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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
3 jun @ 19:25
22 aug @ 20:45
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Elite Raid 精英化袭击

Beskrivning
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!
Populära diskussioner Visa alla (1)
20
22 aug @ 20:46
Bug Report 报错反馈
白金trigger
207 kommentarer
白金trigger  [skapare] 22 aug @ 19:43 
@罗德里特 把日志发到讨论区
罗德里特 22 aug @ 17:47 
当HediffDef定义了comps,但使用了不继承自'HediffWithComps'的hediffClass时,就会发生此错误,而'Hediff WithComps'是comps正常工作所必需的。丢AI说是这个原因导致的问题。
罗德里特 22 aug @ 17:39 
那我再找找原因
白金trigger  [skapare] 22 aug @ 17:35 
有10级精英的。
罗德里特 22 aug @ 17:29 
@白金trigger 这个MOD最高7级精英,但是我在模组的Hediffs_CR_Powerup文件里面,发现了还有8、9、10级的增益定义,应该是这个导致的红字。
白金trigger  [skapare] 22 aug @ 11:39 
@罗德里特 日志看不出来有用的东西,我给删了,日志必须发到讨论区,
瘸腿骑士 22 aug @ 8:38 
可以兼容查看袭击点数的mod吗,
罗德里特 22 aug @ 8:24 
打上这个MOD就会出现这些红字
蘭楓 20 aug @ 8:44 
能不能新增壓縮的移速開關,不想讓壓縮敵人有移動速度加乘,有些MOD+移速加這個壓縮加成可以不到一分鐘從最上面跑到最下面
眉峰聚 20 aug @ 8:34 
有个比较难绷的地方是猎杀人类的动物会被大规模压缩但不会被精英化,我思索再三认为给殖民地送的肉变少了也是一种加强袭击的方式对吗(bushi)