Better Ambushes Continued
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FIonfrigate12345%2FRimworldBetterAmbushesContinued][img]https://i.imgur.com/kTkpTOE.png[/img][/url][github.com][img]https://i.imgur.com/WjDSfUn.png[/img]
Disclaimer
This is a continued version. Thanks to the original authors [b]Kangz of Memphis[/b] and [b]Captain Muscles[/b] for the great work
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2365465416]https://steamcommunity.com/sharedfiles/filedetails/?id=2365465416[/url]
Supported languages:
- English
- 简体中文
- Français
What does this mod do
It largely improves raider encounters on:
- world map caravan ambush
- temporary site maps (outside of your settlements)
Most things like raider strength are configurable in mod config. Now caravan visibility also has a multiplier in config if you want more/less caravan ambush.
What's new in my continued version
- New mod config: [b]World map / site maps ambush strength can now scale with your main colony wealth [/b], by adding extra ambush raid points based on the given percentage of the [b]current storyteller raid points from your largest settlement[/b] (the one with highest wealth). Only regular player settlements are eligible for this calculation.
(Newly Added option after 1.6): Use all maps to calculate additional ambush threat, instead of only player main colony.
Now if you want, the ambush strength for caravans and temporary sites can [b]scale with ALL maps[/b] (space, temporary maps...litterally all) instead of only main colony. This option is designed to [b]balance nomadic-style gameplay[/b] without a fixed base, especially the new Odyssey DLC gravships encouraging players to build a mobile main colony then fly everywhere. It now ensures that ambush strength still scales with the player's total wealth even when no fixed settlement exists.
WARNING: Be careful if you are using non-wealth based storytellers, especially Sara Spacer from SOS2. In such case multiple maps may multiplies total raid points too fast.
- New mod config: "[b]caravan visibility multiplier[/b]". You can now adjust caravan ambush frequency by increasing or decreasing caravan visibility on world map.
- [b]Temporary maps (mining sites, ancient ruins, quest sites, enemy faction base, etc.) also become more "dynamic". [/b] You may randomly cross enemy reinforcements, raiders from other hostile factions, or even anomaly entities based on your monolith level (Require Anomaly DLC activated). Frequency and strength adjustable for all mod spawn raiders on site maps. Note that [b]this mod will never attempt to trigger extra raids on player settlement maps.[/b]
- Added Simplified Chinese and French translation for mod option menu
Compatibility with some modded maps
For avoiding immersion breaking, currently this mod can explicitly identify some modded maps and prevent ambush on them:
1. Some "underground" map types:
- Undercave of [b]Anomaly[/b]
- Underground maps generated by [b]DeepRim[/b]
2. All space maps from [b]SOS2[/b], [b]Rimnauts2[/b] and [b]Odyssey DLC[/b]. Besides, they are NOT considered as player settlement (even the authors defined in this way) when calculating "main settlement current raid points".
Potential interaction with other mods
- No known incompatibility found yet.
- For maps generated by other mods [b]not in excluded list above[/b], if they are not "settlement" type, raiders from this mod may appear on them as well. This may result in unexpected behaviors. I can't enumerate all modded maps so there's no generic way to make patches.
- Compatible with [b]Compressed Raids[/b]: Ambush raiders are compressed if you also use CR (if raid points are large enough to trigger compression), just like your own settlements.
- Vehicle Framework: For all VF based mods, now your game will be more balanced, because increased ambush scale on site maps will make your flying vehicle vulnerable to attacks. Land combat vehicles now have more end game utilities to help your combat outside of your main colony.
DLC requirement
None. But some features are designed for specific DLC:
- [b]Anomaly recommended for ultimate challenge[/b]. Imagine open battle against chimeras, devourers or swarms of flestbeasts on random pocket maps without defense.
- From 1.6 there's a new option to use all maps to calculate additional ambush threat instead of just play main colony. This is [b]specificly designed for Odyssey DLC[/b], to balance the mainstream nomadic playstyle with gravship. Other players can also use it but with less balance.