RimWorld

RimWorld

Adaptive Threats
73 Comments
Maticalfikt 16 Jul @ 1:22pm 
1.6 XD?
Rea 6 Jul @ 7:24am 
1.5 ?
Wyga 4 Jul, 2024 @ 2:22pm 
mod work with 1.5 ?
Church.exe 7 Jul, 2023 @ 12:29pm 
if story relevance was removed in 1.3 how does the mod now manage raids?
Thundercraft 15 Dec, 2022 @ 1:47pm 
Quote, "There are three difficulty levels, Default (recommended), Chill and Hardcore."
I assume that "Chill" is basically the Easy difficulty (or easier than Default)... correct?

Quote, "1.4 update: default difficulty only (i e. no option)"
Are there any plans to re-introduce difficulty levels to 1.4 at a later date?
Or are players expected to just adjust game difficulty with the other options/sliders at game start?
FungalFish 23 Sep, 2022 @ 12:12pm 
I'm excited to play with this mod. :)
newcolonist  [author] 15 Nov, 2021 @ 1:36pm 
Story relevance used to be a hidden stat in 1.2 and earlier vesrions, it was linked to battle time. It has been removed in 1.3.
RoflrawrVT 14 Nov, 2021 @ 10:16am 
What is story relevance?
newcolonist  [author] 9 Oct, 2021 @ 12:47am 
After 10+ years I think you should start on chill difficulty and see what kind of threats are generated, but it should be far better than vanilla for large wealthy colonies.
Viper 8 Oct, 2021 @ 2:20pm 
combined with your mod, which is also necessary because, through generations of playing this colony/faction, I will certainly end up at a place where my wealth is extremely high while my populace is less-capable than a previous generation, for example. I need the threat based more on my faction and population and less on the wealth directly, or it will become impossible 30-40+ years in to the game, unless I intentionally ditch wealth.

together your mod and my settings enable the gameplay i want, so thank you for this.
Viper 8 Oct, 2021 @ 2:16pm 
both options are in the far bottom right of custom storyteller. They are poorly labeled and worded, but one of them controls the "effect of the threat progression number" and the other controls the "growth rate of the threat progression number". Off the top of my head, I believe the bottom one defaults at 90% and is the "effect" while the top one is the "growth" and i forget what it defaults at.

Basically, by having mine at 1% and 100%, the time-increase to threat is extremely slow (1%) and if I take serious losses at some point, which triggers a mechanism to reduce this "extra threat" number, the effect of that reduction is 100%.

Basically, I set it at EZ mode because I plan to play this colony for, perhaps, hundreds of (ingame) years, and I need to ensure it remains playable long-term.
newcolonist  [author] 8 Oct, 2021 @ 12:06am 
Your welcome. I'm just curious, what do you mean by '100% progression scale with just 1% progression growth' ? I guess 100% is the threat scale, but what is the progression growth? is it from a mod? Can't see the option in the custom storyteller.
Viper 6 Oct, 2021 @ 2:53pm 
thanks!
newcolonist  [author] 6 Oct, 2021 @ 3:32am 
The proxy is a mix of time and wealth with a S-shaped formula, flattening off after 7-8 years as a colonist. The number of colonists is also factored in so large colonies are not weakened by the sheer size.
I also play long tribal runs and it's fine on the long run.
Viper 5 Oct, 2021 @ 9:24am 
newcolonist, can you explain your "proxy" method in some detail? I'm currently using this mod in a marathon game (slow tech, slow threat progression, children/generations, etc - it's currently 5012 and I can't even stonecut yet! xD) and since I'm going to be playing this game for probably a few months I'd like to get a better idea of how this actually calculates. I'm using the mod that shows threat points for each ThreatBig (raid, manhunter pack, etc) and so far the progression has been good and sensible (started about 35 for the first ThreatBig with just one lowly colonist and has grown to about 900 thus far, using 100% progression scale with just 1% progression growth).
Viper 18 Sep, 2021 @ 11:50am 
Question though, is the proxy your own code meant to emulate the previous story relevance as closely as possible, or is there new facets about the calculation I should know? I'm just starting a colony after about 1.5 months away from Rimworld.
Viper 18 Sep, 2021 @ 11:47am 
Thanks newcolonist, still a big fan of this mod and I use it in every playthrough!
newcolonist  [author] 18 Aug, 2021 @ 1:39pm 
In the last update i uploaded my custom setting where the difficulty level is hardcoded, i've just re-uploaded the correct formula.
Gota 18 Aug, 2021 @ 6:40am 
Did this stop working with the last update? I only have 4 colonists and got a massive raid that I barely won despite not being that far yet
newcolonist  [author] 17 Aug, 2021 @ 2:17pm 
I've updated the mod, tell me if the issue persist. also in the update, quests threats ar disconnected from map/caravan threat, i.e. the vanilla threat scale will only apply on quests (often hardcore in late game) whereas adaptive threats defines maps and caravans threats.
Trajda 17 Aug, 2021 @ 11:03am 
@newcolonist

I use Randy all the time. This is not about Randy, this is about Rimwar. Rimwar creates a field on the world map where all movement becomes visible so you can prepare on attack or caravan ambush. But if the difficulity is Strife for survive or higher, the field becomes bigger so you have more time to prepare, but also, it looks like the bigger the field is, the bigger the colony wealth is.

Thats why colony wealth comes to superposision. Because one number is calculated by Randy+Adaptive threads, while the other number is calculated by Randy+Rimwar.

Rimwar tries to add a constant to the colony wealth and after that your mod tries to recalculate the wealth, and then Rimwar adds the constant back and your mod recalculate it again. And this all happens 100times per second.
newcolonist  [author] 17 Aug, 2021 @ 6:55am 
@tradja I'll look into it, Randy also has a random factor, you've never had this issue with him as storyteller?
newcolonist  [author] 17 Aug, 2021 @ 6:41am 
I'll have to double check but AFAIK it does not change the threat scale so it should be OK.
Gota 16 Aug, 2021 @ 9:18am 
Does this play nice with SoS2's new storyteller that bases threats based on technology?
Trajda 19 Jul, 2021 @ 6:52am 
@newcolonist


Please, write down here if/when you fix it.
newcolonist  [author] 17 Jul, 2021 @ 1:54am 
I didn't check this mod, seems great, I'll have a look into it, very few mods change the threats scale.
Trajda 17 Jul, 2021 @ 12:30am 
@newcolonist

There is a mod conflict between Adaptive Threats and Rim War. This error has been sent to both parties. If you go to the world map and click on your base, you can see additional information about your colony. Printscreen cannot possibly show my problem, but if both mods are present and difficulty is Strive for survival or higher, the settlement points come into a superposition of at least two numbers simultaneously. As I said, this doesn't happen on the normal or easy difficulty. Also, It doesn't happen if one of my starting colonists die (on any difficulty).

https://imgur.com/ukx0LaE
https://imgur.com/T1uvda0
https://gist.github.com/0f927ae27d8baa6ffab6e4ffdf80ee44

As long as the game tries to keep settlement points in superposition, my fps drops to 0. I hope you can imagine how difficult it is to find a mod conflict for a non-modder if you do not know how to simulate the problem AND with no red error at all.
crowe 16 Jan, 2021 @ 2:42pm 
Is this mod compatible with the Perry Persistent storyteller?
Demondizzi 3 Jan, 2021 @ 1:04pm 
As for storyteller i'm playng with the: Vanilla Storytellers Expanded - Igor Invader

as far as i know he makes the damage double and a raid every 1-3 Days...
I don't really know how to see if he overrides vanillas threat scale.

I don't wanna be a pain in the ***, but how the hell i see "debug graph in dev mode"? xD
newcolonist  [author] 2 Jan, 2021 @ 2:03pm 
You can check in dev mod, debug graph to see the absolute threat scale. Most storytellers don't change the threat scale, but I'm not familiar with void.
If void overrides vanilla's threat scale it may override this mod.
Demondizzi 2 Jan, 2021 @ 9:24am 
How do i know if this mod is working? i'm playing with the mod that adds beta poly and alpha poly + void. a caravan just died in my map, with a bunch of alpha/beta poly stuff. my wealth skyrocketed, i was like: "well, its a good thing i'm playng with adaptive threads"
next raid is like 15 void raiders on my 4 colonists map...

so... how i know this is working on my game?
newcolonist  [author] 12 Dec, 2020 @ 6:32am 
Yes, I've just checked the code and the 10k hardcap still exists in 1.2, so it must be other mods
Lekoda 26 Oct, 2020 @ 1:44pm 
@newcolonist replying to what you said on page 3, i guess other mods removed that limit too

Cause i was getting over 500 people per raid many times before you dropped this
newcolonist  [author] 19 Sep, 2020 @ 1:33am 
It's really progressive. But yeah, the more experienced, vet pawns you have (and it means rather years of exp) the harder it gets. On the other hand, a bunch of new recruits will not be considered as a major threat for the storyteller, or if your best fighters are on the road, raids will be smaller.
Trajda 18 Sep, 2020 @ 11:38pm 
@newcolonist

And If I understand correctly, the more pawns and healthier pawns you have, the bigger chance a storyteller will ruin their day, right? And the more downed pawns I have, the bigger chance a storyteller is gonna roll an easy incident?
newcolonist  [author] 18 Sep, 2020 @ 11:29pm 
Yes, unless the storyteller changes the threat scale, but very few storytellers do this. They mostly change the distribution of events.
Trajda 18 Sep, 2020 @ 10:36am 
@newcolonist

Does this work with moded storytellers?
Viper 25 Aug, 2020 @ 12:19am 
ty for the update! i must play with this mod xD
newcolonist  [author] 16 Aug, 2020 @ 11:58am 
I've just updated it, i think it should work fine. It changes the difficulty curve, so it's still relevant even with a 1.2 custom difficulty.
Thewonderslug 16 Aug, 2020 @ 9:50am 
1.2 update pretty please? I shall offer fruits and vegies at my local alter for the mod update gods!
Viper 3 Aug, 2020 @ 2:36pm 
Aug 2020, still using this mod, still loving it. The game is just better with this IMHO.
Karmapowered 7 Jul, 2020 @ 8:32pm 
> I'll take the body size as a factor in the next update.

As a user of the Children and Pregnancy mod, I would be grateful and looking forward to that update.

I wouldn't mind the game accounting for wounded or even pacifists as equals to other combat-capable pawns (since I always have the room as player to either not recruit them or avoid casualties), but I'd like to find a healthy middle-ground where it also allows me the fair use of mods like the above.
WaKKO151 4 Jul, 2020 @ 2:08pm 
im gonna give it a shot
newcolonist  [author] 24 Jun, 2020 @ 10:28pm 
Yes, it must be Randy. Hardcore is getting harder than vanilla with time, and there isn't the 10k vanilla cap.
troy8558 24 Jun, 2020 @ 9:45pm 
ah i see must be randy random :/ would hardcore mode change the frequency/raid size? and is hardcore mode harder compared to vanilla?
newcolonist  [author] 24 Jun, 2020 @ 9:21pm 
It doesn't change the pace of the threats, it's the storyteller. It only changes the size of the threats.
troy8558 24 Jun, 2020 @ 7:03pm 
Ive played a game with this, in the late game it gets quite boring I did not get any raids for at least half a year. This was about year 6 in the colony
newcolonist  [author] 29 May, 2020 @ 12:35am 
It's a vanilla mechanism, based on time in battles and a random factors. At the end of the day veteran fighters are the most relevant.
Video Games Exist 28 May, 2020 @ 9:36pm 
Could you describe how story relevance works? It has me curious.
newcolonist  [author] 11 May, 2020 @ 3:05am 
Ok, i think the issue may in part come from your children and babies. The storyteller doesn't take into account the age of the colonists or whether they're able to fight. A pawn is a pawn so i think a 2 days old baby increases the threat as much as a new recruit.
I'll take the body size as a factor in the next update. But if 10 yo children can fight, it'll help the other way, as vanilla teenagers as well will have a discount on raids. Meanwhile, on chill difficulty it should reduce the threats.