RimWorld

RimWorld

Advanced raiders
58 Comments
robmarquez583 28 Dec, 2022 @ 6:07pm 
ty mlie
Mlie 27 Nov, 2022 @ 1:13pm 
mkvltra 21 Oct, 2022 @ 6:32pm 
Please update to 1.4?
odaswifteye 24 Aug, 2022 @ 7:50am 
The description implies that the mod will simply revive downed enemies. It doesn't mention that revived enemies are almost objectively stronger than what they were before.
I did not anticipate that and got wiped.
I had to nerf that using another mod but man was that ridiculous.
Gilgamesh 27 Jul, 2022 @ 11:02pm 
Quick question, and I think I know the answer based on the description, just wanted to double-check: This mod only adds in new raider types, correct? So it will add new raiders to the vanilla raid pool, but won't edit modded pawns in any way? I'd love to see the hediffs applied randomly to new raiders since I rarely use vanilla factions.
大爆肝术 3 Jun, 2022 @ 12:40am 
中中中中
Kopp 29 Mar, 2022 @ 9:42am 
Hey saloid,
seems like your mod is interferring with the raid spawn system in a way it should not.
If your mod is loaded and I try: Dev mode -> Execute raid with specifics -> e.g. Outlander rough -> 10k points -> StageThenAttack -> EdgeWalkInGroups
it spawns the raids differently to vanilla or the raids behave differently to vanilla.
E.g. the groups spawn on different spots but there is only one arrow (vanilla: a arrow per group) while hovering over the letter and then they all are grouping up at the same spot. (vanilla: every group has its own spot to "wait")
Screenshots:
With mod: Two of the groups walk past the whole map to group with the third group.
https://imgur.com/cOZtn7w
Without mod: Every group has its own place to group.
https://imgur.com/L6KkTYd
Greetings!
harrydubois 8 Mar, 2022 @ 7:50am 
Is this compatible with mods that affect the way raiders work? Such as Sometimes Raids go wrong and Careful Raids,etc?
Feng Xinzi 7 Feb, 2022 @ 7:18pm 
I tested it and found that it was exactly what you said. Thanks.
saloid  [author] 7 Feb, 2022 @ 7:03am 
a583032732
As far as I know, no. Ive commented uku's resurrection comp code on purpose, it seemed useless to have a one-day resurrection serum for player. Mb I'll rework it if I got time.
As for tribal medics, they dont need this comp to resurrect. As for them not using it, in my playthroughs they were doing their job right, so my bet is that they couldnt find a safe path to the corpse (heavy fire can spook them off). But if they wont resurrect anyone at all in couple of more or less large raids, please let me know.
Feng Xinzi 6 Feb, 2022 @ 7:18am 
Is there any bugs with ukuphila herb? I've never seen a tribal medic use it and I cant use it either. Is this because you make a piece of code about ukuphila herb into notes?
SaltyDwarf 27 Jan, 2022 @ 4:40pm 
So it was this mod after all? Thanks, very quick response.
saloid  [author] 27 Jan, 2022 @ 2:55pm 
Kopp
SaltyDwarf

Welp, fixing one bug just brought another one. Fixed, Im not getting any errors on raid spaws, so I hope nothing is broken now
SaltyDwarf 27 Jan, 2022 @ 11:59am 
May be just coincedence, but after installing this mod i got 8 raids in 1 day and a psychic ship.
Kopp 26 Jan, 2022 @ 6:09am 
Haha, dont worry :)
I was quite confused how these boomrats made it into my prison without breaking doors and stuff.
But after loading a earlier save and it has been a warg it was quite obvious what was happening.
Thanks a lot for the super fast fix!
I could not reproduce it anymore but I am getting this error now. I think only when the beastmaster is spawning with the raid:
https://gist.github.com/eacf863ed57e0ce74580e54bbcc2f28e
saloid  [author] 26 Jan, 2022 @ 4:30am 
Kopp
Dear lord, please forgive me for the code i wrote for beastmaster...
But anyway, ty, it should be fixed now
Kopp 25 Jan, 2022 @ 11:20pm 
Hey saloid,
pretty sure I found a bug.
If a raid has a beastmaster with it and you imprison said beastmaster the game spawns animals for the beastmaster (in the prison cell) when saving/loading.
The race of the spawned animals can be different while loading the save again.
No trace of the animals can be found in the savegame file that is loaded.
Reproduced it with only "Advanced raiders" loaded.
No red errors but yellow ones about "get valid region" when loading.
https://gist.github.com/ebd387ed3239b7445c67973bcc51fd69
Tell me if you want more infos or a savegame or something.
Greetings!
saloid  [author] 23 Jan, 2022 @ 8:14am 
123nick Looking at its code, there should be no problems, BE and this mod modify different parts of raider logic. And merc medics seemed to do their job right, no idea why they doesnt work for you. Mb they just couldnt find a safe path to downed pawn
123nick 20 Jan, 2022 @ 8:00pm 
is this compatible with Breachable Embrasures - An Ai Behavior change? it changes how AI behavior works ot some extnet so im curious if this mod will still work. testing it, some things seem fined like pacifiers and bulldozer taunts. But mercenary medics didnt seem to administer the implant on downed pawns
saloid  [author] 7 Dec, 2021 @ 8:17am 
LAJ-47FC9 (Liara) Thanks for noticing! fixed
Silvers Rayleigh I might be a *little* late, but yes
LAJ-47FC9 4 Dec, 2021 @ 6:19pm 
Addendum: I also can't actually *store* it anywhere. It just does not have any place on a stockpile filter.
LAJ-47FC9 4 Dec, 2021 @ 6:09pm 
So, I just got an exotic goods trader selling the You-wall implant. I have a feeling that that's not supposed to happen, given the market price of $0. Is that supposed to happen?
sucrose 24 Nov, 2021 @ 1:51am 
is each one of these toggleable?
Lugaru 21 Nov, 2021 @ 10:08am 
Is there any way for us to use any of the short term resurrecting drugs? I get that they are not 'good' I just wanna see them in action / revive recently dead raiders.
J 6 Nov, 2021 @ 1:26am 
@cactuskiller7

[SR]Raid Extension adds something like that (but not really) if you’re interested.
Tabs_unit-25 6 Nov, 2021 @ 12:03am 
Idea: adding a new enemy class Named Hunters these guys will Hunt down all the wild life even your own beasts and either burn them or carry them away
ono 3 Nov, 2021 @ 1:15am 
Hi Saloid! Great mod, I had an idea for a "nemesis", a resurrecting WorldPawn who joins raids, flees after resurrecting, and becomes stronger each time he raids you. If you like the idea I can maybe do art for it
saloid  [author] 26 Oct, 2021 @ 3:40am 
Gerewoatle It is pretty much possible to give their AIs to some mod-added raiders, but it would require a patch for almost every mod. And it might look weird (medics in android faction or bulldozers as anime girls? And as for medival faction noone but commander seems to fit). Since there are still some bugs to fix, code to rewrite and items to add, I won't add them to any faction but vanilla in the near future.
Gerewoatle 24 Oct, 2021 @ 7:59pm 
I know these super cool new raiders are just for the vanilla factions, but are there any plans to add these guys to any modded factions? Most of them are based pretty heavily on the vanilla faction types anyway when it comes to raiding.
creamcone 24 Oct, 2021 @ 4:55am 
I feel like these enemy types would be better for an action RPG or hack and slash, but seems fun for people looking for a challenge. :P
selest19 24 Oct, 2021 @ 4:36am 
i love how there is a conversation that makes reading what every role dose fun
fake james 21 Oct, 2021 @ 1:37pm 
@saloid thanks for the reply, I think it would be a nice option for people to decide which raider type it adds, in the meantime I edited the pawn xml to remove the technician and it seems to work fine, cheers bud great mod really adds a new dimension to the games
Comton 21 Oct, 2021 @ 12:22pm 
Thanks for the reply ! I will come back if I have other ideas !
saloid  [author] 21 Oct, 2021 @ 11:52am 
Jeep91 Thanks!
Comton Noted! Btw, ive tried to make a trap-disarming pawn, but it wasn't much of threat. Other raiders were rushing through killbox, collecting all traps they could before sappers were able to disarm them. And making whole group wait for sapper seemed to be a bit of overkill since traps would became useless
PremierVader I haven't noted any, but there can be some troubles when there are many of new pawns present on map
juxtapose ill try to add this option, but it will take some time (peeking at someone else's code mostly) since right now I have no idea how to make it
fake james 21 Oct, 2021 @ 11:00am 
This seems rad, can we disable some of the raider types in this list in the xml? Seems kind of ridiculous a belt can hide a pawn from turrets, there are some good customization settings in the mod settings itself but nothing to deselect raider types
PremierVader 21 Oct, 2021 @ 1:05am 
Hey does this mod cause any performance issues at all?
Comton 19 Oct, 2021 @ 12:40pm 
Nice mod ! A suggestion : Pawn with a kind of "metal detector" which can detect traps and avoid them. I see it like this :
A tribal one who have sort of 6th sense that can avoid them with a percentage and have another percentage to disarm them
A industrial one who have a metal dectector that has the same role but with better percentage and an increased radius but it can't use any weapon
A spacer one (Royal-like) with a special detector that has better stats that the above ones and he too can't use any weapon
No idea about the utility for the colony to capturing them or their equipment
The harder for the AI would be that other raiders follow them rather than going to the death
19Peej 18 Oct, 2021 @ 8:51pm 
Still subbed and favorited tho!
19Peej 18 Oct, 2021 @ 8:51pm 
@Kirbington hahaha same here ;)
Kirbington 18 Oct, 2021 @ 1:17pm 
I am too scared to add this to my modlist. Well done! It looks terrifying.
KhanKanin 18 Oct, 2021 @ 11:28am 
Oh sorry, I definitely overlooked that. I'm definitely gonna give this a try then it sounds really cool. Thanks for the response!
saloid  [author] 18 Oct, 2021 @ 7:42am 
Kotatsuji They will spawn only in tribal or pirate/outlander faction groups. There is no changes in any non-vanilla faction's raids
gav.sobaken Nope. Pawns die 5 hours after taking it. A good buff for countless raiders, but not for your colonists
gav_sobaken 18 Oct, 2021 @ 6:52am 
Isn't Omega stimulant too much OP?
bash 18 Oct, 2021 @ 12:11am 
Nice introductions :D
KhanKanin 17 Oct, 2021 @ 11:20pm 
Anyone know if these raiders can still attack on medieval runs or will they not spawn in with the things that make them dangerous?
saloid  [author] 17 Oct, 2021 @ 4:57pm 
RedCell You mean turret capture chance? Now there is, I've added settings tab
Akahige 17 Oct, 2021 @ 12:02pm 
Is there a way to configure the bluescreen belt chances?
Antimonastic 17 Oct, 2021 @ 6:42am 
I imagine this isn't CE compatible?
J 16 Oct, 2021 @ 4:25am 
If someone runs this mod with “No One Left Behind” by Captain Muscles, please let everybody know if they’re compatible. Thanks!

Awesome stuff.
saloid  [author] 16 Oct, 2021 @ 3:47am 
DIO DO
Only commander and dozer are different from other pawns under player control. The first one is rare, and his inspire ability is more like a reward for capturing him. As for the second one, well, you get a tough pawn with high-tier, but biocoded armor. And their implant, which you can remove. I dont think you can find a use for their ability. Might be op, but downing one without killing and letting medic heal him (pawns die after their injection) isnt an easy thing to do.