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RimWorld => Releases => Mods => Outdated => Topic started by: Ryan123220 on July 30, 2017, 12:26:27 PM

Title: [B18] Ultimate Survival
Post by: Ryan123220 on July 30, 2017, 12:26:27 PM
Ultimate Survival


Ultimate Survival is an overhaul of the standard Rimworld experience. It will kick your ass and make you cry. You have ~2 days to set up a basic base before the raids start, but be warned, once raids start they will come in very frequently. The attacks will grow in strength quickly so you will have to spend the short time between attacks to build and repair your base.

---Important---

For the best experience you should play this with no other mods unless it is purely a utility mod (autoseller, vein miner, allow tools). I am looking for feedback on balance because I am very experienced with Rimworld (playing since A1) so what I find "a good challenge" might be impossible for less experienced players. If you would like to give feedback on the difficulty, be sure to play though a few games before saying its way too hard. If you do leave opinions on difficulty please also state how long you have been playing, and how good of a player you feel you are, this will help me set up difficulties.

Before you get into this mod, you should keep in mind that this SHOULD NOT be played like standard Rimworld. It is a survival mod. Manny Masochist will send regular and ever increasingly difficult attacks at you. Throw everything you know about how to start a colony out the window and learn new strategies, old ideas will not work here!

If you are interested in how I play the mod, or interested in keeping up to date on the progress of the mod, you can check out my youtube channel: www.youtube.com/Ryan123220

---Important--

Features:

-1 New storyteller
-1 New scenario
-1 New difficulty
-A whole bunch of new raid types, they are the same as standard attacks just stronger because the standard difficulty system was not working well with standard raid strategies. New raid sizes are set up to be "unlocked" as time passes, meaning that the longer you live, the higher chance there is of stronger raids showing up.
-Attacks start like they normally would, but scale up very quickly.
-Attacks come once per day on average, so you have a short time between attacks to set yourself up.
-Global work speed is 3.5x higher so you are able to build, research and craft much quicker (along with anything else that uses global work speed)
-Global learning factor is 5x higher so that colonists will develop their skills at a faster rate. This is done because the overall pace of the game is much faster, so standard skill gain was entirely too slow. This also means that terrible colonists can become useful with some work.
-Orbital traders come frequently to allow you to sell off and buy items quickly, 1 new orbital trader added.
-11 new bionic limbs/organs.
-5 new turrets
-1 new craftable fabric
-2 new craftable drugs
-1 new craftable armor set
-3 new craftable gloves and boots
-4 new craftable weapons
-1 special purchase only weapon
-1 new faction with 5 pawns
-Barbed wire, for damaging defensive purposes
-2 new power generation buildings
-3 new workbenches
-1 raw material that can be used to build melee weapons, walls and most items added from this mod
-New expansive research tab for everything included in this mod

Future plans:
Multiple versions of the mod for different difficulty levels
Look into creating new style of raids
Clean up some of the less than nice looking art
More weapons and armor
More turrets

Useful Gameplay Tips:
Powershards can be obtained by killing most enemies and are used for most things in the mod.
Non-tribe humanoid enemies are non-recruitable! You can make them prisoners for organ harvesting or to be sold but that is it.
When building a crematorium you will need to set it to accept "HumanTwo" bodies, which non-tribal humanoids are now.
Base mood is much higher so do not worry so much about trying to keep people happy. If things get real bad, colonists will break but it takes MUCH more for it to happen.



Credit:
Dysphorid - Manny Masochist art
Steven S. - Destroyer faction art
Harrusan - Most weapon art
Gaming King - Glove art

Thanks for the art help!

WARNING

This mod will have attacks that are larger than standard Rimworld attacks. Late game attacks can cause large framerate drops if you try running at a high game speed and/or have a computer that already has a hard time with endgame Rimworld raids. I have done what I could to limit the number of pawns attacking, but it can still get quite high in the largest size of raids.

Patchnotes available in mod folder
If you have any suggestions, let me know and I will consider them!
If you find any bugs or spelling errors/mission text, let me know and I will have them fixed for the next version
If you need to contact me about anything, you can find me at [email protected] or www.youtube.com/Ryan123220

Changes for this version:
(V1.1)

-Beta 18 compatible
-Removed KEM strike until I can balance it with the new orbital stike weapons
-Removed Exosuit until I can fix the "remove all other bionics" bug
-Removed Powercore Mortars until I can balance it with new mortar shells
-Minor changes to recipies and crafting time

Next update will be a big one with a ton of fixes, but for now I just wanted to make it compatible with Beta 18.
For more patchnotes of previous versions check out the "patchnotes.txt" in the mods folder.

If you are interested in helping to support development of this and other mods, I do have a paypal and patreon. All donations are greatly appreciated!
https://www.patreon.com/Ryan123220
https://www.paypal.me/Ryan123220

Download:
Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=1095240982
Dropbox - https://www.dropbox.com/s/e8k6cc5ggqeb19o/B18-Ultimate%20Survival%20v1.1.zip?dl=1
Title: Re: [A17] Ultimate Survival
Post by: kaptain_kavern on July 30, 2017, 12:34:03 PM
This one looks "massive". Congratulation for the release

o7
Title: Re: [A17] Ultimate Survival
Post by: XeoNovaDan on July 31, 2017, 06:21:25 AM
Congratulations on release!
Title: Re: [A17] Ultimate Survival
Post by: Xanox1981 on August 01, 2017, 05:05:03 PM
Congratulations on finishing this Mod off been waiting for ages since you mentioned it a few times In your youtube videos :)
Hope that Hawk gets another cannibal before then end of the extreme ice series :) anyhoo again thanks for this mod :)
Title: Re: [A17] Ultimate Survival
Post by: tonsrd on August 05, 2017, 09:51:54 PM
great mod just saw https://www.twitch.tv/disnof live stream ur mod and got wiped few times in few hours


Mod request - They keep attacking until there all dead instead of running at 50%

Can you explain how you did this ? ( can you add it as a separate mod that makes all "raids" not flee )
Title: Re: [A17] Ultimate Survival
Post by: SzaryKaptur on August 06, 2017, 11:54:58 AM
I was looking for a mod like this and now I am like :
"WWWWHAATTT"
(https://s2.postimg.org/oskrz1mx5/j_UST_OK.png)
Title: Re: [A17] Ultimate Survival
Post by: SpaceDorf on August 06, 2017, 12:20:21 PM
Mountain Colony - Check
Elephants - Check
Junge, Desert .. meh - Check for effort.
Dead Bodies Everywhere - Check
Fire, Carnage and Destruction - Check
Survivors are sick and wounded ..

Gratulations .. Boatmurdered has arrived.
Title: Re: [A17] Ultimate Survival
Post by: SzaryKaptur on August 06, 2017, 12:49:24 PM
Quote from: SpaceDorf on August 06, 2017, 12:20:21 PM
Mountain Colony - Check
Elephants - Check
Junge, Desert .. meh - Check for effort.
Dead Bodies Everywhere - Check
Fire, Carnage and Destruction - Check
Survivors are sick and wounded ..

Gratulations .. Boatmurdered has arrived.


Hahahaha  ;D  :D
Title: Re: [A17] Ultimate Survival
Post by: Ryan123220 on August 07, 2017, 04:35:49 PM
Quote from: tonsrd on August 05, 2017, 09:51:54 PM

Mod request - They keep attacking until there all dead instead of running at 50%

Can you explain how you did this ? ( can you add it as a separate mod that makes all "raids" not flee )

I did it by adding "<autoFlee>false</autoFlee>" to each faction. They do technically still flee, but not because they are losing. They will still take colonists and leave, take items and leave, and occasionally just leave when they feel they have done enough damage.

As for making it a mod on its own, sure. I have a few other things I need to get done but I will put it on my to-do list. I can only do it for vanilla factions so other modded factions will be unchanged.
Title: Re: [A17] Ultimate Survival
Post by: vitorss on August 15, 2017, 07:45:13 PM
any chance the raiders spawn with implants/bionics?
Title: Re: [A17] Ultimate Survival
Post by: Ryan123220 on August 15, 2017, 08:13:50 PM
Right now, no there should not be any raiders spawning with bionics. It is the same as vanilla in that regard.
Title: Re: [B18] Ultimate Survival
Post by: Ryan123220 on November 27, 2017, 07:55:51 PM
Updated for B18.
Title: Re: [B18] Ultimate Survival
Post by: Daeken on November 28, 2017, 10:04:10 AM
Quote from: Ryan123220 on November 27, 2017, 07:55:51 PM
Updated for B18.

GREAT!!!
Title: Re: [B18] Ultimate Survival
Post by: Umbreon117 on November 28, 2017, 11:37:36 AM
That seemed...Fast. I thought it would take a bit longer from your video. Good news regardless though!

Question: Will you come back to do a playthrough at some point with the Beta 18 version? I know you got plans (I watch your vids) with a new playthrough, but there should be plenty of time for multiple playthroughs before alpha 19.
Title: Re: [B18] Ultimate Survival
Post by: Ryan123220 on November 28, 2017, 01:07:51 PM
The majority of the errors ended up just being capitals where they should not be since that matters now. Everything else was an easy fix, just time consuming. Not a big deal overall but due to the size of the mod the amount of errors it threw made me think it was going to take longer than it did.

I do also plan on doing another series for the mod but I would like to finish the next update first, which will be fixing all the stuff I found from the current series, which is a pretty long list and some major changes like how raids work and how enemy pawns function since the double health thing isn't the best solution for the mod.
Title: Re: [B18] Ultimate Survival
Post by: Umbreon117 on November 30, 2017, 09:18:42 PM
Quote from: Ryan123220 on November 28, 2017, 01:07:51 PM
The majority of the errors ended up just being capitals where they should not be since that matters now. Everything else was an easy fix, just time consuming. Not a big deal overall but due to the size of the mod the amount of errors it threw made me think it was going to take longer than it did.

I do also plan on doing another series for the mod but I would like to finish the next update first, which will be fixing all the stuff I found from the current series, which is a pretty long list and some major changes like how raids work and how enemy pawns function since the double health thing isn't the best solution for the mod.
Fair enough.

Would just heavily increasing their armor work better than just there health? Or maybe increase their HP by 1/4, and their armor by Half?...The latter would probably be better that the first out of what i suggested.
Title: Re: [B18] Ultimate Survival
Post by: Ryan123220 on November 30, 2017, 09:34:12 PM
I could give the pawns more base armor as a race, but that just moves one problem to another. The double enemy health thing works well but its main flaw is having 2 types of humans. The best way would be to only have 1 type of human but its hard to make enemies stronger without giving the player that same ability.
Title: Re: [B18] Ultimate Survival
Post by: TryB4Buy on December 05, 2017, 08:48:28 AM
Question: how did you disable recruiting/buying colonists?

In general this is an interesting idea. I did something similar in my vanilla playthroughs. I never played the game on anything less than the highest difficulty. I suppose if others want it I can release a light modpack later. Generally the win condition is when you can 'outpace' the game's difficulty. This is usually accomplished by having sufficient tech/money and more manpower than the game expects. Then you can survive indefinitely, guaranteeing a win outside catastrophic RNG.  Basically my playthroughs progressed like this:

1) good-guy industrial start (normal cold playthrough without being evil/brutal but wins upon capturing raiders)
2) tribal start (slower disease-infested jungle playthrough wins upon buying slaves)
3) Rich explorer (but with tribal tech) with all the map negative conditions I could manage: drugged up super raiders, constant diseases, constant drone, constant fallout, constant extreme weather, etc
4) a raid a day plus psychic/poison ships (wins upon getting rich from ai cores)
5) 2-3 raids a day (wins via getting factions to fight one another)
All of the above is cumulative after removing the victory method. So the 5th campaign had every single colonist fighting off every disease from the 3rd campaign and the 4th campaign had tribal tech levels, etc. I'm considering a hardcore, multi-map, no pause challenge next.

One of the ways I found to make raiders far stronger is by basically making them immune to shock (extreme pain) with drugs. They can start spawned on drugs that you would never give to your colonists. Basically they only go down if they die, get their legs blown off, or rarely, slowly bleed out from a longer raid. The latter only happened twice in a rescue-able fashion after three seasons of in-game play (100+ raids). I figured 2% was a good enough reward rate, especially when you realize that the pain immunity allows crash landed "Free" colonists to instead get up and walk off the map before you can capture them (they don't start downed).
Title: Re: [B18] Ultimate Survival
Post by: leeadriancatfox on December 15, 2017, 10:32:32 PM
This mod is awesome! But it is lacking something... A heavy duty Meat Grinder that acts like a corpse storage only ground the enemies into one common sludge! Where all your foes meet their final fate. And a Scrap Shredder where all your things can be scrap even at a cost of 50% loss of salvage material. What we need is a horde disposal. I know we can burn them or cremate them but we don't yield much to it, the map is so disgusting and an sanitary. And I am running out of psychopath chefs and 20x20 morgues. :(
Title: Re: [B18] Ultimate Survival
Post by: SpaceDorf on December 18, 2017, 05:16:30 AM
I suggest using fertile fields for that.

You can cremate corpses into raw compost without a penalty.
Title: Re: [B18] Ultimate Survival
Post by: dragothdu381 on January 16, 2018, 05:52:49 PM
Hello, i was wondering if it would be possible to acquire previous versions of the US mod