RimWorld

RimWorld

[B18] Dire Raids
58 Comments
pyrce  [author] Aug 30, 2018 @ 10:37pm 
B19 posted (link at top of description). Leaving this version here for anyone who still wants to use it in B18.
pyrce  [author] Aug 30, 2018 @ 9:41pm 
Yep, working on it right now!
Gurdel Aug 30, 2018 @ 12:49pm 
Update inbound for this mod? Love your work!
Axeometric Jun 16, 2018 @ 11:21pm 
thanks bud, appreciate the timely response and fix
pyrce  [author] Jun 16, 2018 @ 7:50pm 
Fixed. Thanks for posting the issue.
pyrce  [author] Jun 16, 2018 @ 7:33pm 
Opps, looks like something is wrong with the latest change. let me see if I can fix it real quick.
Axeometric Jun 16, 2018 @ 6:51pm 
no dire raid seems to spawn for me for reasons unknown to myself, tried and tested new save with only hugslib and dire raid, doesnt spawn in debug, can post error message
pyrce  [author] Jun 9, 2018 @ 9:05am 
@Dartonal Sorry to hear that :/ It's possible that by manually triggering the Dire Raid you reset the min-time between Dire Raid events. Also since this is a BigThreat event it may be rarer on lower difficulties, or Randy Random may decide to not throw you a party. I'll look into adding the ability to modify the event changes with HugsLib settings.
Prime Pebble Jun 1, 2018 @ 11:53pm 
nah, his just bait
rev Jun 1, 2018 @ 11:51pm 
The lone dude in the thumbnail is about to get demolished
Dartonal May 26, 2018 @ 9:53pm 
I haven't been able to get the dire raid event to happen without using debug. Been playing on this save for 10+ years.
Wiawyr Apr 25, 2018 @ 6:18pm 
@ArmoredStone The last Dire Raid I had, in that thread, froze the game for three minutes to spawn and load all the raiders. I thought it had crashed too, but it didn't respond like a normal crash so I just waited and bam, one thousand pirates blotting out the sun.
TYRACapidELT Apr 25, 2018 @ 1:31pm 
aw yes! i needed more kibble! thx
ArmoredStone Apr 14, 2018 @ 6:45pm 
I've hjad this mod enabled for 3 playthroughs thus far (with my colony dying with all 3) and I have never had a Dire Raid :( I get crashes occasionally though...so I wonder if it's from a Dire Raid spawning in :/
Wiawyr Apr 11, 2018 @ 6:48am 
Actually, here. If you guys wanna see a real Dire Raid in progress, with about 500-700 hostiles, I'm doing a story-telling thread of fighting it off. https://steamcommunity.com/app/294100/discussions/0/1696043806576533898/
Wiawyr Apr 10, 2018 @ 8:40am 
Happy to say this is the result of a dire raid.
https://steamcommunity.com/sharedfiles/filedetails/?id=1357832833
https://steamcommunity.com/sharedfiles/filedetails/?id=1357825522
There ain't no edge of the map here. This is gonna be awesome.
Frying_Dutchman Apr 3, 2018 @ 12:24pm 
Dire raids are cool, but usually easy to defeat. When I get enough resources I just make lots of IED's on the edge of the map, and dire raids just get blown up by my land mines.

I think it would be more realistic if dire raids meant multiple raids from multiple different parts of the map. Not just a bigger glob of raiders from one spot.
Prime Pebble Mar 31, 2018 @ 11:05pm 
maybe a dire raid of seige, hope you live in a mountian
Frying_Dutchman Mar 31, 2018 @ 4:30pm 
Could you make a raid where it combines sappers, siege, and others? It would be cool to have to defend your base against a siege and other raiders at once.
Luke TasRook Mar 17, 2018 @ 10:05am 
A 15 centipede raid just destroyed my colony... I wasn't even that far in the game... =[[[
Redsmoke Mar 7, 2018 @ 11:32am 
Luetin, your avatar has become so recognizable by now that I noticed it before your name. Good job. @this mod; Looks awesome, downloading now!
Luetin Feb 25, 2018 @ 2:50pm 
Okay interesting thanks for the reply
pyrce  [author] Feb 18, 2018 @ 11:26am 
It looks at your colony score generated by the game. This is mostly determined by the wealth of your colony. In test runs with good players on Extreme cassandra difficulty it usually takes a little less than a year to reach the wealth limit, and the event usually only triggers once or twice a year at most (affected by Storyteller and other mods). This isn't 'endgame' persay but it also scales with your colony score like normal raids, so they became more threatening later on.
Luetin Feb 15, 2018 @ 8:13am 
How does this mod determine - end game? a set period of time or certain colony parameters?
QwertyJosh Feb 4, 2018 @ 6:44am 
Does anyone get constant errors with sparkling worlds and this mod?
Sentient_Worm Jan 28, 2018 @ 3:44pm 
@pyrce when the raids have more options for equipment it causes more lag while its assigning each raider its gear. Happened to me in EVERY version since I started with A14. At late game its gotten to the point a raid causes the game to crash every 3 or 4 raids.
Prime Pebble Jan 28, 2018 @ 3:14pm 
i could create lag during a dire raid but shouldnt normally
pyrce  [author] Jan 28, 2018 @ 3:11pm 
How do you mean? The only thing the mod should impact in terms of lag is the raids having more points to spend.
Nox Jan 28, 2018 @ 2:54pm 
this mod causes lags in my big modpack
pyrce  [author] Jan 28, 2018 @ 2:40pm 
I believe with "Additional raids" mod the Dire Raid event changes would not change, thus it would still be quite rare, and much rarer than the Additional_EnemyRaids which get injected by that mod.
Zhong Xina Jan 28, 2018 @ 7:28am 
This is just what I need, my base is over 98 IRL hours old and the biggest threat is my army of dogs eating my rice and/or cocaine.
Do you happen to know how this would interact with the "Additional raids" mod? The mod adds extra raids (in the form of an additional raid event) - would a dire additional raid still be rarer than a normal additional raid?
MoViNg TaRgEt Jan 28, 2018 @ 6:28am 
(Pataur the Great )

Its like a regualr raid but Dire!
Meat Man (Alfons) Jan 28, 2018 @ 6:09am 
Really interesting mod, definately adds a scary threat and a 'war' to fight

I'd also like to see a variation which is almost the opposite of this type of raid, which comes with a wave of fewer, but way, way more equipped raiders. And if it was possible- they will always be skilled with the respective weapon. They can sap if they want to and wont flee. Certainly so would an Excellent sniper in the hands of someone good be better than a million gardeners with a gun they found in their shed.
pyrce  [author] Jan 27, 2018 @ 7:37pm 
Made the description a bit clearer. But @Mintpenguin described it well. It's a bigger raid event (the button description will say Dire Raid instead of Raid).
Mintpenguin Jan 27, 2018 @ 6:06pm 
Raids use a certain number of unsen points to buy people, stats, and gear to attack you. Dire raids get a ton more points, so they get a ton more people, lots of better gear, better shooters, or a mix.
Rocky the Rock Jan 27, 2018 @ 5:59pm 
Um... Did you explain what a dire raid IS? Or did I miss it?
MAVERICK Jan 27, 2018 @ 5:23pm 
So... a dire raid is what exactly?
Knight.R Jan 27, 2018 @ 11:17am 
I wonder what will cause more death your pawns or friendly fire?...
Hanz_Gruber Jan 27, 2018 @ 7:47am 
This mod should work with other mods that directly effect raids as this implements as an incident and not a raid.
Woldmord Jan 27, 2018 @ 4:27am 
This is just what i need :D thank you kind sir
Malthazen Jan 27, 2018 @ 12:55am 
Do this mod stacks with another raid mod such as sometimes raid goes wrong mod ?
ironic Toblerone Jan 26, 2018 @ 10:40pm 
this will be fun to use, i cant wait to see a hoard of pawns coming and getting gunned down :)
pyrce  [author] Jan 26, 2018 @ 8:02pm 
Yes it can be added or removed from games without worry.
GodEmperorGuss Jan 26, 2018 @ 5:37pm 
do you know what a dire raid is? its a raid but dire.
Amish Wolverine Jan 26, 2018 @ 5:09pm 
can this be added to a pre-existing game?
Slavic Hors Jan 24, 2018 @ 11:19am 
PLS NO! DEAR GOD NO! NOOOOOOOOOOOOOOOOOOOO! mb i use it later....
pyrce  [author] Jan 23, 2018 @ 7:16pm 
Turns out non-stop raids was not caused by this mod when we dug into it.
Angmallen Jan 23, 2018 @ 12:37pm 
This mod + sometimes raids go wrong = possible death to the entire raid
pyrce  [author] Jan 22, 2018 @ 7:56pm 
@Hanz_Gruber Looks like from the stream you just hit a bad luck run with multiple regular Raids. The normal raids and normal raid liklihood is untouched by the mod. Your base wasn't quite at a value high enough to trigger Dire Raids yet. I'll get a base to that level and try a few more runs with a similar mod list just to see if there's something else at play.