RimWorld

RimWorld

starman01 Jul 8, 2022 @ 2:11am
How to adjust raid sizes ? I'm constantly incredible outnumbered ? Raid = Death
Hi all,

i just love this game, however i have to cheat quite a lot. My biggest problem is the Raid Sizes. I have Storyteller Casandra, with custom difficulty, but i only changed a few values regarding about survival rates when downed. so it's mostly "normal". However, I do have a few mods installed, combat extended included.

I currently have 25 Colonists, and currently a Raid started with at least 60 enemies (with guns)... Though I have two killboxes now due to the cheated game in a quite advanced colony, I do have that problem in earlier games too.

Since getting new colonists take quite long (from converting prisoners) I just can't survive even early game raids without cheating, when my 6 people colony get's attacked by +10 peoples, i would loose too many and it would always be game over long before I get an advanced colony like the current one.

But I would like to play a few games without cheating too much, so what value controls the Raid group sizes, can this be adjusted somehow ?

Thanks for any help :)
Last edited by starman01; Jul 8, 2022 @ 2:12am
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Showing 1-11 of 11 comments
St3amfails Jul 8, 2022 @ 2:29am 
colony wealth determines raid size (unless u are using the story teller that bases it on science), thus the best way to keep raid sizes manageable is to not hoard stuff until you have reached a level where large raids arent a problem. For a while, if its not improving your combat ability (guns, armor, etc) or absolutely necessary for survival its not worth gathering or building.

Combat extended can make combat noticeably more difficult so there is that, but otherwise, more people isnt always better as each colonist adds a fairly significant jump in wealth. 6 against 10-15 shouldnt be to bad as long as you are decently armed, utilize traps, chokepoints, melee blockers etc. Also helps if you have plenty of cover and attackers have none. (assume that with killbox but never know)

25 colonists? by the time you have that many, if you ever do, (i almost never come close) you should have mortars, animals, sentry guns, and quite probably various other tricks like manhunter triggersand orbital beams to clean out most of the raid before it reaches your colonists, all of which should have top end weapons and armor. If they dont, you grew to big to fast.

Also, try randy. He can be unfair and unpredictable at times but generally speaking if you can survive his early game, the late game is much easier since cassandra and pheobe, tho more predictable, will eventually ramp up to killing you while randy may or may not.

Do you have dlc or just vanilla? psychic powers are game changers in fights.
Last edited by St3amfails; Jul 8, 2022 @ 2:34am
starman01 Jul 8, 2022 @ 2:59am 
Vanilla only, but around 30 mods.

Ah, so the wealth is triggering it, i didn't knew this.... I have alone 30.000 in silver laying around, not to mention my storage which is full to the brim.

manhunter triggersand orbital beams ? Never heard of this one. :) Need to check them out
Last edited by starman01; Jul 8, 2022 @ 3:01am
glass zebra Jul 8, 2022 @ 4:02am 
Combat extended can dumb down combat a lot. Getting some decent armour (which can make you pretty immune to anything but mechs) and some pray and spray weapons in your kill box should be able to kill the raids alone, without any need for shooting skill or any movement in combat. Anything that hits can cause severe damage and bleeding, anything that doesn't adds up to suppression.

In your custom storyteller settings the very first slider is "Threat scale". Just lower that value until you are comfortable with the raid sizes.
mrChips Jul 8, 2022 @ 4:04am 
You may also want to look at the adaptation settings at the bottom right of the custom storyteller settings.

Wealth drives the baseline threat size but on default settings the game also applies a multiplier that escalates over time but resets when you lose a colonist - this is the adaptation factor. The intended Rimworld experience is for you to lose colonists along the way as part of the emergent story and this feature tries to force that to happen, but it can feel a bit gamey.
starman01 Jul 8, 2022 @ 4:12am 
So, since I'm cheating to keep my colonists alive, the enemy group constantly increases because of that too ? Also good to know :) Thanks guys, i give it a try
Last edited by starman01; Jul 8, 2022 @ 4:13am
glass zebra Jul 8, 2022 @ 4:15am 
If your people get downed from pain, your adaption factor will also decrease. It also caps out at some point and does not increase forever. A colonists dying just does a big dip into that.

https://rimworldwiki.com/wiki/Raid_points#Adaption_factor
Last edited by glass zebra; Jul 8, 2022 @ 4:19am
Astasia Jul 8, 2022 @ 5:53am 
Originally posted by mrChips:
You may also want to look at the adaptation settings at the bottom right of the custom storyteller settings.

Wealth drives the baseline threat size but on default settings the game also applies a multiplier that escalates over time but resets when you lose a colonist - this is the adaptation factor. The intended Rimworld experience is for you to lose colonists along the way as part of the emergent story and this feature tries to force that to happen, but it can feel a bit gamey.

Ya the mechanic is sort of the opposite of that. If you are struggling and colonists are being downed in combat the game eases up to help you stay alive. "Max adaption" is basically normal difficulty, and after losses adaption drops a bit to give you a breather then gradually returns to normal. Disabling the mechanic entirely keeps the game at normal permanently and makes the game more brutal, if you start stumbling it's just going to keep sending threats at full strength to pound you into the ground. I don't suggest messing with that setting, but glass zebra posted a link to the details if you want to learn how to adjust it.
Dreagon Jul 8, 2022 @ 7:41pm 
Originally posted by mrChips:
You may also want to look at the adaptation settings at the bottom right of the custom storyteller settings.

Wealth drives the baseline threat size but on default settings the game also applies a multiplier that escalates over time but resets when you lose a colonist - this is the adaptation factor. The intended Rimworld experience is for you to lose colonists along the way as part of the emergent story and this feature tries to force that to happen, but it can feel a bit gamey.
The story tellers (at least Cassandra and Phoebe) are meant to keep your population at a desired level. I believe they have a minumum, ideal, and maximum population and will adjust the challenge to get you to that level. For those two I think it's something like 4-8 pawns. I don't think Randy has something like that, or it may be something useless like a 1-99 range.
glass zebra Jul 8, 2022 @ 7:47pm 
The population intend governs the events that give you free population. Pawns you have do add to raidpoints, but that has nothing to do with these storyteller values. You will basically just stop getting free pawns thrown at you, but you can still get a hundred from recruiting raiders.
Jack Treehorn Jul 8, 2022 @ 8:32pm 
There is a mod called threat point cap. You can stop the threats from increasing or lower them and increase it when you are comfortable.
starman01 Jul 8, 2022 @ 10:49pm 
Thanks for the tipps guys ! :)

Originally posted by Jack Treehorn:
There is a mod called threat point cap. You can stop the threats from increasing or lower them and increase it when you are comfortable.

Sounds interesting, I take a look. Thanks
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Date Posted: Jul 8, 2022 @ 2:11am
Posts: 11