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Thank you.
This is the most important aspect of the defunct CAI personally.
-When a player colonist falls into an unconscious (critical) state, raiders immediately start executing the colonist;
-Alternatively, when a player colonist becomes unconscious (critical), raiders immediately try to capture and carry them off the battlefield as a prisoner;
The idea is to prevent raiders from ignoring player colonists who are lying unconscious at their feet, and instead make them actively prioritize either finishing them off or kidnapping them during combat, not just after the fight is over.
Pretty much all typical base defence strategies no longer work, almost like the raiders now have a complete map of your base.
I recommend folks using mods like Seamless Embrasures + Breachable Embrasures (may be incompatible with this mod though) to compensate.
- Only one or few raiders with the highest mining or breach equipment will dig, the rest will wait (so basically how vanilla breaches work). Or maybe cancel the dig orders when some finish, I don't know which one would be better.
- If the raiders are primarily melee and they outnumber colonists, do not bother with cover and rush (maybe a % chance this happens, depending on melee count and pawn ratio?).
- If there is fighting taking place nearby, stop digging or destroying buildings and try to join the fight.
Additional problem was that the entire group started digging, but once one of them managed to dig though the wall, the others didn't use the hole, they continued with their own digging. So the raiding party also split into smaller parts depending on when each pawn finished digging, which gave me even more time and made dealing with the raid easier.
But, in short, I got raided, the raid started at https://imgur.com/a/5lMF9Hw in the upper right corner (where the blood stains begin). I expected the raiders to go around (above the mountain), but they instead went down and started digging through. I assume the AI made this decision because there wasn't much cover when going above, but they are all melee characters, so no point in seeking cover, and they also have a big numbers advantage, so they could simply rush and overwhelm me. By going down, they gave me quite some extra time to prepare.
Message 1 out of 3.
Not sure if the recent update had something to do with it, but I couldn’t reproduce after updating to 1.5.1—it’s also possible that scythers digging through a 5x3 hill instead of pathing around it towards my pawns was a product of very specific circumstances.
In any case, that 5x3 natural wall case isn’t really an issue, because in the end, you just move your pawns to regain the line of sight and that should make the enemies stop digging—at least it did in my case. It didn’t really affect the gameplay negatively in any major way.
Message 2 out of 3.
Speaking of the removed BlockedWallExtraForNaturalWalls, while I was trying to reproduce it, I noticed that if the natural wall is 4 tiles wide [i.imgur.com], scythers don’t path around and dig, if it’s 3, they do. I think the question is then: should they even path around 4 tiles wide walls? I don’t have a strong opinion on this, because them refusing to path around also works gameplay-wise. Not asking for changes, just sharing.
Message 3 out of 3.
Also, I did extensive playthroughs with both CAI and Smarter Raider AI at this point, I’ve got to say that SRA is so underrated. While I appreciate the technical details of CAI, I feel like these details don’t support the combat design in the way that I hoped they would—unless maybe you play with the fog of war, but it’s not a gameplay change that everybody can enjoy.
SRA, on the other hand, does just enough to elevate RimWorld’s mechanics without sacrificing mod compatibility. Props to you for making this—it's one of those mods that’s so good, it should join Wall Light in Vanillahalla.
Finally playing the game, wanted to test BlockedWallExtraForNaturalWalls, but apparently, it’s no longer a thing. Still, want to share my experience, please take a look at this screenshot [imgur.com]—there’s some context to explain. Mechanoids are moving from an off-screen location in the direction of the red arrow, around that time my colonists are standing at the red cross. When scythers got to their current location on the screenshot, they noticed my pawns and started digging through instead of pathing around the walls. I then moved my pawns to where you can see them on the screenshot and both scythers stopped digging, began to approach.
It’s fine if modding RimWorld isn’t your focus at the moment, just wanted to throw it out there and say that I can test things for you right now.
Cultists are definitely affected and will try to find ways around your base, which is fine. Normally they're meant to be slightly mindless as they're "inhumanized," but they are able to use weapons so maybe there's supposed to be a bit of intelligence left.
Invisible enemies don't appear to be affected but it's hard to tell. Anyway they can break into your base just fine unless you seriously wall up, which is good.
I for one would rather that this doesn't affect anything but intelligent human enemies. Though the vanilla behaviour already has some zombies attacking your walls to begin with.