RimWorld

RimWorld

Combat Readiness Check (Continued)
176 Comments
Mlie  [author] 30 Jun @ 2:35pm 
@♂Dungeon Master♂ Please see the Reporting Issues section described above
♂Dungeon Master♂ 30 Jun @ 2:17pm 
When this mod is enabled on 1.6. Shots stop hitting enemies
Incursion 30 May @ 7:08pm 
Pretty essential mod if you use real ruins. A shame it's said to harm tps.
JOЯDΛИ 14 Apr @ 4:35pm 
Thanks for keeping these mods alive, you're a legend.
Mlie  [author] 12 Apr @ 9:51pm 
@Q I dont take donations for continued mods as they are not technically mine. If you use any of my self-made mods however, you can find a donation link there 🙂
Пиндос 12 Apr @ 3:44pm 
I find this so much better than base game difficulty. Idk. For me rimworld always turns into an MGS V super base with stories of drama and me doing fun stuff like having a huge prison labor camp and a bunch of kids running around. Base game makes it so you need a killbox or cheese AI. with this game feels fair and like a real adventure. Maybe im just too big of a noob idk. been playing since alpha 14 when I was like 13. i still suck at this game and cant do 500% difficulty like all the youtubers and yuo hardcore rimworlders. with this mod my colonists still lose limbs and organs and some die when the game hits me with crazy combinations, but it feels really fair and not like im about to throw my laptop out the window. thanks for the update Miles)) any way to send you a donation?
LumberingTroll 13 Mar @ 11:11am 
It would be awesome if this had its own history graph readout so we knew where we were on the effective raid cap.
Adam 2 Feb @ 7:12am 
@Mlie regarding what Boss was saying about CE:
"Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much it's damage is reduced"
from the mod description, so it's reasonable to assume this mod doesn't take into the new armor stats
ShadowX116 15 Jan @ 6:55pm 
@Big Bwana, By default, it makes things objectively easier than the base game because it makes the raids fair to deal with based on your colonists, their weapons, and how many combat critters you have (among other factors).

Regular Rimworld does not *really* care about those things when generating threats. Just their worth in monies.
Big Bwana 15 Jan @ 4:36pm 
Would this mod make raids easier? I have like 10 pawns and got raided by +20 with stronger weapons than me. my only wealth is like 80 farm animals. I think they make up for like 80% of raids strengths without this mod.... how much would this help me?....
ShadowX116 5 Dec, 2024 @ 5:51am 
Ah, found it. I apparently still have Incident Disabler on, and raids were turned off. My bad. xP
Mlie  [author] 4 Dec, 2024 @ 10:26pm 
@ShadowX116 This mod does not change the type of events, only the calculation of threat points. Your issues are due to something else
ShadowX116 4 Dec, 2024 @ 4:46pm 
The storytellers only ever send manhunter packs for me. I have loads of stuff, 8+ colonists on avarage, and even a couple charge weapons, plus a horde of combat critters (Hippos, Lions, Elephants, and Megasloths). I play on custom difficulty, but all I change is the chance for death on down for all pawns.

What settings do I need to change to see people raids? Or what difficulty can I set it to that isn't setting it straight to a Losing is Fun equivalent?
Mlie  [author] 19 Oct, 2024 @ 5:49am 
@Stony Rock I mean, you choose it yourself in the mod-settings
Stony Rock 19 Oct, 2024 @ 4:09am 
For those who are bad at math, does this mod make raids harder or easier for player in general? From what i understand, it makes things generally easier?
Mlie  [author] 4 Oct, 2024 @ 10:33am 
@lish7 Even after translation, I have no idea what that means
lish7 4 Oct, 2024 @ 10:29am 
림린이면 차라리 난이도를 낮추는게 낫다. 이거 하면 뭔가 곡선 커브가 심심해
Mlie  [author] 27 Aug, 2024 @ 10:28pm 
@Boss Dont know about CE, never used it. Perhaps they can add support for it.
There are a lot of options already in this mod, what option specifically are you missing?
Kyle Rittenhouse 27 Aug, 2024 @ 3:58pm 
Weird question. Does this work with CE? If armor is calculated by a value CE doesn't use...

Also, can we get option to calculate SOME of the wealth we have? It's making it hard to balance this mod.
Mlie  [author] 11 Aug, 2024 @ 10:05pm 
@Awrawra You can turn on the debug-logging in the mods options to see when and what it does
Awrawra 11 Aug, 2024 @ 4:43pm 
How do I know if this mod is working? I'm wondering this because in my actual colony, in the second raid I'm getting 7+ raiders attacking me, and I have only 4 colonists (one of them don't fight). Ok that I'm playing on hard mode with Cassandra Classic, but I think the raid difficulty is increasing very quickly and it's not the first time
Mlie  [author] 18 May, 2024 @ 9:45am 
@That Guy Yes, that is the point of the settings
That Guy 18 May, 2024 @ 9:06am 
Makes raids pointless. You'll never see another challenge if you keep default settings.
Bittersalt 17 May, 2024 @ 10:50pm 
Vanilla calculation method is very illogical and irrational. I'm glad this mod exists.
Mlie  [author] 5 May, 2024 @ 8:06am 
@Dubs™ The description shows inf regarding saves
VodkaBoi 5 May, 2024 @ 7:58am 
okay to add midsave?
Mlie  [author] 19 Apr, 2024 @ 2:46am 
@THROBERT Please see the Reporting Issues section described above
Airdog20 13 Apr, 2024 @ 9:39am 
great this mod updated thanks. my base gets swarm because im in the medieval and i like making art from gold and silver so i get around 30 to 45 man raids while i have about 5 people. this helps a lot for wealth base players like me/
bmmb 25 Mar, 2024 @ 5:40pm 
What is the default value?
FREELOADER EUROPEAN 23 Mar, 2024 @ 11:16am 
Which setting do you recommend for ce
GrahammerTek 21 Mar, 2024 @ 5:07pm 
@THE BRAINCELL KING - It works without issue, though you may want to increase the default values as they're way too easy for CE's combat.
Mlie  [author] 21 Mar, 2024 @ 2:30pm 
@THE BRAINCELL KING Not that I know of
FREELOADER EUROPEAN 21 Mar, 2024 @ 2:23pm 
does this work with CE
Sledjer 14 Jan, 2024 @ 3:08pm 
It is compatible AFAIK. This mod affects the raid point calculation. Compressed raids affects raid composition in response to raid points. They're touching two different things.
Mlie  [author] 12 Jan, 2024 @ 9:18pm 
@flee No idea, never used that mod
blitz 12 Jan, 2024 @ 7:38pm 
is this compatible with compressed raids? Or does this mod kind of do the same thing?
Deadmano 8 Jan, 2024 @ 12:33pm 
Hey! You mentioned:
You can use the in-game Mod Settings menu to adjust some of the settings for how points are generated. Select Combat Readiness Check, and edit the values. They will stay in effect as long as you're using the same saved game folder.
Would this still work with RimSaves since it stores saves for each new game in separate folders?
findecisive 22 Dec, 2023 @ 8:01am 
which difficulty is it set to by default?
Mlie  [author] 12 Dec, 2023 @ 10:50am 
@Misha No, caravans and outposts are not part of the map that gets attacked.
Misha 12 Dec, 2023 @ 8:15am 
Plus. Does it count colonists in caravans?
Misha 12 Dec, 2023 @ 8:06am 
Since this mod changes what counts as colonist. How does it work for with outpost expanded? Do colonists in the outposts count? Been looking for a mod that addresses this issue.
markolainen89 19 Nov, 2023 @ 12:47pm 
Thank you for this mod. It's a must have for me. :)
Glottis 1 Oct, 2023 @ 3:13pm 
Once again, Mlie's comes to the rescue of another mod I want to use. Thanks for all your hard work keeping these updated, I really appreciate it.
Luka 11 Sep, 2023 @ 6:26am 
Alright so Guard training alone is fine, thank you for the clarifications.
Mlie  [author] 11 Sep, 2023 @ 5:07am 
@Luka Weapons are defined based on their market-value. So damage should affect it.
Animals only counts for releasable animals.
Luka 11 Sep, 2023 @ 3:57am 
I have a question of my own, if anybody knows. The "release" that makes animals count toward raid points is the "Attack" training, correct? I often like to have pets that I keep around and that are unconventional (I use Animal Customization to have foxes that are basically dogs) and I would never use them for defense, I hate the idea. Because I need the Guard training to haul, I teach them, but I hope it then doesn't make them count toward raids? I assume the "release" is the thing you can do when you train them to Attack.
Another small query while I'm at it, the weapons counting toward wealth, do they count full points like building, no matter their HP? Or they just count for their actual value (e.g. since in this game damaged weapon has no incidence on their efficiency, in vanilla I used to burn them to make them cheap, and while I don't intend to cheese it with this mod on, I'm curious, especially because of all the weapons raiders drop).
Luka 11 Sep, 2023 @ 3:56am 
@Catman I am using both and they don't really work together in the sense that you can't have the breakdown of the raid points. However it does show the raid points without further details, and there's no real problem with both together.
marco2000b 10 Aug, 2023 @ 11:09pm 
Has anyone found a good way to tweek the settings ? The Fair settings is too easy and This is fine settings destroyed my colony
Mlie  [author] 18 Jul, 2023 @ 11:00am 
@catman_x No idea, never used that mod
Catman1226 18 Jul, 2023 @ 7:56am 
Would this be compatible with "Visible Raid Points"?