Tweak the strength of raids for each faction, including modded ones.
What it does:
Allows you to determine a multiplier for faction raidpoints (raidpoints are the amount of 'currency' the storyteller has to buy enemy pawns for a raid)
Features:
- Adjust raid point multipliers for every faction from 0.1x to 10.0x (I can add a larger range if there's desire for it)
- Compatible with any modded factions
- No need to restart the game or reload the save to apply tweaks
Notes:
- to capture all modded faction, the mod also captures factions that will not raid you in vanilla (e.g. Ancients or Entities)
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- changing the value slider for "Entities" for example will not change any of the entity events, since these are
unique incidents and are not handled as raids
- similarly, increasing or decreasing the value for mechanoids will make their raids (normal raids, drop-pod raids, etc.) easier/harder but will not affect other mechanoid incidents like mechanoid clusters or psychic ship crashes
[*] friendly faction reinforcements count as raids, so their strength will also change
[*] note that low multipliers (e.g., 0.1x during early game) can cause empty raids if the resulting raid points aren't enough to buy any unit from that faction
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Incompatibilities:
None that I know of
Also nice:
Visible Raid Points - if you want to see the amount of raidpoints a raid (or incident) has used
Unlimited Threat Scale - capped in vanilla at 10000, may obviously impact performance
Combat Power Tweaker - adjust individual pawn combat costs to affect raid compositions
RIMMSqol - edit pawn stats like armor values, movespeeed, gear etc (and much more)
Other usecases:
- Decrease late-game lag (e.g. from tribal raids): 200 naked people with clubs are pretty annoying to deal with at 10 fps
- Originally created to balance factions from the “Big and Small” mods, which use genes to alter pawn raid values, making them impossible to tweak with Combat Power Tweaker