RimWorld

RimWorld

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Elite Raid 精英化袭击
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Mod, 1.5, 1.6
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1.095 MB
Jun 3 @ 7:25pm
Aug 22 @ 8:45pm
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Elite Raid 精英化袭击

Description
Elite Raid (Modified from Core Code of Compressed Raid)
This is an elite-themed raid mod adapted from the core code of "Compressed Raid," with approximately 30% of its code derived from the original. It aims to address the following issues:

1. Simplified Configuration: Makes the mod easier to use.
2. Fixed Elite Levels: Differentiates raider strength through fixed numerical elite tiers to prevent overpowered raids.
3. Performance Optimization: Reduces raider numbers to significantly improve game FPS.
4. Balance Preservation: Adjusts damage resistance coefficients and introduces a compression rate to replicate vanilla raid difficulty.
5. Difficulty Balance for Justice-themed Mods: Adjusts difficulty and compression rates to balance challenges for mods focused on "justice" mechanics.
6. Comprehensive Takeover Difficulty: Offers customized raid functions including maximum raid size, raid compression rate, raid scale, raid point cap, maximum elite level in raids, and elite raid reinforcement intensity.

New Elite Level System
There are 7 tiers of elite enemies, dynamically allocated based on the compression rate during spawn.

- Higher tiers have lower damage resistance coefficients and slower movement speed.
- A Tier 1 enemy equals 2 standard raiders; a Tier 7 enemy equals 10 standard raiders. Higher tiers are rarer but become more likely at higher compression rates.

Elite Affixes
High-tier elites gain both level-based stats and random affixes. Current affixes include:

- Armor Enhancement
- Temperature Resistance
- Attack Enhancement (ranged/melee cooldown)
- Slow Resistance
- Implant Enhancement
- Equipment Enhancement
- Drug Enhancement
- Consciousness Enhancement
- Speed Enhancement

Affix Quantity by Tier:
- Normal Difficulty: Tier 2 = 1 affix; Tier 7 = 4 affixes.
- Extreme Difficulty: Tier 2 = 2 affixes; Tier 7 = 6 affixes.

Difficulty System
- 3 Configurable Difficulties:
- Normal: Matches vanilla balance.
- Extreme: Designed for high "justice" mod environments.
- Compression Rate: Default is 3 (e.g., raid size = enemy count / compression rate). Higher rates mean fewer but stronger enemies.
- Max Elite Tier Limit: Can be configured to restrict the highest spawnable tier.

Silver Loot
To compensate for fewer raiders (compared to vanilla), elites drop silver based on their tier:

- +50 silver per tier. Can be disabled or adjusted via settings.

Q&A

Q1: Will OP enemies like Compressed Raid appear?
- Extreme compression (e.g., 1000 enemies → 1 Tier 7 raider) may actually make raids easier.
- High compression rates (e.g., 10) can spawn mostly Tier 7 elites, but their damage resistance (15% of vanilla) is balanced to reflect 10x raider equivalent via a 1.6x coefficient, ensuring fair challenge.

Q2: When does the elite raid trigger?
- Compression only activates for raids with >20 enemies.

Rules:
1. If enemy count ≤ max raid size → no compression.
2. If enemy count > max size but compressed count ≤ max size → capped at max size.
3. If compressed count > max size → use compression rate

Example (compression rate 3, max size 20):
- 16 enemies → 16
- 20–60 enemies → 20
- 80 enemies → 26
- 200 enemies → 66

Q3: Performance impact?
- Scripts only run during raids.
- Fewer enemies = significant FPS boost. No performance loss—only gains.

Q4: Compatibility?
- Works with 95% of mods, except those rewriting raid spawning logic (like this mod).
- Do not use with other compression mods! Report issues to the discussion forum if encountered.
-Supports CE (Combat Extended), as well as compressed entity raids, animal raids, insect raids, and human raids.
-This mod can be safely added or removed mid-playthrough.

-The Vanilla Factions Expanded - Deserters and Vanilla Factions Expanded - Insectoids2 cannot be compressed for raids, as both modify the vanilla raid generation functions. However, this will not affect the mod's ability to compress other raids.

Q5: Balance?
- ~20% variance from vanilla (slightly harder/easier based on affixes and tiers).
- High-difficulty raids (e.g., with tough factions like Neanderthals) may require higher DPS due to damage resistance and affixes.

Q6: Which raids can be compressed? Are there any raids that cannot be compressed?
After continuous updates, this mod can compress all vanilla raids that I consider excessive or in need of optimization.

Supported Raid Types:
- Human Raids
- Drop Pod Raids
- Furfolk/Hybrid Raids
- Tunnel Infestations (without additional buff)
- Toxic Waste Infestations (without additional buff)
- Psychic Ritual Raids
- Rimbeast Raids
- Rimbeast (Human) Raids
- Rimbeast (Animal) Raids
- Rimbeast Surround Raids
- Entity Raids
- Fleshbeast Pit Raids (without additional buff)
- Deep Fleshbeast Raids (without additional buff)
- Manhunter Pack Raids
- Mechanoid Invasions
- Psychic Ships

Excluded Raid Types:
- Wandering Rimbeasts (too small)
- Deep Drill Infestations (too small)
- Mechanoid Clusters (raid point max limit of 10,000)

With this mod enabled, the vast majority of vanilla raids will be compressed.

Fleshbeasts and Insectoids are not spawned instantly, which makes it unstable to apply bonuses to them. Therefore, I will not add bonuses for now, but might revisit this in the future if time allows.

Most modded raids can be compressed normally. However, due to limited time, I won't create dedicated patches for special raids from other mods. An example is Insectoids 2, which uses its own IncidentWorker for raid generation.

Special support has been added for the compressed tunnel raids of NewRatkinPlus, because I also use the Ratkin mod.
Q7: Why is this mod incompatible with No Limit Raid Point and Unlimited Threat Scale?[\b]
This mod already includes the functions of those mods. Since all three apply Harmony patches to the same method, enabling them simultaneously will cause patch conflicts.
This mod allows you to adjust both the raid scale (up to 2000%) and the raid point limit (up to 200,000).

Language Support
- Simplified Chinese
- Traditional Chinese
- English
- Japanese
- French

Thanks to the open-source code of Compressed Raid, which provided me with great support!
Popular Discussions View All (1)
30
Sep 5 @ 6:53am
Bug Report 报错反馈
白金trigger
228 Comments
mz 18 hours ago 
能兼容袭击倍率无上限吗 大佬
白金trigger  [author] 22 hours ago 
@✪ Homura 袭击等级是根据特殊算法随机的,10级精英的压缩率是40,你肯定把开始压缩人数调大了,开始压缩人数越小,敌人压缩效果越好。比如40人袭击,你设置压缩率40,1人开始压缩,最大袭击人数一个人,那么就会直接生成一个10级精英单位。

开始压缩人数是为了防止前期生成高级精英直接被单穿,一般设置成10~20。这样前期不会遇到精英单位被干爆。
✪ Homura 23 hours ago 
是的哥,我基于执政官难度的基础上把最大精英等级调到10,最大人数调成200了,这个不能调嘛:steamsad:,有时候压缩倍率20都能刷出8,9,10级的敌人,有时候40多才2级:steamsad:
白金trigger  [author] Sep 30 @ 10:20am 
@✪ Homura 你是不是调了最大精英等级
✪ Homura Sep 30 @ 7:35am 
大佬,我这边压缩倍率都到30了,7k的吞噬兽压缩到200,但精英等级只有2,也没红字,这正常嘛
白金trigger  [author] Sep 27 @ 2:09am 
报错发到讨论区,
Able Sep 27 @ 12:32am 
注意,开启之后不要加新的药物模组,这个模组有个选项是启用模组药物,在开了这个选项之后再加新的药物模组会有红字,可能是没识别到,我没有再继续把存档玩下去,因为一直跳红字,看来是会循环检索,一直提示的
闪耀偏方三八面体 Sep 16 @ 8:28pm 
mod设置,难度「总督」和「执政总督」描述里的名称写反了
下回合就睡 Sep 16 @ 7:36pm 
似乎导致原版派系拓展 维京人2的围攻营地任务刷不出敌人?
哎呀!承伤越高速度越慢真是太好了,原来的压缩袭击BUG刚想起来人就到基地门口太绷不住了