RimWorld

RimWorld

Why Randy only send me drop-pod spacer raids?
The quick answer some of you think immediately is that because there is only a single faction that is hostile to me! But no, that's not the case. I have 2 hostiles tribals nearby, plus 2 western bandits.
And somehow ALL my raids have been from the space pirate, and each time they land on top on my base. This is so utterly annoying. No joy in fending them off.

Also, I'm still playing some neolithic tribe. I only acquired the tech to produce Vanilla-expanded muskets! From 2 different mods, I'm tagged as medieval. Should Randy not try to match that? Why spacers?

Worst of it all, I have no less than 2 mods that should fight off this kind of raid, that's totally weird. One is to remove all drop pods raids (obv it does not work) and the other is to limit to my tech +1 the raiders, so at most I should get industrial raiders. It does not work either.

So I'm at loss here, and really, my playthrough is not fun. I wanted to fight off other tribals or some rough settlers, not try to beat somehow with bows and muskets soldiers in combat armor.

What are my options here? I can delete the entire space pirate faction, because I have the World Edit mod. But barring this extreme method, any other idea?
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Showing 1-10 of 10 comments
ichifish Sep 17, 2021 @ 5:44am 
Raid strength is determined by wealth, and drop pod raids are the most expensive type of raid, so you shouldn’t be getting difficult drop raids unless you’ve got high wealth. Seems like you’ve got a mod conflict related to the mods that are intended to “solve” the problem.

Personally I’ve been disappointed not to get a single drop raid yet in six years of my first 1.3 run. Getting tired of running across the map to fight breaches.
jerrypocalypse Sep 17, 2021 @ 5:56am 
It's likely a mod conflict or those kids not being updated to the current patch of the game.

You must have a crazy amount of things stockpiled or a lot of really expensive furniture if you're only at tribal and early industrial and getting things like drop pod raids.

Aside from that, if you just want to do a tribal vs tribal run, you can always reduce the population of all non-tribe factions to 0 when generating a world.
BladeofSharpness Sep 17, 2021 @ 6:18am 
No, my wealth is quite modest. I'm too thinking there is a mod conflict ... But which one, that is the question.
BladeofSharpness Sep 17, 2021 @ 6:36am 
The only relevant mod would be Marvin raid point calculation, but it should instead lower my perceived power.
Jigain Sep 17, 2021 @ 6:46am 
Do you use a mod called "Rim War"? I tried it for a bit but eventually got sick of ~90% of every single raid I got being drop pod raids. Disabled it and never looked back.
BladeofSharpness Sep 17, 2021 @ 6:58am 
yes indeed! But Rimwar does not add raids like that, they appears 'naturally' from enemy parties moving on the map. Except if you check an option to still allow external events, in this case my understanding is that the story tellers are still active.

Now indeed, what you describe corresponds to my experience. Can this option in RW makes the story tellers bug out and only send you spacer raids?
Jigain Sep 17, 2021 @ 7:36am 
I don't know why it happened, but it happened to me and a few other users of the mod. I tried to correlate any common mods between us, but ultimately ended up with seemingly unrelated mods. If you send me your mod list I can see if I can narrow it down further.

My theory is that Rim War adds new drop pod raids (hence why drop pod raid blocker mods cannot stop it) that it triggers pretty much whenever the storyteller says "we need a raid".
BladeofSharpness Sep 17, 2021 @ 8:32am 
Ok, I have deleted all RW objects, then removed the mod. I got some errors from RW.history, but rest seems fine. I'll see from there, thanks.

I was already quite critical about RW. Between the gazillion of useless trade caravans generated and the total absence of attacking parties against my colony (so no point in RW in the end!) I wondered what was its purpose except eating my FPS.
BladeofSharpness Sep 21, 2021 @ 5:25am 
Update...

In the end, and sadly, very much disappointed by Rimwar. Even with the checkbox on, where Rimwar should allow standard storyteller quests, it is just not working. Now that I have removed it, all of the sudden, I get "foot raids", Empire quests, Empire collector tribute, arms dealer caravans. Never ever got any of these during the 80 days (in game) of my playthrough.

What I had was myriads of useless trade caravans moving around on the map and 1 rimwar raid every 20 days or so, at hard difficulty, so clearly, people playing with this mod are playing on easy mod. And yes, I was surrounded by hostiles, they just passed before my colony, nothing else.

The game idea is awesome, but the execution is very much lacking. Perhaps I'll try it in one year or two after more work has been put into it. Unless Tynan grace us with a DLC doing what the mod does, more organically.

"It is just not working" will be my conclusion.
Astasia Sep 21, 2021 @ 6:08am 
Originally posted by BladeofSharpness:
"It is just not working" will be my conclusion.

That is a fair assessment from what I have seen. Rhadamant tried to do a RimWar playthrough earlier this year, it was a complete mess, he was fighting with the mod every stream trying to get it to work right, after a few streams he had to remove it. It's a cool idea for a mod, but perhaps a bit too ambitious.
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Date Posted: Sep 17, 2021 @ 5:16am
Posts: 10