Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've looked high and low and can't find any raid mods that have an option specifically for keeping pigmen from crashing through the ceiling of my base- taking a child or two with them in the process. I don't mind the size of raids I'm getting in general, or even the frequency- I just hate getting unpreventable drop-in raids that do catastrophic base damage.
A minimum threat cap as well
Too often I'm starting a new game and I find that I get attacked by a lone raider who has absolutely zero % chance of winning yet still tries to attack me anyway. A minimum threat point slider would prevent ridiculous raids from occuring that just feel unrealistic to me.
Just an idea I hope you will consider.
Much love <3
If I were to implement something like that I'd probably add a checkbox that when enabled makes the slider able to go up to like 1,000,000 or something.
Your mod should, possibly, do it all, to be a swiss-knife-mod for threat points all-in-one.
I tested it, it doesn't raise threat point cap beyond 10k, because cap is hard-limited by slider, not the re-writable slot. Slider, on it's side, is limited to 10k only.
The strong suggestion for author: please consider designing slider to 25-30k scale.
Thus, it will not only follow the needs of low-scale seekers, but also versa.
Literally, this will double followers of your mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081&searchtext=Raid+Point
Of course, so did my computer hardware.
Apparently this mod gives players like me an opportunity to play the games they want to play.
Sorry I know it's kind of the opposite of what you made mod for, looking for a way to upscale challenge later game
Thank you very much for your help, and restoring part of my sanity in attempting to grow a tech-locked tribal colony out of stone age without getting crushed within mere minutes. I intend to increase it back to max, but *gradually*, whenever *I* decide it's time for my pawns to die, or not. The mod is back to "keeper must-have" status for me.
Would my mod list be of help ? I would post it, but it's quite long (but fairly bug free), so I think some educated detective work is in order, at least at first. Anything that could explain the threat cap gets bypassed ? Because of the Vanilla Expanded mods or other custom raid generators ? Or just some mistake I'm doing in using the mod ?
Your assistance would be appreciated.
It saves a ton nerves
I will literally pay you $5 if you can code a thingy that will stop counting colonist points towards threat level. I think the baseline amounts of points is 42, and then it grows from there. If you can somehow cap it at 42 or make it not count colonist points towards threat level, those $5 are yours.
Sorry, can't make it $50, I'm fucking poor.