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RimWorld => Releases => Mods => Outdated => Topic started by: Justin C on February 27, 2015, 02:09:20 PM

Title: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Justin C on February 27, 2015, 02:09:20 PM
Less grinding. Less downtime. More action!

I've had this idea bouncing around in my head since before I finished Zombie Apocalypse, but I burned out before I got around to working on it. My recent renewed motivation led me to experiment with a couple of the ideas I had, and when the first pieces fell into place it motivated me to finish most of this mod in one long stretch. So here it is: an entire new game mode for RimWorld.

Description:
Wave Survival Mode is designed to be more fast-paced and combat-focused than the standard game. This mode allows you to skip most of the tedious early-game resource grinding and slow buildup of vanilla RimWorld. Build your base quickly and then defend it from wave after wave of raiders until your colony inevitably collapses spectacularly.

Features:
Fast Buildup
- When you start the game you will have 5 1/2 days to build up your base before the first wave hits. Use this time to bunker-down and make sure you are in a location that you can defend from invaders.

Waves of Raiders
- Once the raids begin you will be raided every 48 in-game hours.
- Raids start out small and grow at a steady pace with each wave. The raid sizes are determined by the number of waves you have survived, instead of the wealth of your colony.
- A timer counts down the exact time until the next wave, so you always know exactly how long you have to prepare.
- Every 4th wave will be a special raid, which can be either sappers, siegers, wargs or an animal psychic wave.

Resource Drops and Reinforcements
- Resource drops happen every 12 in-game hours. These resource drops bring you random amounts of building materials, enough food to keep your colonists fed, and occasional medicine, weapons and silver.
- New colonists will join on occasion to help you out. The lower your population is, the more likely you are to get reinforcements.
- Traders happen very frequently.

No Non-Combat Incidents
- All non-raider incidents are disabled. No eclipses, solar flares, or psychic drones to disrupt your defenses right in time for a raid. When you lose it won't be because the RNG had it in for you. You will die knowing you fought as hard as you could have.

No Interference With Standard Games
- Select the Wave Survival storyteller to play a Wave Survival game, or any other storyteller to play a standard game. Having this mod installed will not affect standard games in any way.

Screenshots:
(http://i.imgur.com/j25aCmIm.png) (http://imgur.com/j25aCmI) (http://i.imgur.com/BYK8fiBm.png) (http://imgur.com/BYK8fiB)

Special thanks to Philbro for the awesome Storyteller artwork. To see more of Philbro's work you can check out his DeviantArt page:
http://philbro.deviantart.com/

Download:
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/75/?)

Steam Workshop Download (http://steamcommunity.com/sharedfiles/filedetails/?id=732261506)

Mod Compatibility:
This mod should work fine with any mod factions or items, but the storyteller will not run mod incidents.

Try My Other Mods
Zombie Apocalypse (https://ludeon.com/forums/index.php?topic=3635.0) - Everything's better with zombies!
(Not really compatible with Wave Survival Mode. The mods will work together, but the zombie waves will happen randomly like they do in a standard game of RimWorld.)

Feel free to put suggestions in this thread. Bugs can be posted here or in a private message.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: 10001110 on February 27, 2015, 03:16:38 PM
This looks a-w-e-s-o-m-e period. Will absolutely give it a run for the money later today :D
I can definitely imagine this in later Vanilla.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: HBKRKO619 on February 27, 2015, 03:56:56 PM
Great idea, I take it, thank you :)
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Fox on February 27, 2015, 04:13:17 PM
thanks!
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: TheSilencedScream on February 27, 2015, 05:26:15 PM
 **** yes.

Edit: Is it possible to still evac and end the game? Would be a fun challenge... "Get to da choppa shuttle!"
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on February 27, 2015, 06:19:44 PM
Quote from: TheSilencedScream on February 27, 2015, 05:26:15 PM
**** yes.

Edit: Is it possible to still evac and end the game? Would be a fun challenge... "Get to da choppa shuttle!"
Yup, ship building is still in the game. I just don't expect anyone to actually live that long unless they play on easy.

I considered removing ship building but I didn't want to make any changes in the mod that would affect normal games. I want it to be the kind of mod that people can install and forget about, and be able to switch between a normal game or a wave survival game at will without having to mess with mod settings.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: TheSilencedScream on February 27, 2015, 09:51:06 PM
I do appreciate that you're keeping it in.
I don't expect it to be easy, but I'm interested in seeing if I can pull it off. :)
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: zebransay on February 28, 2015, 01:35:06 AM
I can't seem to download from nexusmods. Is it possible for you to upload it somewhere else? I really want to try this mod.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: WarlordToby on February 28, 2015, 05:36:19 AM
Dear god... It's so beautiful! Thanks for making this mod! I have waited for such mod like this where i can build a fortress instead of economic colony! Wonder if there could be a medieval mode where enemies would have longswords and bows with shiny knight armours.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Latta on February 28, 2015, 08:40:38 AM
Hey, this is something! I'm on my 9th wave and it's real fun. I don't have to care about anything complex!
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Zuban Artig on February 28, 2015, 11:43:20 AM
Great mod! Thanks for the work you put into it! :)
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Asfalto on February 28, 2015, 12:58:43 PM
So it should trigger raids from GlitterTech, zombies, and so on?
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Latta on February 28, 2015, 01:00:42 PM
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: michal3588 on February 28, 2015, 01:57:18 PM
Quote from: Latta on February 28, 2015, 01:00:42 PM
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
Same here. Close the game and then load. Loading from main menu still works.


I've just tested mod and it's great. But waves should be much bigger. I'm playing on 160% and in 57th wave there was ~17 pirates. Tribes comes in little bigger numbers but still nothing to be worry about. I`ve been expecting real Survival Mode. But instead of that there is powerful 'inside the mountain' base standing against 10-20  enemies :p.
Where are those hordes of ruthless pirates?!
I NEED MOOOOAR!
:)
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: zebransay on February 28, 2015, 02:20:08 PM
I'm not sure if it's the mods that I'm using but sometimes when it's time for the pirates to come, nothing happens. I'm also not getting that many reinforcements and I'm not getting food or medicine from the resource drops.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on February 28, 2015, 03:25:58 PM
Quote from: Asfalto on February 28, 2015, 12:58:43 PM
So it should trigger raids from GlitterTech, zombies, and so on?
It won't trigger raids from zombies. The zombie mod will spawn them randomly without warning, as usual. Sometime within the next couple days I will have a zombie faction addon for the mod that just spawns like any other faction.

Quote from: Latta on February 28, 2015, 01:00:42 PM
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
I just tested it and got the same problem. Loading from the menu still works. I'll have to see if I can figure out what the problem is.

Quote from: zebransay on February 28, 2015, 02:20:08 PM
I'm not sure if it's the mods that I'm using but sometimes when it's time for the pirates to come, nothing happens. I'm also not getting that many reinforcements and I'm not getting food or medicine from the resource drops.
If there are no pirates coming that could be a mod compatibility issue.

Medicine and food only drop when you are running low on them. If your colonists are starving, it could be caused by having too many forbidden meals from dead raiders. If this is causing problems I'll try to fix it for the next release.

Quote from: michal3588 on February 28, 2015, 01:57:18 PM
Quote from: Latta on February 28, 2015, 01:00:42 PM
It seems like I can't load any saved game with this storyteller. I'll try to figure out if it's caused by conflict with other mods.
Same here. Close the game and then load. Loading from main menu still works.


I've just tested mod and it's great. But waves should be much bigger. I'm playing on 160% and in 57th wave there was ~17 pirates. Tribes comes in little bigger numbers but still nothing to be worry about. I`ve been expecting real Survival Mode. But instead of that there is powerful 'inside the mountain' base standing against 10-20  enemies :p.
Where are those hordes of ruthless pirates?!
I NEED MOOOOAR!
:)
They will eventually grow massive. The buildup is gradual to prevent the game from being too overwhelming in the early game.

I will probably be adding more challenges that happen after a certain number of waves, like multiple raids happening at the same time, and sieges that happen every 5 or 10 waves. I think it's probably a good idea to make the point value of raids increase faster in later waves.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: StorymasterQ on March 01, 2015, 08:14:34 PM
Rimworld meets Tower Defense?
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: bigmap on March 03, 2015, 10:21:46 AM
very good!!
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Iwillbenicetou on March 07, 2015, 10:24:36 AM
Wow. Amazing. Is there any rules about going into god mode and cheating a massive bunker?
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Urudin on March 07, 2015, 01:08:52 PM
I do not have any traders. Any ideas why?
Also, is there a way to call them?
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on March 08, 2015, 03:20:27 PM
Quote from: Urudin on March 07, 2015, 01:08:52 PM
I do not have any traders. Any ideas why?
Also, is there a way to call them?
If you have a command console they will show up frequently.

Quote from: Canute on March 08, 2015, 08:14:28 AM
I got trader's, at last the regular ones i can contact with the console. The on map traders from Misc. Mai, didn't appear any yet.


Any idea on an update, for the loading game issue ?

Not yet. It's a fairly minor issue since people can still load from the main menu, so I probably won't be having a new release just to fix the bug. I'll try to have a fix in there for the next content update of the mod.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on March 12, 2015, 09:42:13 PM
Quote from: Canute on March 12, 2015, 05:13:50 AM
Ok i think i encounter a small problem.
You know your colony get positiv faction hits when you release prisoners ?
You can get neutral at this way even with hostile factions they don't want speak with you before.

But when a ex-hostile faction are neutral now, they won't raid you at the next wave anymore. They don't even come to visist you, no chance to made them angry at you.

And you only generate raid's from the hostile faction on the world. Whats about mechanoid rais or Ant's if you got the mods ?

I think you should add the regular event from the other storytellers too.
Mechanoid raids already happen in the mod, and Ants should work fine if you had the Ant faction mod installed.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on March 25, 2015, 09:33:48 PM
If anyone has any more ideas for this mod now is the time to make suggestions, before it's time to start working on the Alpha 10 release.

Current planned features for the Alpha 10 release (subject to change, as I have not yet starting working on them):
- After a certain number of waves there will be occasional sieges. They won't be random. Instead it will be every fixed number of waves, and the countdown will let you know if the next wave is a siege wave. I might spawn an additional low-point raid from the same faction at the same time.
- Later in the game you will start getting multiple raids at the same time. I'm not sure if I want to force it to have two raids of the same faction, or just allow occasional fighting between simultaneous raiding parties.
- Drop pod raiders won't arrive until after a certain raid.
- Drop pod raids will be slightly less common.
- Instead of using the WandererJoin incident to add new colonists, I think I will just send them in via a drop pod on your trade beacon (like the resources) so they don't have to travel in from the edge of the map.


I will also be making an add-on for the Alpha 10 release with the Zombie faction that will actually spawn during normal raids like any other faction, and will not have the airborne incident. There will still be zombie infections and reanimation. This faction will be included with the main mod download but it will be entirely optional just in case people prefer a more vanilla experience.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: bigmap on April 30, 2015, 11:49:21 AM
Good job!!!
I'm waiting for A10!!
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Dante King on April 30, 2015, 06:53:02 PM
A10 NEEDED
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: popster99 on May 01, 2015, 11:46:22 AM
If you make the raiders flee they join the next attack wave
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: alexandretrrr on May 23, 2015, 04:14:36 PM
Alpha 10 pls
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Play2Jens on May 25, 2015, 04:43:35 PM
Yeah, I also love to see this with Alpha 11's new combat AI
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on May 25, 2015, 06:54:54 PM
I will not be releasing this for Alpha 10, but I do plan on updating it for Alpha 11. I have to focus on Zombie Apocalypse first, so don't expect this any sooner than a week or two after Alpha 11 launches.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Sheyka on June 18, 2015, 06:01:11 AM
hey justin
i'm waitin for your update to alpha11 for this mod. me and my friend love this mod sooooooo much <3
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on June 18, 2015, 09:00:29 PM
Quote from: Sheyka on June 18, 2015, 06:01:11 AM
hey justin
i'm waitin for your update to alpha11 for this mod. me and my friend love this mod sooooooo much <3
I was working on this last night, and I plan on putting a couple hours into it later tonight as well.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Sheyka on June 19, 2015, 07:42:31 AM
Quote from: Justin C on June 18, 2015, 09:00:29 PM
Quote from: Sheyka on June 18, 2015, 06:01:11 AM
hey justin
i'm waitin for your update to alpha11 for this mod. me and my friend love this mod sooooooo much <3
I was working on this last night, and I plan on putting a couple hours into it later tonight as well.

i cant wait till its ready <3
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: nmid on June 19, 2015, 08:12:52 AM
this is going to be fun.
Going to try it in my 2nd play through next week! :D
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: Justin C on June 19, 2015, 04:36:00 PM
Well, I've spent about 3 or 4 hours trying to find a solution to the game loading into a black screen when you save and load in-game, and I can't seem to fix it. So I'm just going to go ahead and call that a "feature" to help dissuade people from save-scumming and hope I can find a solution later.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: r4ky on June 19, 2015, 04:39:18 PM
Ok thanks anyway for your work, i hope you will find a solution too. good luck

When it will be possible to download ?
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Justin C on June 19, 2015, 06:32:37 PM
All right, there is a new release up on NexusMods. This version still has the reloading into a black screen issue. I will make another attempt at fixing it later.

I'm still working on this mod so there might be another update before Alpha 12.
Title: Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
Post by: nmid on June 20, 2015, 04:18:15 AM
Quote from: Justin C on June 19, 2015, 04:36:00 PM
Well, I've spent about 3 or 4 hours trying to find a solution to the game loading into a black screen when you save and load in-game, and I can't seem to fix it. So I'm just going to go ahead and call that a "feature" to help dissuade people from save-scumming and hope I can find a solution later.

lmao.
Will try this next weekend. :)
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Sheyka on June 20, 2015, 05:52:30 AM
thanks a lot justin. i was waitin all night long ... and now ... its online. thanks for your awesome work :)
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Cappy on June 20, 2015, 10:48:59 AM
Do the wave raids have sappers?
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Avis on June 20, 2015, 11:42:03 AM
Downloading now, looks like it'll be a lot of fun!  ;D
i'll post again when i've started playing with it.
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: alexandretrrr on June 20, 2015, 04:51:43 PM
I check every day for it thanks bdy
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Justin C on June 21, 2015, 03:00:49 AM
Quote from: Cappy on June 20, 2015, 10:48:59 AM
Do the wave raids have sappers?
Not right now. This is basically just a port of the old version to A11. Since people were asking for it I figured it would be best to get it to them quickly instead of making them wait a week or more while I add new features and tweak it to my liking. I plan on adding sappers, sieges, Wargs, psychotic animal waves, and an optional Zombie faction addon to the next release.

I'm not quite sure how I am going to implement it all. Since the goal of the mod is to survive as many waves as possible, I'd like to keep the difficulty for each wave fairly consistent across playthroughs. So I think it would be best to have the special more-difficult raids like sieges or sappers be slightly predictable, and happen once every certain number of raids. Maybe on every wave that is a multiple of 5 you know it will be a siege or sapper, or something along those lines. But I also think that making it less predictable could make it more interesting. I'll have to try it out a few different ways and see which I prefer.

I'd also like to make it so there is a chance that instead of spawning one big raiding party, it will split the threat points between two smaller raiding parties that hit at the same time (Tynan, if you are reading this, this would be awesome in the Vanilla game!).

If you have any ideas or requests now is the time to post them, while I'm still super-motivated to work on this mod.
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Sheyka on June 23, 2015, 02:43:24 PM
it would be veeeery nice if the person who play the game can adjust the days between the waves :D
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Justin C on June 23, 2015, 06:03:31 PM
Quote from: Sheyka on June 23, 2015, 02:43:24 PM
it would be veeeery nice if the person who play the game can adjust the days between the waves :D
If there's an easy way to do that, I haven't found it. :P
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Ninefinger on June 23, 2015, 06:05:43 PM
Quote from: Justin C on June 23, 2015, 06:03:31 PM
Quote from: Sheyka on June 23, 2015, 02:43:24 PM
it would be veeeery nice if the person who play the game can adjust the days between the waves :D
If there's an easy way to do that, I haven't found it. :P

Would it be possible to make is so i can adjust the days before the first wave starts?
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Justin C on June 24, 2015, 04:05:59 AM
Quote from: Ninefinger on June 23, 2015, 06:05:43 PM
Quote from: Justin C on June 23, 2015, 06:03:31 PM
Quote from: Sheyka on June 23, 2015, 02:43:24 PM
it would be veeeery nice if the person who play the game can adjust the days between the waves :D
If there's an easy way to do that, I haven't found it. :P

Would it be possible to make is so i can adjust the days before the first wave starts?
I just got both working so the next release will have the ability to adjust things to your liking.

I'm about to add sieges, sappers, wargs and probably animal psychic waves into the mix, along with the simultaneous raids. I don't expect any of this to take all that long, so I should have the next release up later today.
Title: Re: [MOD] (Alpha 11) Wave Survival Mode (v. 0.6 - June 19)
Post by: Sheyka on June 24, 2015, 12:17:09 PM
Quote from: Justin C on June 24, 2015, 04:05:59 AM
Quote from: Ninefinger on June 23, 2015, 06:05:43 PM
Quote from: Justin C on June 23, 2015, 06:03:31 PM
Quote from: Sheyka on June 23, 2015, 02:43:24 PM
it would be veeeery nice if the person who play the game can adjust the days between the waves :D
If there's an easy way to do that, I haven't found it. :P

Would it be possible to make is so i can adjust the days before the first wave starts?
I just got both working so the next release will have the ability to adjust things to your liking.

I'm about to add sieges, sappers, wargs and probably animal psychic waves into the mix, along with the simultaneous raids. I don't expect any of this to take all that long, so I should have the next release up later today.

cant wait :D
Title: Re: [A11] Wave Survival Mode (v. 0.6 - June 19)
Post by: Justin C on June 24, 2015, 06:00:47 PM
New version up on NexusMods.

- Every 4 waves there will now be a special wave, which can include sappers, siegers, wargs or animal psychic waves.
- On occasion instead of a single big raid happening, two smaller ones will happen simultanously.
- Moved a bunch of variables to the XML in WaveMapConditionDefs so the mod can be tweaked.
Title: Re: [A11] Wave Survival Mode (v. 0.7 - June 24)
Post by: paragonid on June 26, 2015, 07:39:55 AM
Wow, cool, great mode, great update, thank you.

I'll take a look into XML a little later, though I think next questions are still out of those settings:

1. How is it hard to change which factions will be present in the world? I'd prefer to have less pre-space factions, they are relatively boring.
2. Is it possible to tweak the amount of space trader events? I usually have a lot of stuff around wave 10, still no traders appeared. And I really need them around that time, as a question of life and death (:

Title: Re: [A11] Wave Survival Mode (v. 0.7 - June 24)
Post by: Sheyka on June 26, 2015, 01:42:59 PM
thank you very much justin. i love this update verry much :))
Title: Re: [A11] Wave Survival Mode (v. 0.7 - June 24)
Post by: Justin C on June 27, 2015, 02:31:29 AM
Quote from: paragonid on June 26, 2015, 07:39:55 AM
Wow, cool, great mode, great update, thank you.

I'll take a look into XML a little later, though I think next questions are still out of those settings:

1. How is it hard to change which factions will be present in the world? I'd prefer to have less pre-space factions, they are relatively boring.
2. Is it possible to tweak the amount of space trader events? I usually have a lot of stuff around wave 10, still no traders appeared. And I really need them around that time, as a question of life and death (:
I just use the same faction settings from the core game. You can tweak them yourself by copying the FactionDefs folder from Core and placing a copy of it in the Wave Survival Defs folder, and then just modifying those XML files as you like. I don't plan on changing the faction settings.

I was already planning a new release for tonight, so I just went ahead and moved more of the variables to the XML to allow for even more tweaking. You can now modify the drop chances of all of the resources and weapons and the chance of traders arriving.

Also, Philbro was kind enough to design an AMAZING new Storyteller for Wave Survival Mode:
(http://i331.photobucket.com/albums/l470/steptroll/Wave%20Survival3_1.png)

If you want to see more of Philbro's stuff you can check out his DeviantArt page here:
http://philbro.deviantart.com/

And with that, this will probably be the last update for the mod before the next release of RimWorld. I should be coming out with a Zombie addon within a couple days that will add a zombie faction that can spawn normal raids like every other faction. This way you can have waves of zombies in your Wave Survival games that won't spawn randomly (outside of the scheduled waves) like they do with Zombie Apocalypse.
Title: Re: [A11] Wave Survival Mode (v. 0.7 - June 24)
Post by: alexandretrrr on June 29, 2015, 09:10:48 AM
Quote from: Justin C on June 27, 2015, 02:31:29 AM
Quote from: paragonid on June 26, 2015, 07:39:55 AM

(http://i331.photobucket.com/albums/l470/steptroll/Wave%20Survival3_1.png)


İts very good
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Sheyka on June 29, 2015, 11:30:41 AM
hey hey i have some problems with the adjustments with the days between the waves.
i set the first attack to 20 days and then all 10 days a normal wave...
i can play normaly and all is fine. but if i load my savegame i cant klick on any button ... nothing works anymore. are there any fixes?

greetings
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on June 29, 2015, 02:09:43 PM
Quote from: Sheyka on June 29, 2015, 11:30:41 AM
hey hey i have some problems with the adjustments with the days between the waves.
i set the first attack to 20 days and then all 10 days a normal wave...
i can play normaly and all is fine. but if i load my savegame i cant klick on any button ... nothing works anymore. are there any fixes?

greetings
That's a known issue. Unfortunately if you want to reload you need to restart the client. I assume it's something about how the game loads/unloads resources between games. I'm still trying to figure out how to fix it.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Sheyka on June 29, 2015, 02:33:08 PM
sry, but i dont mean this issue ... the game load normaly if i had restart my client ... but if i am ingame ... i cant do anything ... i cant klick on my collonists or on any other button... and this only if i load a WSM (wave survival mode) ... if i load savegames without the mod i can play normaly and all is fine
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on June 30, 2015, 04:10:59 AM
Quote from: Sheyka on June 29, 2015, 02:33:08 PM
sry, but i dont mean this issue ... the game load normaly if i had restart my client ... but if i am ingame ... i cant do anything ... i cant klick on my collonists or on any other button... and this only if i load a WSM (wave survival mode) ... if i load savegames without the mod i can play normaly and all is fine
Well, I figured out what the problem was. I'm going to see if I can come up with a workaround that doesn't require me to completely remove the ability to tweak things in the XML.

I should have a fixed version up tomorrow. I will take another shot at the loading into a black screen issue again as well.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on July 02, 2015, 05:03:56 AM
All right guys, the new version is up on NexusMods - now with 100% more save-scumming!

All known issues are now fixed. Saving and loading should now work fine. I took care of the loading into the black screen issue while I was at it. The problem was simple and obvious, and I am dumb and bad for not having noticed it earlier.

The configurable variables have been moved to a configuration file in ConfigurationDefs. It's way less hacky than the way I was doing it in the previous release, plus it doesn't break the UI and make the game completely unplayable, which is always a plus.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Sheyka on July 04, 2015, 03:17:42 AM
thank you for your awesome work. now all works and all is fine :) i love you for you good support
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: DAOWAce on August 08, 2015, 02:39:16 AM
Quote from: Justin C on February 27, 2015, 02:09:20 PM
Having this mod installed will not affect standard games in any way.
Unless you choose to change storyteller mid session and click it, then it activates and doesn't turn off regardless of whatever storyteller you choose.  Switching to a different storyteller just removes the countdown timer but leaves the "wave survival mode" text up and otherwise functions the same.

Removing the mod breaks the save.

Editing the save to remove the active map conditions fixes everything.

Is this fixable?  If not, might want to warn people to not click the storyteller unless they actually want to use it.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Moo on August 09, 2015, 12:07:34 PM
Quote from: DAOWAce on August 08, 2015, 02:39:16 AM
Is this fixable?  If not, might want to warn people to not click the storyteller unless they actually want to use it.

Wow, I just came here to post about this. Apparently turning on wave survival is a one-way ticket. If you switch storytellers it stays active... would be nice to put a warning on the info page about this.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Moo on August 09, 2015, 09:23:47 PM
Right, but when you pick a storyteller for a challenge and then decide, whoa hey that's more challenge I can handle right now... that's not cheating :-/

If you picked your storyteller at the start of the game and there was no option to change it, editing the save or something to change would be cheating. But an easily accessible option in the menu? Not cheating.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Andre2160 on August 14, 2015, 08:11:51 PM
When will be implemented that zombie apocalypse to wave?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on August 14, 2015, 10:56:47 PM
Quote from: Moo on August 09, 2015, 12:07:34 PM
Quote from: DAOWAce on August 08, 2015, 02:39:16 AM
Is this fixable?  If not, might want to warn people to not click the storyteller unless they actually want to use it.
Wow, I just came here to post about this. Apparently turning on wave survival is a one-way ticket. If you switch storytellers it stays active... would be nice to put a warning on the info page about this.
I might look into a fix when I port it to Alpha 12, but it's not going to be high on my list of priorities. I didn't intend to allow players to switch storytellers mid-game.

Quote from: Andre2160 on August 14, 2015, 08:11:51 PM
When will be implemented that zombie apocalypse to wave?
I'll try and include it with the Alpha 12 release. I kind of forgot. Sorry. :P

Quote from: Canute on August 02, 2015, 11:43:29 AM
I am using the Wave surv with/from the SK hardcore modpack.

I am geting serveral times 2 raid's at once from different faction.
Ok they don't spawn at the same spot, but they meet the other on the way to my base and fight each other. Bad for them, good for me.
But is this planed or maybe a misconfig from Sky at the Modpack ?
Simultaneous raiding parties is a listed feature of the Alpha 11 release. Yeah, they will fight each other sometimes. That's intended.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Pagan_PL on August 18, 2015, 09:44:52 AM
Question: How to disable the WSM storyteller COMPLETLY? When I changed it, waves still keeps going but only diference is that I can't see the next wave counter. Please help!
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: DAOWAce on August 21, 2015, 04:51:49 PM
^

Quote from: DAOWAce on August 08, 2015, 02:39:16 AMEditing the save to remove the active map conditions fixes everything.

Open your save file in a text editor (like notepad++), ctrl+f for activeConditions, delete the active conditions, save the file.

Make sure it looks like this:
<mapConditionManager>
<activeConditions />
</mapConditionManager>


Needless to say, backup your save anyway in case you somehow corrupt it.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Pagan_PL on August 23, 2015, 10:30:03 AM
Thank You DAOWAce! It is perfect now, finally! ;)
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: U.S SGT.DEATH on August 30, 2015, 07:56:20 AM
hey suggestion u should where u can buy Reinforcements with money u earn by killing the raiders and u should add the defence items or some stuff like that into the mod!
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: U.S SGT.DEATH on August 30, 2015, 11:30:25 AM
s
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Avtomatik on September 02, 2015, 04:38:00 PM
Does this work with a12?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Ouan on September 02, 2015, 05:32:31 PM
How have I not seen this mod until today?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: TheRexus100 on September 08, 2015, 06:27:53 AM
Can't wait for A12. ::) ::) ::) ::)
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on September 15, 2015, 10:40:35 PM
Quote from: Avtomatik on September 02, 2015, 04:38:00 PM
Does this work with a12?
Not yet. I'll be updating this before I work on Zombie Apocalypse now since others were nice enough to update the mod for me. Expect it within two weeks.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Andre2160 on September 23, 2015, 11:25:00 AM
Iam waiting for wave with zombie implementation since a10. Cant wait. Cant play normal enymore :D
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: PureReject on December 18, 2015, 12:00:07 AM
Would you be able to update this to A12 at all. Been waiting for awhile
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: tsungen on December 18, 2015, 04:04:37 AM
For everyone who waits for an updated version from Justin C i will share my personal version with you.
Its only a port to A12 with my limited skills in coding but playable.

I hope you enjoy it.

[attachment deleted due to age]
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: paragonid on December 18, 2015, 08:54:26 AM
Nice, are the source available somewhere or did you request it for the update?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: mew_the_pinkmin on December 18, 2015, 10:12:18 AM
the story teller should be Wade Wave!
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: tsungen on December 18, 2015, 12:01:44 PM
I decompiled the assembly to get the source and then going through every error the editor throws out.

The name can be changed easy. Just edit the "Storytellers.xml" in RimWorld914Win\Mods\Wave Survival Mode\Defs\StorytellerDefsand change <label>Wave Survival [Game Mode]</label> to what ever you want.
Or replace it with the file i attached


[attachment deleted due to age]
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Sheyka on March 20, 2016, 05:28:10 PM
hello there... is here an update planned for alpha13?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: kobar on March 24, 2016, 04:13:03 PM
So, no updates?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on March 31, 2016, 04:15:42 PM
I plan on updating the mod for Alpha 13 but I have no idea how long it will take. I think I was purged from the private testers for inactivity, so I can't start working on either of my mods until release day. I expect it will take at least 2 weeks after release for me to update Zombie Apocalypse, and then at least a week for Wave Survival Mode. And of course this is subject to change depending on how busy or motivated I am.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Grax on May 27, 2016, 03:26:21 AM
Two months passed ;-)
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Oga88 on May 31, 2016, 05:34:24 AM
Every nice mod idea. Unfortunately i didn't use it in alpha 11 but would be awesome for 13!!! Make it happen!))) or give this mod to other modders for so they would be able to work on it. It is a every good mod that I personally think should be in the vanille.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Elixiar on June 17, 2016, 04:59:51 PM
There is a mod update for this in the hardcore SK mod pack but is that the only way of getting this mod?

Will it not work from this page?

Really need this mod.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Dante King on July 23, 2016, 04:46:45 PM
Rip wave sirvival
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Grax on July 24, 2016, 10:34:24 AM
That's the problem with all those "developing" games.
Most mods are written for alpha versions and with the moving to beta (and maybe even release someday) there'll be less modders with every new version that changes the structure of raws making all mods obsolete.
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on July 25, 2016, 02:03:46 AM
Hey guys. Sorry for the delay.

Here is a preview of the A14 release:
http://www.mediafire.com/download/s6d0tboga24lg8z/Wave+Survival+Mode.zip

I haven't had time for a full play through but I've fixed all of the bugs I've caught so far. Please post any bugs you find in this thread.

I will probably be releasing it on NexusMods and Steam this evening (Monday).
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Sheyka on July 26, 2016, 04:31:39 PM
hello there
your zombie mod isnt compatible with EPOE...
is this here the same?
Title: Re: [A11] Wave Survival Mode (v. 0.8 - June 27)
Post by: Justin C on July 26, 2016, 06:03:22 PM
This should work fine with EPOE.

Hopefully I will have the Alpha 14 release of Wave Survival Mode on NexusMods and Steam tonight. After that I will work on a Zombie Apocalypse EPOE compatibility patch.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Justin C on July 27, 2016, 01:22:15 AM
All right. New release is up on NexusMods and the Steam Workshop. I tested it thoroughly and it should be stable.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: wardenayylmao on July 27, 2016, 04:38:04 PM
Hi Justin! Great mod...I also have your zombie apocalypse mod. I just got two request...could you enable Permadeath for wave survival mod? At the same time is it possible to allow zombies in the wave survival mode? I love playing with the zombie apocalypse but it gets boring waiting for them to appear. Adding zombies to the survival mode will make it so hardcore.

P.S. Thanks for your great work! Awesome mods :o I simply can't play Rimworld without them <3
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Justin C on July 27, 2016, 06:02:44 PM
Quote from: wardenayylmao on July 27, 2016, 04:38:04 PM
Hi Justin! Great mod...I also have your zombie apocalypse mod. I just got two request...could you enable Permadeath for wave survival mod? At the same time is it possible to allow zombies in the wave survival mode? I love playing with the zombie apocalypse but it gets boring waiting for them to appear. Adding zombies to the survival mode will make it so hardcore.

P.S. Thanks for your great work! Awesome mods :o I simply can't play Rimworld without them <3
Making a stripped down version of Zombie Apocalypse that just has the Zombies and a Zombie faction that raids like any other faction for use with Wave Survival Mode is next on my list after a EPOE compatibility patch for Zombie Apocalypse.

Also, whoops. The description for the Storyteller is too long so it pushed the permadeath option off screen since there is no scroll bar. I'll shorten it.

EDIT: New version up on Steam and NexusMods. It just fixes the lack of the permadeath option.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: wardenayylmao on July 27, 2016, 09:14:01 PM
And here I thought you remove it for...reasons. Lol thanks! Good to know it is in your next list! You could do a hardcore mode where every other event is also enabled. I do play Wave Survival Mode with Randy Random on extreme on and with zombies.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Sheyka on July 28, 2016, 02:23:46 AM
hey justin.
just want to say, this mod is one of my favourite mods... should be in the vanilla game :D
rly good work, love it since A9 ^^
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: viperwasp on July 28, 2016, 09:21:29 AM
Very cool mod. I hope people post issues and that it gets the polish it deserves. It may already be perfect but this is the first time I have heard of this mod. Adding it to my game now. I have a question?

I feel like this mod is not intended to be used along with other storytellers in one game? Like switching the story teller back and forward etc. But if one were to do this what type of issues could be expected? For example if this mod's story teller goes by survival waves instead of wealth. If you switched to this story teller later on after building up a larger base would he basically still start at level one? Will it count normal raids from other story tellers as waves survived? Would you be expected to get pretty random or unexpected results by changing story tellers?
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Justin C on July 29, 2016, 02:44:42 PM
Quote from: viperwasp on July 28, 2016, 09:21:29 AM
Very cool mod. I hope people post issues and that it gets the polish it deserves. It may already be perfect but this is the first time I have heard of this mod. Adding it to my game now. I have a question?

I feel like this mod is not intended to be used along with other storytellers in one game? Like switching the story teller back and forward etc. But if one were to do this what type of issues could be expected? For example if this mod's story teller goes by survival waves instead of wealth. If you switched to this story teller later on after building up a larger base would he basically still start at level one? Will it count normal raids from other story tellers as waves survived? Would you be expected to get pretty random or unexpected results by changing story tellers?
Yeah, this mod assumes you are using the Wave Survival Mode storyteller. I haven't tested it enough to know what issues you would run into. I imagine the MapCondition will keep doing its thing, so you will get resource drops and waves, but I doubt all of the features of the mod will work fully. And on top of that you will get random events spawned by the Storyteller.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Chalkie on August 16, 2016, 08:59:42 AM
At what waves do you gain more people?
I am currently on wave 9 (rough) and only have my starting population.
I have tried recruiting down'ed enemies, but they just swagger off after having a hot meal.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Wishmaster on August 21, 2016, 04:55:01 PM
I like the mod/storyteller but there is an annoying issue with beacons.
if you place indoor beacons, the every 12h package will drop and break the roof every time. even if you have beacons outdoor where it could land safely.
also you place it next to a mountain, you can completely loose the delivery.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Robloxsina66 on October 08, 2016, 11:43:44 PM
Will this get updated to a15?
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Dante King on October 09, 2016, 12:52:05 PM
God I hope so, it was so fun playing with this mod!
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Nekomory52 on November 22, 2016, 09:16:55 PM
A15 ver. When ??????
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Robloxsina66 on January 15, 2017, 09:11:25 PM
I miss this mod-
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Justin C on January 18, 2017, 11:35:51 PM
This mod is pretty low priority for me right now. I will update it if I have the time after Zombie Apocalypse is updated.
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: Robloxsina66 on March 30, 2017, 02:21:57 PM
Quote from: Justin C on January 18, 2017, 11:35:51 PM
This mod is pretty low priority for me right now. I will update it if I have the time after Zombie Apocalypse is updated.


is the wave survival updated?
Title: Re: [A14d] Wave Survival Mode (v. 1.0 - July 27)
Post by: shaggy08251993 on June 25, 2017, 02:59:42 AM
This was my favorite mod. Like THE favorite. I miss it :/ It has been too long