Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Raid Spawner

Have you ever [i][b]wanted[/b][/i] to spawn a raid? This mod adds the [b][i]Comms Hijacker[/i][/b], allowing pawns to hack into the local communications network and manipulate enemies into attacking your colony by broadcasting high-value bait. A raid spawns immediately upon a successful hack. [b]Think about it like group-texting all the listed felons in your area to let them know you’ll be out of town with your home unattended[/b] [b]Actually, don’t think about that. No one think about that. Let’s not manifest it.[/b] Just think about it like broadcasting to the entire Rim that you’ve got [u][i]a lot[/i][/u] of good loot. [img]https://i.imgur.com/rmMGqMP.png[/img] [hr] Construction Requirements [list] [*] [b]Research Microelectronics[/b] [*] [b]Costs[/b]: 200 Steel, 4 Components, 1 Advanced Component [*] [b]Placement:[/b][list] [*] Must be built indoors (requires a roof). [*] Must be connected to a powered Comms Console to function. [*] Only one per map allowed. [/list] [/list] Power Consumption [list] [*] [b]Idle[/b]: 50W [*] [b]Active Hacking[/b]: Scales with raid strength (500W – 15,000W) [/list] How To Use [list] [*] Build and connect to a powered Comms Console. [*] Select Hack Strength (higher levels = stronger enemies & more power usage). [*] Start Hacking – An available colonist with a minimum Intellectual skill of 6 will go and operate the hijacker. If no pawn meets this requirement, the hacking job is canceled, and the raid queue is reset. Pawns with higher Intellectual skill are prioritized. [*] Raid Spawns – A random enemy faction attacks based on hack level. [/list] Raid Mechanics [list] [*] Enemies vary from small desperate skirmishes to full-scale invasions. [*] Strength depends on selected hack level (100 - 10,000 raid points). [*] Raid size varies due to faction differences (many weak or fewer strong units). [/list] Raid Hack Strength Power Required (Watts) Number of Expected Enemies Raid Description I 500 W 2-3 Raiders A minor skirmish - a few desperate raiders. II 800 W 2-4 Raiders A light raid - a small group looking for trouble. III 1300 W 4-8 Raiders A decent-sized attack - prepare for a proper fight. IV 2200 W 6-12 Raiders A serious raid - better have defenses in place. V 3800 W 9-19 Raiders A coordinated assault - expect well-armed foes. VI 6100 W 13-26 Raiders A deadly incursion - they'll test your limits. VII 8900 W 18-36 Raiders A full-scale raid - this is going to hurt. VIII 11500 W 24-48 Raiders An all-out war - hope you’re ready for hell. IX 13800 W 28-57 Raiders A catastrophic invasion - survival is unlikely. X 15000 W 30-59 Raiders A nightmare assault - may the storyteller have mercy. [hr] [b]Compatibility:[/b] RimWorld 1.5+. [b]Credits & Disclaimer:[/b] Thanks to the RimWorld community for feature suggestions and balance tweaks. This mod is fan-made and not affiliated with Ludeon Studios. [b]Thank you for supporting Raid Spawner.[/b]