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
Oct 3 @ 6:31am
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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)
33
Oct 23 @ 2:30am
Bug Report 报错反馈
白金trigger
243 Comments
白金trigger  [author] Oct 25 @ 7:26pm 
@岁城影歌 我不玩全站,你试试呗
岁城影歌 Oct 25 @ 12:40pm 
@下北泽咸鱼 老哥现在机械全战还有和这个mod冲突吗?
白金trigger  [author] Oct 24 @ 8:38pm 
@✪ Homura 有选项可以关mod植入体和药物
✪ Homura Oct 24 @ 7:21pm 
大佬,可以加一个可以自己配置的植入物、药物黑名单吗,有些mod的植入物刷在敌人身上可能会有问题
白金trigger  [author] Oct 22 @ 9:44pm 
@夜雨迹冷 报错发到讨论区吧,你也可以自己测一下和什么mod有冲突,我后面就标记不兼容,不要和其他改袭击逻辑类的mod一起使用。大部分mod的袭击应该是没有问题的,如果mod自己写了独特的袭击代码,那肯定不兼容。
夜雨迹冷 Oct 22 @ 9:33am 
顺便翻了一下之前和这个mod有关的报错,发现每次都有JescTools 1.6 Beta的那个mod,是不兼容吗
夜雨迹冷 Oct 22 @ 9:29am 
往血肉兽袭击的那个求救信号派了穿梭机,结果控制台报错压缩失败,发给ai说游戏尝试生成一个有暴力能力角色但不成功,后面的几个报错还提到了RaidGroup要引用Lord_347时引用丢失,结果整个远征队和这个据点直接在大地图消失了。。。
禾林a Oct 13 @ 12:38am 
和天命预测不兼容吗,招过来的袭击没有压缩
Six Feet Under Oct 11 @ 3:29am 
Can this mod also affect settlements that the player raids?
xuanxuan Oct 11 @ 2:08am 
这个mod很棒,拯救了我的电脑