208 ratings
Combat Readiness Check
Mod, 1.0
File Size
0.131 MB
Oct 19, 2018 @ 12:42am
Aug 10 @ 11:52pm
3 Change Notes ( view )

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Combat Readiness Check

In 1 collection by Marvin
Marvin's Most Abducted Mods
21 items
Alters the normal threat points calculation.

Threat points are used by the storyteller to, for example, 'buy' raiders from a list to make up the next group that will raid your colony or ambush one of your caravans.

You can use the in-game Mod Settings menu to adjust some of the settings for how points are generated. Select Combat Readiness Check, and edit the values. They will stay in effect as long as you're using the same saved game folder.

A debug option is available in the mod settings menu. This will output the current armoury points and building points to the log. Colonist points are also logged, but only if you turn on Write Storyteller in development mode.

Wealth from weapons and armour counts at market value. Armour is anything which offers better than 29% protection against bullets or arrows.
Wealth from pre-industrial weapons counts at 25% of market value.
Wealth from other items is not counted (vanilla: all items are counted at market value, converted into points by wealth curve)
The combined weapons and armour wealth is converted into points by the Combat Readiness wealth curve.

Wealth from buildings is counted at 25% of value and converted into points by the Combat Readiness wealth curve (vanilla: 50% of value, vanilla wealth curve).

Animals which have release training count for 9% of their combat strength (vanilla: similar percentage, but all animals that could be trained, even if they aren't trained).

Colonists by default count for 45 points (vanilla: starts at 40 points and increases to 110 depending on colony wealth)
Colonists who have impairment to their combat abilities (consciousness, manipulation, sight) will count for less points.
Colonists with limited movement capability or a limited combined combat ability will count for zero points.
Colonists in cryptosleep will count for zero points.
Colonists who can't fight at all will count for zero points.
Colonists who are suffering from an infection or disease which needs bed rest will count for zero points if they haven't developed immunity.
Colonists who have enhanced capabilities (from bionics, trauma savant, mechanites or drugs) can count slightly more.

The current adaptation factor affects the final colonist points value (vanilla: adaptation multiplies everything just like difficulty).

The combined points are then processed by the Combat Readiness points curve (vanilla: no points curve).
After that the points are multiplied by the modifier for difficulty level (vanilla: same).
There is a global maximum of 10000 points or 20000 for Merciless difficulty (vanilla: 20000).

Includes 'Adaptation and Random Threat Point Multipliers Cap to One' which changes the adaptation and random raid factors so that they cap at 1, reducing the effect of those factors.

New! Added buttons to change between a few default settings - Fair, This is fine, Feels bad man, Pain train.
New! Extended the max range of possible adjustment to 800% for percentage settings.

[Version 1.2.0]

Please ask me before re-uploading this mod.

Go to the Beta 19 version.

Go to Ludeon Forums for more information and direct download links: https://ludeon.com/forums/index.php?topic=30508.0

If you like this mod, why not consider looking at some of my other mods?

I have a Patreon where I talk about my mod development: https://www.patreon.com/marvinkosh
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Marvin  [author] Nov 1 @ 10:12am 
I don't know. I've never been interested in the multiplayer mod.
PremierVader Oct 31 @ 9:03pm 
Hey so I tried the mod out and its really great, now I wish to go into the next phase of testing for which I must ask: does this work with Multiplayer?
mabbakittyu Oct 28 @ 6:46pm 
got a mech raid finally,... it was more but rather few still. im running 15 colonists atm, storyteller difficulty is on rough, not savage(the 200+ raiders I was getting before the mod was on medium). Your mods set to highest default.

This may also be a scaling issue im experiencing, what with it being easier to fight off enemies the more built in you get- making this type of solution not work well for what I wanted. Might be that this mod wasnt the solution I was looking for. Maybe something that doesnt change the calculation in quite the way you did but rather slopes the wealth values so that less wealth is included the higher the wealth gets? Kinda like a soft wealth cap.
What do you think?
mabbakittyu Oct 28 @ 4:12pm 
yea, I just changed the difficulty, but the random number god is fucking me over and not giving any raids. (it feels odd saying it like that, normally id want to avoid raids lol)

I also changed it to highest setting for your mod, since even at max it seems like the raid size is drastically smaller(I assume this would cause more difficulty for newer settlements tho, as compared to the old calculation)

One thing I did that may have been a complete oopsies on my part, is right before I got this mod, I had 20+ Tenants from the tenant mod... and I did not realize the tenants were being considered colonists, which may have been why I was getting 200+ raiders before under the old calculation, and having gotten rid of them contribute to the drastically reduced numbers I got that was much less than I was looking for. :/
Marvin  [author] Oct 28 @ 5:55am 
Btw, all of my mods work at any place in the load order, as long as they load after the game's Core files.
Marvin  [author] Oct 28 @ 5:53am 
@mabbakittyu Don't forget that you can increase the game's difficulty settings as well. The mod will take the difficulty level into account when it calculates how large of a raid to send. If the difficulty level is low, then the raids you get will be quite small.
Marvin  [author] Oct 28 @ 5:42am 
@Mistletoe The Bard, if you actually read what it says about T, it corresponds to exactly what I said.
PremierVader Oct 27 @ 11:40pm 
Hey what is the Load Order for this mod?
mabbakittyu Oct 26 @ 9:34pm 
sorry to add to the question train Marvin.
Was wondering if you had any suggestions to my situation...
I added your mod because I was getting raids of 200+ raiders and only had something like 10 colonists... overwhelming odds.
I managed with traps + bombardments, but its silly, rediculous even, and somehow even worse than this was that the loot drops got out of control and smelters cant keep up(now I just burn everything, screw the loot) which would leave either a battlefield of forbidden loot, or storage that couldnt handle the problem. Neither case desirable, and simply led to bigger raids and piling of more corpses....

After adding this mod, raids are easily handled by a single pawn. I switched the default settings to "Feels bad Man"- so far I havent gotten a good idea of where it stands with that setting yet... but thought I would get your opinion on what setting to fiddle with to get something more what im looking for. I think I want more building wealth factored in?
Mistletoe The Bard Oct 26 @ 8:36pm 
Reading the part about "Raid Strength", it states that time are actually a factor?