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RimWorld => Releases => Mods => Outdated => Topic started by: O Negative on May 20, 2017, 06:29:50 PM

Title: [A17] Animal Husbandry Raids
Post by: O Negative on May 20, 2017, 06:29:50 PM
Animal Husbandry Raids


Summary
The idea is rather simple: Tribals and Pirates like to bring domesticated animals with them when they raid you.
Makes factions feel a bit more dynamic, and distracts you from the thought that factions have an infinite human population.
(http://i.imgur.com/lKWLeQf.png)
Left: Tribal raider with two ally timber wolves
Right: Pirate raider with two ally wargs

Faction bases also spawn with domesticated animals which will help the AI defend their base from your siege.
I've found this to be pretty interesting in my own playthroughs so far.

Goal of Mod
I'm posting this mod because I feel like it's one of those things that should be in the base game.
The goal of this mod is to explore how animals in raids might play out, and how people react to their presence.
Do animals in raids add a new challenge, or even just a different flavor from generic raids?
How do animals in raids affect game balance?
So many questions, but I need the feedback of others to answer them properly.
So, if you're interested, please leave your thoughts here :D
I'm more than interested in what you have to say.



Known Bug(s)
- Object reference not set to an instance of an object
(Noncritical. Only appears when raiders show up with animals in their raiding party. The AI isn't affected, and the game runs like normal. More of a minor nuisance than anything. Already reported in the mod bugs forum.)

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Title: Re: [A17] Animal Husbandry Raids
Post by: kaptain_kavern on May 20, 2017, 07:08:27 PM
I will gladly try this one. I like the idea. Thx for your work  ;)

And many thanks for the warm welcome buddy  ;D
Title: Re: [A17] Animal Husbandry Raids
Post by: O Negative on May 20, 2017, 07:40:18 PM
I appreciate it, sir! Even if you don't particularly like it, I'd be grateful for feedback as to why :)

It's good to have you back :D
Title: Re: [A17] Animal Husbandry Raids
Post by: tornado02 on June 25, 2017, 12:48:55 PM
why is this sinking ? ???
Title: Re: [A17] Animal Husbandry Raids
Post by: BlueWinds on June 25, 2017, 02:06:00 PM
I love the idea, but even harmless errors make me nervous. ^^;; I'd give it a try if that were fixed - raiders bringing alone animals sounds like fun.

Do they bring anything, or is it limited to 'dangerous' animals? Because while unrealistic, I love the idea of being attacked by three thugs with a horde of trained attack-rabbits.
Title: Re: [A17] Animal Husbandry Raids
Post by: BetaSpectre on June 25, 2017, 03:14:48 PM
Normally with my terrible machines any errors cause lag spikes, it's a good mod idea all the same though.
Title: Re: [A17] Animal Husbandry Raids
Post by: Rimrue on June 25, 2017, 03:41:39 PM
I have this mod enabled but have yet to be attacked by raiders with pets. :(

Is there a point where they will start bringing them or have I got a mod conflict?
Title: Re: [A17] Animal Husbandry Raids
Post by: wwWraith on June 25, 2017, 04:09:37 PM
Quote from: BlueWinds on June 25, 2017, 02:06:00 PM
Do they bring anything, or is it limited to 'dangerous' animals? Because while unrealistic, I love the idea of being attacked by three thugs with a horde of trained attack-rabbits.

It uses wargs for pirates and timber wolves for tribals.

Quote from: Rimrue on June 25, 2017, 03:41:39 PM
I have this mod enabled but have yet to be attacked by raiders with pets. :(

Is there a point where they will start bringing them or have I got a mod conflict?

There are no such point, but it uses full defs instead of xpath patching so if some other mod also redefines pirates or tribals factions they won't get animals. You can use dev tools to generate some bigger raids to test.

Personally I like this mod, but I think it could benefit from rewriting as a patch.
Title: Re: [A17] Animal Husbandry Raids
Post by: nrish666 on August 06, 2017, 07:59:45 AM
Love the idea of the enemy having pets. Always thought this was missing in every iteration of rimworld. You get pets yourself that can be trained to attack. Traders have pets that attack when caught in a firefight.
Raiders and tribal enemies however do not have any.

Been using this mod for a bit. However there seems to be a bug with multiple tribal parties (with associated pets) spawning on the "refugee chased incident".
Title: Re: [A17] Animal Husbandry Raids
Post by: Hydromancerx on August 06, 2017, 01:01:08 PM
So if you down a animal do you need to tame them or imprison them or something if you want to capture their pets for your own? How's it work?
Title: Re: [A17] Animal Husbandry Raids
Post by: Modo44 on September 13, 2017, 04:36:19 PM
A null pointer reference is very much an issue, in any kind of software. I just had 4 raids spawn on top of each other instead of one. The error log points to your mod.
Title: Re: [A17] Animal Husbandry Raids
Post by: tonsrd on October 21, 2017, 01:26:00 AM
no attachment bump,

is the animal with raider random ?
Title: Re: [A17] Animal Husbandry Raids
Post by: SURU on October 21, 2017, 02:43:05 AM
If you can fix errors i would use it :)