RimWorld

RimWorld

Raiders Never Retreat
53 Comments
NilchEi  [author] 14 Jul @ 6:35am 
@demondust6 I now use [FSF] No One Ever Flees and never had any issues with it.
demondust6 14 Jul @ 4:27am 
can anyone update this to 1.6? I get tired of raiders running away all the time
MOHEGAN 12 Aug, 2024 @ 10:31am 
It still works in the latest version:steamhappy:
NilchEi  [author] 20 Jul, 2024 @ 7:53am 
As is the case with all my other mods, I give my permission for anyone to update this mod. In fact, I'd greatly thankful.
moonstar67ppm 14 Jun, 2024 @ 6:54pm 
Wondering if anyone has this updated to 1.5?
2962342497 27 May, 2024 @ 11:39pm 
1.5?
psychedelist 24 Mar, 2024 @ 5:15am 
Powerful Psycast AI was great, unique and exactly what the game needed. Could you please put it back online? Did it have some critical bug that caused you to remove it? I never had an issue with it.
Morale -10 12 Feb, 2024 @ 5:15am 
Damn but alright
NilchEi  [author] 11 Feb, 2024 @ 10:26am 
Unfortunately I have Rimworld uninstalled and don't plan to return to modding in near future.
Morale -10 9 Feb, 2024 @ 5:13pm 
What if you changed the message where the raiders are retreating; with a message that says they have fallen into disarray, with maybe even with a debuff to their morale to boot with it?
Because they are unbreakable in my opinion with the extremely low expectations.
Morale -10 9 Feb, 2024 @ 5:03pm 
There was once a mod that had a slider by when raiders would retreat, but it is gone by now.
You think you could add such a feature?
NilchEi  [author] 16 Nov, 2022 @ 8:13pm 
Huh, maybe new update had changed AI logic, I'll take a look at the issue around this weekend.
HazyAqua 16 Nov, 2022 @ 6:19pm 
Mod it great but It makes the trader caravan don't leave too.
demondust6 23 Oct, 2022 @ 9:08pm 
Very cool! thank you so much!
NilchEi  [author] 23 Oct, 2022 @ 9:03pm 
Actually it turned out that there isn't any conflict, so was able to update it now. Glad to know you're enjoying this mod!
demondust6 23 Oct, 2022 @ 5:38pm 
fair enough. thank you!
NilchEi  [author] 23 Oct, 2022 @ 5:31pm 
I'll update my major mods first, then take a look at it. Have not been able to find a time to mod.
demondust6 23 Oct, 2022 @ 4:58pm 
is this getting a 1.4 update?
Farbott 7 Sep, 2021 @ 2:56pm 
I feel like this is having a small confliction with enemy self preservation or something, because a bunch of raiders usually stay on my map and wander around until they starve or get in the way of one of my power armor patrols
Richard Mc Nutbuster 4 Sep, 2021 @ 9:50am 
those turrets behind your pawns give me anxiety
雪白的大白兔 22 Aug, 2021 @ 10:10am 
da lao niu b
Tokido Saya 22 Feb, 2021 @ 1:58am 
Sure,i will.
NilchEi  [author] 21 Feb, 2021 @ 3:58pm 
Maybe you can try 4M Mehni's Misc Modifications 1.2 as potential alternative that work with Doors Expanded. That was mod I used to remove retreat behaviour before I made this, only difference is that all raiders will actually flee when they are satisfied & kidnapping & stealing etc.
NilchEi  [author] 21 Feb, 2021 @ 3:51pm 
Thank you very much for the testing, I admit pawn pathing is weird stuff I know little about. I'll note the incompatibility on the mod description.
Tokido Saya 21 Feb, 2021 @ 2:57pm 
pawn get a new orders after they stun so they move from 12 to 3 counterclockwise like along the edge of map,i see they try to shoot my pets but they miss and stop and start banging my wall again,thats so wried.

and i am sure when i remove the blasted door they can detect me again.

so,maybe after they try to flee but been banned by this mod, blasted door will make the enemy pawn route will be unstable.
(means this mod maybe uncompletable with Doors Expanded's door which bigger than 1x1,maybe Linkable door will have the same problem too.)
Tokido Saya 21 Feb, 2021 @ 2:57pm 
okay,this it happens again with another tribe faction and i tested it.

when the raid starts it goes normal,yea they can detect "the pawn behide the always open powerd blasted door" and "always open vanilla door" and they just dying one by one like yolo.

and when the flee starts they can't detect "the pawn behide the always open powerd blasted door" anymore(why?) so they start banging my wall,but they still can detect "always open vanilla door".

i tried to remove the power of the blasted door and flashbang them with dev mode,weird thing is they looks like can detect though blasted door again?(because i raided by Harrowed too and they looks like fine with powerd blasted door.)

comment too long lol
NilchEi  [author] 20 Feb, 2021 @ 2:50pm 
Hmm yeah I don't know what might be wrong then. Can anyone else inform me if they are having the same problem? Would like to check if it isn't some strange mod conflict first (I found that completely unrelated mod can somehow break other mods as well, such as Relations Tab breaking Dynamic Diplomacy despite having no overlapping features).
Tokido Saya 20 Feb, 2021 @ 2:27pm 
Yes,there is,my colony is always the type around of wall and only one exit.
the exit has no wall no door camped by turret,behide the turret area i use a "always open" door for banning anyone to enter turret area(when sometimes hard raid like 100 mach centipede).
i also used a always open 3x2 blasted door from Doors Expanded,heard about that mod may make some pawn route problem,but i think that wasn't the problem since there are pets keep leaving the door move their copse,so they should and can target the pets.
NilchEi  [author] 20 Feb, 2021 @ 2:08pm 
Was there any colonists they could reach via walking?

My 'flee' behaviour is identical to the AssaulyColony behaviour, and they should try to walk toward reachable enemies first before resorting to trashing nearby stuff. The situation you describe seems like what would happen if there were no colonists on the map, or colonists for them to target were behind door & walls.
Tokido Saya 20 Feb, 2021 @ 1:41pm 
i got another problem here.
i just got a tribe raid with function leader no sapper asap attack,the raid is going right till the flee message shows.
they didn't flee but they start spreading up and banging my door and walls.
they spread from the eastest along the edge of map to the westest and banging my walls everywhere.
tribe never was a problem but i am curious about it,this happen when they should flee(but blocked by patch),i checked the log there is not error,do you have any idea what may cause this?
they trigger "sometimes raid goes wrong" rapid ageing too,but i think that won't...shouldn't cause any problem with the raid making them banging my wall.
Tokido Saya 20 Feb, 2021 @ 1:37am 
yea,thanks for answering.
NilchEi  [author] 19 Feb, 2021 @ 3:05pm 
I suspect what you're saying is correct. My mod just overrides vanilla flee behaviour to be identical to that of attack behaviour. So I can't do anything about modded flee behaviours caused by stuff from other mods. :steamsad:
pgames-food 19 Feb, 2021 @ 2:40pm 
(ok thanks maybe i will try, and send all my minions and pets as well) :)
Tokido Saya 19 Feb, 2021 @ 2:23pm 
no,but i remember some of them get knock outed by thier friendly tranquilizer grande,maybe thats why they flee not the patch not working,i think the type of fleeing like this can't be fixed did it?
(kinda like they lose their raiding order when they downed)

that works with shotgun and meleer blocking the door,just dive in and break a door and camp in a room,you can do it too :)
NilchEi  [author] 19 Feb, 2021 @ 1:41pm 
I just tested with bandit camp and the units defending it didn't flee. Do you happen to use any mod related to NPC camps?
pgames-food 19 Feb, 2021 @ 1:50am 
hi you did well to beat 60 pirates with just 4 people, well done :)
Tokido Saya 18 Feb, 2021 @ 2:46pm 
okay,thank you,hope to see update soon.:winter2019happyyul:
NilchEi  [author] 18 Feb, 2021 @ 2:29pm 
Huh, I guess flee behaviour on camp is different than in settlement then. I'm busy this month but I'll take a look at fixing the issue eventually.
Tokido Saya 18 Feb, 2021 @ 1:31pm 
hello,i just solve a camp like 60 pirate.
and the raiders in camp or base still trying to escape even they don't have panic flee.
i only have 4 infantry so one escaped,thats very unacceptable,anyway to fix this?
pgames-food 7 Dec, 2020 @ 10:59pm 
ah ok thanks, (im still new to kill boxes lol, but yeah that is a cool screenshot :)
NilchEi  [author] 7 Dec, 2020 @ 10:29pm 
Actually that's killzone I specifically built to make a cool screenshot, I never actually use turrets anymore with post-1.0 nerfs. Also distance any larger than 2 tiles will cause friendly fire, so on retrospect yeah turrets there pose as much danger to the colonsts as the raiders :steammocking:
pgames-food 7 Dec, 2020 @ 10:13pm 
btw i noticed in your picture above, that you had a row of turrets, then people, and then 2 rows, or different turrets behind them.

can i check if that setup works quite well?
like do the people behind, shoot the ones in front (friendly fire etc) or does that work ok?

in my old savegame from january this year (v1.0) i had some bunkers and spikes but only tried sandbags around turrets to slow them down, and used a thinner/longer line but wasnt sure how friendly fire works :)

eg https://cdn.discordapp.com/attachments/214523406727512065/589297291374886912/cropped_base_-_with_notes.png
NilchEi  [author] 7 Dec, 2020 @ 6:18pm 
No I don't think so, as this mod removes most AI retreat behaviour.
Chad-Thundercock 7 Dec, 2020 @ 5:37pm 
Does this work with self preservation?
NilchEi  [author] 29 Aug, 2020 @ 3:10pm 
It depends on how intrusive that faction is system-wise. It worked for two custom factions I play with - RImsenal Federation and Feral - but it might not work for more "complex" factions that adds bunch of unique content like new raid types.
Kamui 29 Aug, 2020 @ 8:30am 
A raid retreated as normal, is it compatible with custom factions?
LungeVilkas 29 Aug, 2020 @ 2:36am 
I love it! Was fighting a raid and two of them just charged through the dead, launching grenades into my squishy inner base. Never would've had consequences for that raid in vanilla.
pgames-food 24 Aug, 2020 @ 4:47pm 
Moraino 24 Aug, 2020 @ 12:41pm 
Now what we need is a soviet faction
pgames-food 23 Aug, 2020 @ 7:05pm 
hi this sounds like it could also be useful (not just for an unrelenting challenge), but also for when a tribal faction tries to attack you, and you just want to fight all of them (for more chances of capturing them or getting their stuff) :)