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C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Core\Defs\Storyteller
Even if you don't know coding, comparing the differences under <label>Randy Random</label> for 1.4 (~ line 647) and 1.5, should give you an idea of what parameters, if any, have changed.
Basic understanding fail.
Brings me back to Blood Bowl...
Oh I agree that there can be nothing at all. So I reverted back to 1.4 and compared my last run with my 1.5 run.
1.5. As said that save is 97 days old and has 23 major threats and 16 raids.
1.4 lave is 715 days long and has 99 major threats with 95 raids.
There's a clear difference between the 2 when looking purely at these stats. 1.5 has a threat 4 days. 1.4 had a threat every 7 days. Threat spawns are legit happening almost twice as much on 1.5 than on 1.4. Difficulty wise both are on Strive to Survive and both has Randy for the story teller. The only difference between 1.4 and 1.5 is 1.4 is modded.
But my 1.4 mod list doesn't seem to contain anything that Id think would effect game balance, or at least effect major threat spawn rates.
Vanilla Expanded is the only thing I can see that might. Everything else is quality of life stuff like stack size, extra weapons, textures, Allow Tool, more races, and so on. There's a chance, a good chance, that my mod list could be nerfing threat spawns. But I don't see what it would be and I doubt it would account for 1.5 having almost twice the spawn rate of major threats.
Something is going on beyond just it feeling off.
Nah it just Anomaly xD
Rather certain I said both use the same difficulty setting of Strive to Survive and that both use Randy as story teller.
That's the thing. Randy isn't being random. He's been consistent so far with events in 1.5. Randy is also the easiest story teller of the original 3 and by a fair amount. Randy "can" give you a harder time with some bad luck, but that bad luck is VERY rare and is at most 2-5 high rolling raids or giving you some of the worse types of raids such as sieges or breachers. Most of the time though Randy just chills and doesn't exactly do all that much since he doesn't focus on major threat events and gives more weight to other events from being, well, random.
Randy giving consistent events isn't normal. Randy only giving you a few types of events isn't normal either. And being able to see any form of pattern over 100 days just does not happen with Randy.
Or at least I have never seen Randy act this way in my 800+ hours of Rimworld. I also know that 100 in game days isn't exactly that big of a sample. And so we get to the point at hand in asking for other people's input to boost sample size without having to spend literal real life days to figure this out.
That's more to work with than what you gave us before.
That said, I can say in my 13k hours of Rimworld that I've had him give nothing at all for years for major threats, mild threats consistently, major threats consistently, sapper raids back-to-back, tunnelers, etc. All of his events are random, not just major threats. That said, it *is* possible a line of code got junked up for 1.5, but that said, it's still pretty on par for Randy. He just throws ♥♥♥♥ out there without caring for if it's good, bad, consistent, or broken up.
Unlike Cass and Phoebe, Randy does NOT have ANY cooldown on threats. He can pump them out one after another if he wants to.
I've had Randy runs that throughout 10 years of in-game time I've only had a raid once or twice a year because Randy was being lazy and was constantly giving me drop pods with resources, food, textiles and other stuff
I've also had Randy runs with back-to-back raids, barely giving me time to recover that ended my run within 2 in-game years due to a small mistake that caused a snowball effect and in turn doom on my colony.
I've had 2 raids on the same day once, so I don't think he has a cooldown. Then again, I used mods, so no idea if it altered him.
This is a piece of .xml code of Cassandra responsible for major threats:
The line "minDaysPassed" shows how many days have to pass in a new game to generate a major threat
"onDays" means days she can produce a major threat on. "offDays" is the opposite. In Cassandra's case this means she can spawn stuff on 4.6 days but cannot on the other 6 days.
"minSpacingDays" shows the cooldown between two major events during her "onDays" phase, which (if I understand correctly) are dictated by the line below called "numIncidentsRange" which says she can either make one or two major threats during her onDays
"forceRaidEnemyBeforeDaysPassed" forces a raid on you after 20 days regardless of the above settings.
The exact same cooldowns apply to Cassandra's small threats piece of code:
Randy doesn't have any specified cooldowns for major or small threats. All he has is this:
"mtbDays" = mean time between = average time between different events. This is not a hard limit and Randy can generate threats outside of this.
"maxThreatBigIntervalDays" max amount of days that can pass between major threats, no minimum that would indicate a cooldown
"minIncChancePopulationIntentFactor" increases chances of events based on your population
"randomPointsFactorRange" range of the factor of threat points when calculating size of raids.
"skipThreatBigIfRaidBeacon", don't exactly know what a "raid beacon" is but whatever it is causes Randy to skip making a major threat
"categoryWeights" defines the chance of an incident from a specific category occuring. Higher weight = higher chance.
Not a single thing that would say Randy has any form of a cooldown and not a single limit to how many events he can generate at once. If he wanted to he could slap 10 raids on you, it's just very, very heavily improbable