:43am 
thanks for the update
hael_p 20 Oct, 2020 @ 10:36am 
Nice ! Thank-you for your job' !
Bar0th  [author] 20 Oct, 2020 @ 8:44am 
The 1.1 version should have mostly worked on 1.2, but the values were a little off. It should now work completely :)
Sushima-Carmine 23 Sep, 2020 @ 5:27pm 
I do hope you'll update this in the future! Godspeed man.
Bubbleberry 16 Sep, 2020 @ 8:44am 
Any plans on updating this?
SkutViking 11 Sep, 2020 @ 4:22pm 
1.2?
奶小的姑娘 3 Sep, 2020 @ 8:49pm 
Is this still working? I'm recently coming back to Rimworld and this mod is a must-have, it's ridiculous how n vanila that a pile of gold can cause enemy level to skyrocket, these wealth really have nothing to do with your combat ablities.
Bashis 3 Sep, 2020 @ 2:06pm 
Any chance on getting a 1.2 update? This mods kind of essential for my hoarding playstyle so I cant update rimworld without it.
Living Joker 22 Aug, 2020 @ 4:11pm 
Huh, I consider this to be one of my required non-trivial mods. Why would attackers be more interested in my colony and attack it with increased fervor just because I have a stable of 40 horses and 10 muffalo? They don't even steal them. Hoping for an update soon, benevolent creator.
Belial03 19 Aug, 2020 @ 5:02pm 
Thank you. This will help. I mean, just because a group of my tribal men went and built a nice base, harvested some organs and got a pet dog, doesn't mean they have to be attacked by a raid consisting of 13 scythers, 3 xcentipedes, 17 lances, and 8 pikemen. IN COMBAT EXTENDED. Thanks again
MapleSierrap 13 Aug, 2020 @ 9:02am 
Hi, could you please update this mod for 1.2? I realise that 1.2 brought more customisation options, but the detailed wealth calculation management tool in your mod is very good for balancing large colonies, which is something the 1.2 custom settings cannot do.

p.s. Thank you for the mod.
Andy Apustaja 5 Jul, 2020 @ 5:57am 
Holy shit dude, you are a lifesaver, I have around 200+ mods installed, so that already slows down my game everytime it tries to calculate 2+2, and with my current wealth, whenever the game tries to spawn a 200 man raid, my computer straight up fucking dies
Flyte95 7 Jun, 2020 @ 3:41am 
Is it possible for you to add a setting to edit the influence of Pawns on threat calculation? So you can adjust it exactly like the other wealth values. I would really appreciate it.
Cloud Strife 13 May, 2020 @ 6:58am 
This mode is a saved game from work? Or removed from a saved game, it safe?
Baiganx 12 May, 2020 @ 10:30pm 
Know what percentages you need to get it set to the 'default' of Marvin's Mod?
Lil O' 30 Apr, 2020 @ 11:23am 
Is this mod save compatible?
MoeMoe 17 Apr, 2020 @ 9:59am 
Oh, finally. I can hoard loads of gold without having the entire rim try to break into my storage.
Nalesh 8 Apr, 2020 @ 7:52am 
Happen to know the rough percentages to get something akin to marvins mod?
Bar0th  [author] 30 Mar, 2020 @ 7:49pm 
@Lt. Bob: For this, I just switched to the updated DLL references, .NET Framework 4.7.2 (from 3.5), and only one small syntax change - 1.0: "item.story.WorkTagIsDisabled(WorkTags.Violent)" -> 1.1: "item.WorkTagIsDisabled(WorkTags.Violent)".

Everything else was untouched from the 1.0 version (just ran a diff on them to make sure, and the above was the only changes), so I'm not sure how useful it will be. If you still want it, let me know and I can add it (hadn't added the source yet, since I'm rewriting some of it).
Lt. Bob 30 Mar, 2020 @ 5:39pm 
@Bar0th Any chance you'd release the source for this? I'm trying to update Marvin's Combat Readiness Check to 1.1 and can't get it to work. I'd love to see how you got yours updated so I can check notes.
Thanks!
Yakudama 21 Mar, 2020 @ 11:30pm 
@Bar0th ModManagerだと依存していますと表示されていました。ModManagerを外したところ問題なく、Combat Readiness Checkをいれてみたら競合と表示されました。
どうもModManager側の問題だったようです。失礼いたしました
Bar0th  [author] 20 Mar, 2020 @ 12:53pm 
@Yakudama MarvinKosh939.CombatHReadinessHCheckは必要ありません。互換性がないとマークされています
Yakudama 18 Mar, 2020 @ 11:46pm 
リストにないMarvinKosh939.CombatHReadinessHCheckに依存しています と警告が表示されます
Bird 16 Mar, 2020 @ 7:42pm 
maaan taaanks for this mod, i was having porlbem with larges raids causing extremly lag spykes (my colony has a lot of wealth) this save my game
taskdk 12 Mar, 2020 @ 1:53am 
666
PartTimePeasant 12 Mar, 2020 @ 1:51am 
@Bar0th is there a way to change pawns wealth %?
x3nit ☣ 1 Mar, 2020 @ 10:43am 
Ok it was an issue with Hugslib that just got updated.
Bar0th  [author] 29 Feb, 2020 @ 1:22pm 
@x3nit Still happening? I just loaded RW (1.0 and 1.1), and it appears fine (using the workshop version of the mod). I've seen a problem where if another mod causes errors, the mods below it show as Unnamed Mod.
x3nit ☣ 29 Feb, 2020 @ 12:15pm 
The mod is now called (unamed mod) in the mod settings.
Mistletoe The Bard 29 Nov, 2019 @ 11:47am 
@Elmiorn I think the numbers of people in the raid are largely depends on the raider's faction tech level though. The game will try to generate better gears if it is allowed, when it is not then they will generate more people. If you wanna have raid with higher quality rather than quantity, then you should install spacer tech faction mods(Like Blue Moon Coorp, or Mercenaries for Me), or just use faction control mod to generate more high tech factions. Also, I believe the normal radiers has a limit on how much wealth they can bring with their gear, and faction leaders are the only ones who has high enough limit for good gears. Therefore, I suggest you to install the "Charge Weapon for Raiders" mod to lift the limit if you want that kind of challenge.
Mistletoe The Bard 29 Nov, 2019 @ 11:41am 
@pinbuck Oh... I never thought about that... Is this what happened to using Combat Readiness as well? I also felt like my game got a lot easier with Combat Readiness loaded even with higher value setting than vanilla.
pinbuck 20 Nov, 2019 @ 3:32pm 
Not to mention that it completely slugs the engine to have tons of pathing entities on the map.