RimWorld

RimWorld

Better Ambushes Continued
26 kommentarer
Ionfrigate12345  [ophavsmand] 11. juli kl. 7:23 
UPDATE:

The space maps from the new Odessy DLC are now also identified and behave in the same way of previous SOS2 & Rimnauts 2 space maps.
Azerbaijan_Technology 9. juli kl. 11:35 
I think you forgot one of the features from the original.
There should be an option that allows you to run away after a certain time has passed.
Azerbaijan_Technology 27. juni kl. 5:09 
Good to see this mod being continued, very nice!
Ionfrigate12345  [ophavsmand] 17. juni kl. 19:10 
UPDATED to 1.6
Plz check if it has any problem
Corpse 1. maj kl. 21:18 
好哒!期待!:steamhappy:
Ionfrigate12345  [ophavsmand] 30. apr. kl. 6:22 
@Corpse 这几天在忙别的事,应该过几天可以出
Corpse 29. apr. kl. 21:47 
大佬,新版压缩袭击什么时候出:steamhappy:
fyodord 29. apr. kl. 14:48 
Finally!!! I've been waiting for this
Philush 23. mar. kl. 15:50 
You're a hero for updating this
Ionfrigate12345  [ophavsmand] 10. mar. kl. 6:40 
@FaPaThY I dont think there is really a gold standard for Rimworld mods, except maybe Harmony if it's counted as a mod. I usually only make patch for mods I play myself and I personally never used any z-level mods myself for the sake of performance.

But maybe one day if I try such kind of Z-level mods I may think of a patch
FaPaThY 9. mar. kl. 15:07 
It's the gold standard for 'z-levels' mods and what everyone is using for underground/multi-story bases now, so I think it would be good idea to be compatible with it.
But thanks for the confirmation. Hopefully this mod was the only one causing it
Ionfrigate12345  [ophavsmand] 9. mar. kl. 7:37 
@FaPaThY No, I only enumerated Anomaly undercave and DeepRim underground maps. I can't enumerate all mods since there aren't systematic way to determine if a map is considered underground
FaPaThY 8. mar. kl. 22:03 
For underground maps not getting raids, does that include MultiFloors basement? Because I've been getting raids to it and I'm trying to figure out which mod would cause that.
lucky_one 🍀 23. feb. kl. 11:44 
lovely jubbly, this will make my caravan routes more interesting lmao. Thanks for your work :er_heart:
Ionfrigate12345  [ophavsmand] 23. feb. kl. 10:27 
UPDATE:

- Add a mod config option to adjust vanilla caravan visibility. You can use it to increase or decrease caravan ambush frequency on world map
Ionfrigate12345  [ophavsmand] 23. feb. kl. 10:27 
@lucky_one Just checked the code, it's not hard to alter caravan visibility. No idea why no mods I can find doing this till now.
lucky_one 🍀 23. feb. kl. 8:58 
I know that, I usually go around with 3-5 pawns and 4-5 pack animals, that's why I am surprised. But I guess I just have been having good luck. The mod is great tho, the few ambushes I encountered were pretty entertaining :WH3_clasp:
Ionfrigate12345  [ophavsmand] 23. feb. kl. 8:27 
@lucky_one In vanilla calculation the visibility depends on the overall scale of your caravan (mainly the sum of bodysize of all your pawns), smaller caravan scale rarely trigger ambush

I'm checking the vanilla C# lib to see if there is a way to alter it
lucky_one 🍀 23. feb. kl. 8:17 
Gotcha, then I have been having good luck because so far I havent had ambushes. Thanks boss :er_heart:
Ionfrigate12345  [ophavsmand] 23. feb. kl. 8:02 
@lucky_one No, this mod only changes caravan ambush raiders scale, but not ambush triggering chance, it's still using vanilla way to calculate. The adjustable chance in mod config is only for temporary map raids.

Maybe in next updates I'll try to add that
lucky_one 🍀 23. feb. kl. 1:58 
Thanks for the update. I have a question tho, I have been playing for a while now with the mod and I have had only 1 or 2 ambushes. Does this mod also change the probability of them? I do trading and questing quite a lot, so I find it strange.
Ionfrigate12345  [ophavsmand] 22. feb. kl. 16:44 
UPDATE:

Some "underground" map types will not trigger raids from this mod

- Undercave of Anomaly
- Underground maps generated by DeepRim
lucky_one 🍀 16. feb. kl. 3:10 
This is awesome, thanks!
Ionfrigate12345  [ophavsmand] 9. feb. kl. 14:59 
UPDATE:

Now you may also cross raiders on all temporary site maps (usually all those where you can fast regroup your caravan). Raider strength calculation similar to existing ambushes. Both strength and chance are adjustable in mod config

Raiders can be enemy reinforcements of the same faction, other hostile human factions, mechs, or even anomaly entities according to your current monolith level, if you have the DLC enabled.
Ionfrigate12345  [ophavsmand] 9. feb. kl. 10:07 
@Zayceed search "ambush", the original name is not the same
Zayceed 9. feb. kl. 9:59 
there is no possibility to fine tune the mod in the menu as in the previous version. I can't find the mod in the mod options list