RimWorld

RimWorld

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MultipleRaids[B18]
   
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Nov 19, 2017 @ 2:50pm
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MultipleRaids[B18]

Description
If you feel that fighting one raid at a time is too easy and want some real challenge then this mod is for you. Fight 2, 3 or as many as you like raids at the same time. Show those raiders who owns the land! Or die trying.


Does not affect the frequency of raids or other events.


The mod changes class handler for RaidEnemy incident. The new wrapper class will spawn additional raids with a specified chance:

for (int i = 0; i < extraRaids; i++) {
int spawnChance = rng.Next(1,101);

if (spawnChance <= spawnThreshold) {
SpawnRaid();
} else
break;
}

Spawned raids will have varying tactics and spawn locations.
The mod should be compatible with existing games and any storyteller, provided this mod is loaded last.

Mod has several variables to adjust:
1) Extra Raids[0,inf) - defines maximum number of additional raids to spawn. The more raids spawn the fewer points each raid has.
2) Spawn Threshold[0,100] - chance for the current raid to be spawned. If current raid is not spawned then no more additional raids will spawn. For example, 50% threshold means that you can have 1 extra raid at 50% chance, 2 raids at 25%, 3 raids and 12.5%
3) Points offset[0, inf) - if more than one raid spawn, raid points are rescaled with this formula: points = points*(1/totalNum + pointsOffset).
4) Force Desperate[true, false] - removes safety check from faction selection. Allows to have regular raiders and tribesman on extreme dessert/ice maps.
5) Force Raid Type[true, false] - forces every 3d raid to drop pod in center, every 4th to siege. Faction restrictions apply(tribesmen will never drop or siege).
6) Random Factions[true, false] - Allows spawned raids to belong to different factions.

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I have added the source code to the download. Feel free to modify and reupload it as long as you reference the original work.
Popular Discussions View All (1)
0
Jun 12, 2018 @ 9:56pm
MediaFire / Dropbox link?
booile
27 Comments
Mlie Apr 1, 2020 @ 11:12am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2043857349
Hope this helps anyone!
MurMax Jul 9, 2019 @ 5:22am 
It doesn't work. Could update be made? By author or anybody, who knows, mod is simple, but uses .dll, I don't know that to do with them
Captain Einsicht Feb 3, 2019 @ 12:31am 
Please Update :)
MurMax Jan 5, 2019 @ 5:30pm 
It is not working correctly with 1.0 somehow. I'm not sure how it works with clean game, but it is the mod, which breaks some other mods (I saw that Terra Project and some other mods not work correctly while this is up)
Meme Turtle  [author] Oct 30, 2018 @ 7:21am 
I have not played Rimworld in a while and forgot about 1.0 update. Is the mod not working correctly? Unless API has changed the mod should be working and the warning about version mismatch can be ignored.
✡Fahrenheit/Ki†Gold✡ Oct 29, 2018 @ 4:33am 
V1.0?
Kolljak Apr 7, 2018 @ 3:33pm 
Love this mod cus ive seen tribals and raiders run into eachother while attacking my base and suddenly stand there like... oh we hate you guys too.. run over and start beating eachother to death.
Frying_Dutchman Apr 4, 2018 @ 9:26am 
I dont know how to do that stuff or I would.
Meme Turtle  [author] Apr 3, 2018 @ 9:06pm 
Unfortunately, I do not have time to develop mod at the moment. If you want to reduce the frequency of raids just lower down difficulty settings or adjust mod settings(extra raids or spawn threshold). The source code for the mod is included in the download, so you can add new features yourself, if you are familiar with C#.
Frying_Dutchman Apr 3, 2018 @ 12:05pm 
Is it possible to reduce the raid frequency and size AFTER a huge raid hits you? It just seems logical that after a pirate base or opposing faction loses like 80 guys, that it would take them a couple years to get their numbers back.