RimWorld

RimWorld

Bulquerque May 16, 2021 @ 12:00pm
I WANT A CHALLENGE
II want make the game more difficult in a modpack with science never stop and this mod ends up eliminating the difficulty of the game even putting the void


is there a mod that makes raiders stronger?
Like a lot stronger?

that increase the speed, stamina and damage of enemies to maintain the challenge?
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Showing 1-11 of 11 comments
Bouncer May 16, 2021 @ 12:25pm 
Storyteller Igor Invader from Vanilla Expanded doubles all damage given en taken. Sends a raid roughly every 3 days.

Combine with 500% Raid strenght in scenario editor and you might have a tough time.
Tericc May 16, 2021 @ 1:12pm 
look at Hkhardcore.
https://discord.gg/FMPRSKr

Raiders are nothing for what lurks in the wilds.
ichifish May 16, 2021 @ 4:01pm 
Originally posted by Bulquerque:
II want make the game more difficult in a modpack with science never stop and this mod ends up eliminating the difficulty of the game even putting the void


is there a mod that makes raiders stronger?
Like a lot stronger?

that increase the speed, stamina and damage of enemies to maintain the challenge?

I went down the rabbit hole of needing mods to make the game more challenging because my mods were making it easier. Then I got rid of all of the mods except a few core ones and UI stuff, cranked the threat level up in the options settings, and the game became plenty challenging.

I haven’t played with the “Faction: void” mod but from watching streamers that use it they’re a tough faction. Wouldn’t change all factions, though, so you’d have to use faction control to get rid of some of the others. That in combination with VE mechanoids and a storyteller like Igor Invader (VE) should be pretty tough.

Morkonan May 16, 2021 @ 4:17pm 
Originally posted by ichifish:
...
I went down the rabbit hole of needing mods to make the game more challenging because my mods were making it easier. Then I got rid of all of the mods except a few core ones and UI stuff, cranked the threat level up in the options settings, and the game became plenty challenging. ..

There are quite a few players that either complain that the game is "too easy" or "too hard" and then share their fifty-bajillion-entries long mod-lists... Modding is great! It's just that making comparisons between any random two experiences can't be easily done when there's mods involved.

Originally posted by Bulquerque:
II want make the game more difficult in a modpack with science never stop and this mod ends up eliminating the difficulty of the game even putting the void..

Does that mod remove the need for a Researcher or effectively speeds up the Research gains? If so, it's an overpowered mod... If you want a more difficult experience, remove it. Kinda simple, really.

If it's part of a mod that you can't/won't remove because of other things in it, then kill off a colonist at the start. Then, when you reach Gas Powered weapons, kill of another one. Make sure it's one that is very valuable, too. Maybe kill off two, just as an act of contrition. :)
Bulquerque May 16, 2021 @ 6:08pm 
Originally posted by ichifish:
Originally posted by Bulquerque:
II want make the game more difficult in a modpack with science never stop and this mod ends up eliminating the difficulty of the game even putting the void


is there a mod that makes raiders stronger?
Like a lot stronger?

that increase the speed, stamina and damage of enemies to maintain the challenge?

I went down the rabbit hole of needing mods to make the game more challenging because my mods were making it easier. Then I got rid of all of the mods except a few core ones and UI stuff, cranked the threat level up in the options settings, and the game became plenty challenging.

I haven’t played with the “Faction: void” mod but from watching streamers that use it they’re a tough faction. Wouldn’t change all factions, though, so you’d have to use faction control to get rid of some of the others. That in combination with VE mechanoids and a storyteller like Igor Invader (VE) should be pretty tough.
look I also use mods that help make the game easier like sns using op mods against op enemies

creates a new game almost
Bulquerque May 16, 2021 @ 6:11pm 
Originally posted by Bouncer:
Storyteller Igor Invader from Vanilla Expanded doubles all damage given en taken. Sends a raid roughly every 3 days.

Combine with 500% Raid strenght in scenario editor and you might have a tough time.
does this storyteller remove any kind of event?

i usually use randy random because i am afraid of losing types of events like commercial ships etc.
MortVent May 16, 2021 @ 6:37pm 
Easy, single pawn colony.... don't recruit anyone, exile the weakest link if any do join (aka wanderer joins)

The only time you recruit a prisoner/etc is when the main pawn needs to be replaced due to injury, age, or because the other is better all around.

works best if you got mods to automate things (aka misc robots or the vanilla expanded mechanoid drones)

And start from tribal and work towards getting off planet, but expect to have to build a ton of automated defense turrets and the like
Bulquerque May 17, 2021 @ 4:14am 
Originally posted by MortVent:
Easy, single pawn colony.... don't recruit anyone, exile the weakest link if any do join (aka wanderer joins)

The only time you recruit a prisoner/etc is when the main pawn needs to be replaced due to injury, age, or because the other is better all around.

works best if you got mods to automate things (aka misc robots or the vanilla expanded mechanoid drones)

And start from tribal and work towards getting off planet, but expect to have to build a ton of automated defense turrets and the like


Originally posted by deansdw17:
id get the ruiner faction they are strongest faction mod ive found next would be void faction then polaris mech enemy faction combine with no pause challenge also loot boxes and dice of destiny force yourself to open pandora box's and roll dice of ill omen
I have this mod in the modpack but it ends up decreasing the difficulty because there are less raids than void but I leave it for variety
Bulquerque May 17, 2021 @ 4:16am 
Originally posted by MortVent:
Easy, single pawn colony.... don't recruit anyone, exile the weakest link if any do join (aka wanderer joins)

The only time you recruit a prisoner/etc is when the main pawn needs to be replaced due to injury, age, or because the other is better all around.

works best if you got mods to automate things (aka misc robots or the vanilla expanded mechanoid drones)

And start from tribal and work towards getting off planet, but expect to have to build a ton of automated defense turrets and the like
The problem is that the biggest strength of my seven is a modified android tier 5 that can fight alone against an entire base of void
Bulquerque May 17, 2021 @ 4:19am 
Originally posted by Morkonan:
Originally posted by ichifish:
...
I went down the rabbit hole of needing mods to make the game more challenging because my mods were making it easier. Then I got rid of all of the mods except a few core ones and UI stuff, cranked the threat level up in the options settings, and the game became plenty challenging. ..

There are quite a few players that either complain that the game is "too easy" or "too hard" and then share their fifty-bajillion-entries long mod-lists... Modding is great! It's just that making comparisons between any random two experiences can't be easily done when there's mods involved.

Originally posted by Bulquerque:
II want make the game more difficult in a modpack with science never stop and this mod ends up eliminating the difficulty of the game even putting the void..

Does that mod remove the need for a Researcher or effectively speeds up the Research gains? If so, it's an overpowered mod... If you want a more difficult experience, remove it. Kinda simple, really.

If it's part of a mod that you can't/won't remove because of other things in it, then kill off a colonist at the start. Then, when you reach Gas Powered weapons, kill of another one. Make sure it's one that is very valuable, too. Maybe kill off two, just as an act of contrition. :)
the question is that i want to challenge and test the mdo at the same time i have more than 600 hours on rimword and it is the first time i play with this mod so everything looks new

and it's not the mod you're talking about

this is another one where there are bionic parts op
Legion May 17, 2021 @ 8:45am 
Sounds like you need to learn self-control and stop using OP parts of mods. You are your own enemy.
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Date Posted: May 16, 2021 @ 12:00pm
Posts: 11