RimWorld

RimWorld

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Combat Readiness Check (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Dec 9, 2020 @ 11:01am
Mar 21, 2024 @ 2:03pm
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Combat Readiness Check (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of MarvinKoshs mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1542424263
with permission.

- Update work by Craze
- Added option to treat pre-industrial armors the same as pre-industrial weapons



[dsc.gg]
[github.com]


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 calculation
  • 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
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).

Colonist calculation
  • 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).

Processing points

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).

Extra features

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

Current version: 1.2.0

Please ask me before re-uploading this mod.

Don't comment asking when the mod will update.

Comments regarding mod updates have become a nuisance. I can understand that people get excited and post before they think or read, but I have social media, go and check there to see if I have posted about RimWorld. You will be saving me a lot of time.

Navigation

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?


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


173 Comments
JOЯDΛИ Apr 14 @ 4:35pm 
Thanks for keeping these mods alive, you're a legend.
Mlie  [author] Apr 12 @ 9:51pm 
@Q I dont take donations for continued mods as they are not technically mine. If you use any of my self-made mods however, you can find a donation link there 🙂
Q Apr 12 @ 3:44pm 
I find this so much better than base game difficulty. Idk. For me rimworld always turns into an MGS V super base with stories of drama and me doing fun stuff like having a huge prison labor camp and a bunch of kids running around. Base game makes it so you need a killbox or cheese AI. with this game feels fair and like a real adventure. Maybe im just too big of a noob idk. been playing since alpha 14 when I was like 13. i still suck at this game and cant do 500% difficulty like all the youtubers and yuo hardcore rimworlders. with this mod my colonists still lose limbs and organs and some die when the game hits me with crazy combinations, but it feels really fair and not like im about to throw my laptop out the window. thanks for the update Miles)) any way to send you a donation?
LumberingTroll Mar 13 @ 11:11am 
It would be awesome if this had its own history graph readout so we knew where we were on the effective raid cap.
Adam Feb 2 @ 7:12am 
@Mlie regarding what Boss was saying about CE:
"Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much it's damage is reduced"
from the mod description, so it's reasonable to assume this mod doesn't take into the new armor stats
ShadowX116 Jan 15 @ 6:55pm 
@Big Bwana, By default, it makes things objectively easier than the base game because it makes the raids fair to deal with based on your colonists, their weapons, and how many combat critters you have (among other factors).

Regular Rimworld does not *really* care about those things when generating threats. Just their worth in monies.
Big Bwana Jan 15 @ 4:36pm 
Would this mod make raids easier? I have like 10 pawns and got raided by +20 with stronger weapons than me. my only wealth is like 80 farm animals. I think they make up for like 80% of raids strengths without this mod.... how much would this help me?....
ShadowX116 Dec 5, 2024 @ 5:51am 
Ah, found it. I apparently still have Incident Disabler on, and raids were turned off. My bad. xP
Mlie  [author] Dec 4, 2024 @ 10:26pm 
@ShadowX116 This mod does not change the type of events, only the calculation of threat points. Your issues are due to something else
ShadowX116 Dec 4, 2024 @ 4:46pm 
The storytellers only ever send manhunter packs for me. I have loads of stuff, 8+ colonists on avarage, and even a couple charge weapons, plus a horde of combat critters (Hippos, Lions, Elephants, and Megasloths). I play on custom difficulty, but all I change is the chance for death on down for all pawns.

What settings do I need to change to see people raids? Or what difficulty can I set it to that isn't setting it straight to a Losing is Fun equivalent?