RimWorld

RimWorld

More Balanced Raids
99 Comments
zSHOUTEDI  [author] 5 Aug @ 12:25pm 
@言霄

感谢你的支持,很高兴你喜欢!
言霄 5 Aug @ 11:56am 
thks!谢谢模组制作者以及汉化者!:steamthumbsup:
zSHOUTEDI  [author] 3 Aug @ 6:01pm 
@SleepingPigNeverSleep

yeah, i thought it was the traditional version. again thank you for your work.
SleepingPigNeverSleep 3 Aug @ 5:33pm 
Thanks. Btw, to be clear it is Chinese Traditional.
zSHOUTEDI  [author] 3 Aug @ 5:29pm 
@SleepingPigNeverSleep

oh, thanks for your effort, i'll add credits to you in the description for the translation and a link to your translation, maybe in future updates we can integrate the translation, btw, thank you for your work
SleepingPigNeverSleep 3 Aug @ 5:26pm 
Hi, I made a Chinese Translation. I didn't find a Github so upload to workshop. If you are going to integrate it just let me know! Thanks
zSHOUTEDI  [author] 31 Jul @ 5:47am 
@Pyl

looking for the max compatibility with other mods, this mods just changes the composition of the raids, that way mods that change AI behaviour works fine with this mod, so to answer your question, yes this mods don't change AI Behaviour just change the compostion of the raids events in the game
Pyl 31 Jul @ 2:16am 
Looks like a great mod, just wondering how does each tactical roles perform in a cavaran ambush or an AI on AI scernario? Do they actually have tactical differences, like Ranged would take the centre while the Fighters flanking the sides? Or is it purely a composition mod?
zSHOUTEDI  [author] 28 Jul @ 10:41am 
@ǝuoƆ ǝɹǝW ツ

thanks for your report, i will look into it later, actually my life is a real mess and i don't have much time to update, but i will try to fix it this week (if possible), for now just deactivates more balanced raids or deathapocalypse to avoid such bugs, i don't know why that bug happens but i will try to figure out and if possible fix, thank you
ǝuoƆ ǝɹǝW ツ 28 Jul @ 6:31am 
Heyya!

Combining this mode and deathapocalypse resulted in an utter spam fest for both logs and the notifications in the upper left part of the screen. These two lines were spammed this time around:
"System.MissingMethodException: Method not found: void Verse.GenExplosion.DoExplosion(Verse.IntVec3,Verse.Map,single,Verse.DamageDef,Verse.Thing,int,single,Verse.SoundDef,Verse.ThingDef,Verse.ThingDef,Verse.Thing,Verse.ThingDef,single,int,System.Nullable`1<Verse.GasType>,bool,Verse.ThingDef,single,int,single,bool,System.Nullable`1<single>,System.Collections.Generic.List`1<Verse.Thing>,System.Nullable`1<Verse.FloatRange>,bool,single,single,bool,Verse.ThingDef,single,Verse.SimpleCurve,System.Collections.Generic.List`1<Verse.IntVec3>)
[Ref 255D77CF] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()"

the second message is much longer, maybe I should put in a bug report thread? But oh well
zSHOUTEDI  [author] 26 Jul @ 2:11pm 
@Insanity100%

no, i didn't programe something similar to this to happen, but i don't know maybe some incompatibility or just other mod that make this happen, i'm my playtroughs and tests, nothing similar happened
Insanity100% 26 Jul @ 12:48pm 
Do the "looking to capture a specific colonists due to tortue" raids originate from this mod?
zSHOUTEDI  [author] 21 Jul @ 6:48pm 
@Farbott

they should work since they don't conflict with each other in codding so im pretty sure they work well together
Farbott 21 Jul @ 2:01pm 
I assume this works with raiders enhanced? (gives every pawn 2x their own points to spend on gear, implants, stats, etc etc) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2801262115
zSHOUTEDI  [author] 21 Jul @ 6:15am 
@Citizen706

Tmj, espero que goste
zSHOUTEDI  [author] 21 Jul @ 6:15am 
@FranCSGO Gameplays y Tutoriales

i'm sorry unfurtunaly this mod was made looking for 1.6 only and the future versions too, sorry but rightnow don't works on 1,5
Citizen706 21 Jul @ 4:41am 
carai mod 100% brasileiro, pica demais, vou testar
1.5? :(
Ada ⚢ 20 Jul @ 6:13pm 
@zSHOUTEDI thanks! I did figure they were compatible but wanted to double check how this one works essentially, sounds like there should be no issues!
zSHOUTEDI  [author] 20 Jul @ 6:02pm 
@[BKs]_Zica

Tmj meu mano fico feliz que gostou
[BKs]_Zica 20 Jul @ 4:51pm 
mod foda
lucky_one 🍀 20 Jul @ 8:23am 
@Ada ⚢ Yes, it's compatible with dire raids, I have been playing with it with this mod since the first release of this mod.
zSHOUTEDI  [author] 20 Jul @ 8:19am 
@bipolar1games

obrigado pelo apoio mano, pode ficar ligado que novos mods virão em um futuro proximo além de mais updates
zSHOUTEDI  [author] 20 Jul @ 8:18am 
@Ada ⚢

they should be compatible, since they don't interect at the same time cause my mod triggers right after the raid is called, so if dire raids call a raid, my mod should apply after making them more like a complement, but since i don't tested it yet i'm not sure, but they should be for sure compatible
bipolar1games 20 Jul @ 2:57am 
Puta merda, se puder apresentar outros mods, incrivel ver um BR nesse game tão estrangeiro...
Ada ⚢ 19 Jul @ 10:44pm 
is this compatible with dire raids?
zSHOUTEDI  [author] 19 Jul @ 7:22pm 
@weaponized autism

se você estiver falando sobre o mod elite raid, funcionam bem juntos eu mesmo testei, agora elite enemies eu nunca vi esse mod, entretanto desde que ele não mexa na composição da raid ex: 20 tank, 40% rangedm 20% corpo a corpo (como exemplo doq o mod faz na sua essencia principal) funciona deboa juntos. de qualquer maneira se não for o elite raid que você está falando recomendo você testar em um safe rapido separado com o dev mode pra ver acredito eu que não deva ter incompatibilidade, projetei o mod pra ser o mais universal possivel
weaponized autism 19 Jul @ 7:09pm 
acha que funciona de boa com o elite enemies?
zSHOUTEDI  [author] 19 Jul @ 6:59pm 
@Some Cossack Fetus

opa chefe, obrigado pelo apoio, ele faz toda diferença de verdade. espero que goste do mod, e que fique ligado nas proximas atualizações se curtir. boa gameplay para você sempre!!:handywrench:
Some Cossack Fetus 19 Jul @ 6:56pm 
nunca tinha visto mod br aqui, parabéns mano
zSHOUTEDI  [author] 19 Jul @ 1:29pm 
@Primeiro carro do nfsu 2

Opa obrigado pela dedicação, agradeço se puder deixar um feedback depois, o mod segue em constante desenvolvimento e atualização, tamo junto
Primeiro carro do nfsu 2 19 Jul @ 12:59pm 
Mod br mais detalhado que eu já vi, vou testar
zSHOUTEDI  [author] 19 Jul @ 9:40am 
@Texas Red

Tamo junto meu chefe espero que goste :handywrench:
Texas Red 19 Jul @ 9:31am 
Massa ver BR fazendo mod de rimworld
zSHOUTEDI  [author] 19 Jul @ 8:23am 
@Realm Imp


I use hugslib to make my life as a Dev easier cause It have a Very good system to report bugs and If things are working well, and for some mod menu options screen. I am a New Modder so i'm using It cause sounds more easier but in the Future If the autor of hugslib wishes me to remove from the mod or some problems regardind updates and other stuff i may stop using It but for now i'm using It whitout problems regardind any of theses topics but thanks for tour concern i Will look carefully into It. Btw Sorry for poor english, it's not My First language
Realm Imp 19 Jul @ 7:41am 
I've been advised by troubleshooters not to mess with hugslib, is there a reason for using it as a framework?
lucky_one 🍀 19 Jul @ 6:56am 
Yes, they variants dont appear to have any effects, they work as a normal raid. I'm reporting it just in case. Also, to make the mod cleaner, it's not good to have that appear when it isnt applying. :er_heart:
zSHOUTEDI  [author] 19 Jul @ 6:45am 
@lucky_one 🍀

Lol, i forgot completely about those two type of enemies, i will make a patch tomorrow to fix it if i can, they should have the tatical composition raid. but not apply the variants, btw i am sure that the variants just doesn't apply anything in the insectoids or mechas they just pop up but won't cause any major bug if i'm correct, thanks for your feedback again:handywrench:
lucky_one 🍀 19 Jul @ 6:34am 
Same happens with the insectoids btw
lucky_one 🍀 19 Jul @ 5:59am 
Glad to help o7
zSHOUTEDI  [author] 19 Jul @ 4:28am 
@flynn

i would apreciate your feedback after the test. thank you for taking your time, it should work fine together but just in case as CE is a very complex mechanic changing mod you should test in a new save game to see it but i'm pretty sure it will work well together
zSHOUTEDI  [author] 19 Jul @ 4:26am 
@lucky_one 🍀

thanks for your report, in fact i actually forgot completely about mechanoids lol, they should not cause any bug with the variant raids cause they simply won't be able to apply its effects, but i will in the next updat add a exception to mechanoids maybe. i will look into it thank you very much
flynn 18 Jul @ 11:05pm 
@SHOUTED Combat Extended has a dev snapshot that, at least in my playthrough, has been entirely stable. In that case I'll give it a try and let you know how it goes! Thanks for making it!
lucky_one 🍀 18 Jul @ 8:09pm 
Hi! After more hours of testing, I have seen lots of tactical and varied raids, but I have been experimenting something interesting: Sometimes I would get mechanoid raids and the "Tactical alert" would appear saying they are under the influence of drugs (Which they really arent).

Im only reporting this because even if the raid seems to work as usual, I dont know how it is interacting with the mod and can end in bizarre scenarios, or even worse, unexpected bugs or interactions.

Besides that, I been loving the mod, feels nice!
BaguetteMan 18 Jul @ 4:01pm 
Absolutely, I’ll be using it in all my worlds!
zSHOUTEDI  [author] 18 Jul @ 2:41pm 
@BaguetteMan

Thanks for your support hope you continue enjoying the mod in the future !!:handywrench:
BaguetteMan 18 Jul @ 2:25pm 
Such a cool and unique mod!
苍白而蔷薇 18 Jul @ 7:40am 
好耶
zSHOUTEDI  [author] 18 Jul @ 7:35am 
@苍白而蔷薇

是的,我自己测试过并且它运行良好。
苍白而蔷薇 18 Jul @ 7:23am 
请问这个mod与Elite Raid兼容吗