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Topics - Morbo513

#1
Mods / Wealth and time-independent raids?
May 25, 2023, 12:22:04 AM
Is there a mod that completely divorces raid strength from any player-colony variables? Ideally, they would stay scaled to some degree for the first in-game months so you don't just get rolled over right off the bat - but past a certain point, I'd like their overall strength to be completely random, or based on something less arbitrary or linear than time played or player-colony wealth. There any mods that do that?
#2
Something that's always bugged me about Rimworld is you have no way of anticipating raids, finding which direction they're coming from, or their overall strength/composition.

When giving orders to a caravan, the player has a couple more options.

Patrol
When adjacent to a settlement, the player can tell them to "Patrol", either clockwise or counter. This will, predictably, have them make rounds through the sectors surrounding the settlement. When a raid is generated, if it's not via drop-pod there will be say a 40% chance of the patrol spotting them, modified positively by raid party size and the presence of animals (dogs and predators) in the patrol party; negatively modified by size of patrol (not counting dogs/predators), and terrain (Foliage density [forageablitiy?] and small/large hills).

When a patrol is spotted, the player gets a caravan dialog giving them several options.
Quote
Your patrol has spotted a raiding party belonging to <faction> approaching your settlement. It is composed of <number> <enemy type>, <number> <enemy type>

What would you like the patrol to do?

Engage
Trail (Enters settlement behind raiding party after some delay)
Retreat (Enters settlement followed by raiding party after some delay)
Let them pass

Obviously, the more patrol parties you send out the greater chance of intercepting a raid.

Ambush
When set to "Ambush", a caravan will hold its position with reduced food consumption. With similar modifiers as above, it will have a periodical chance of bringig up such a dialog:
Quote
A <caravan type> of <number of people> belonging to <faction> has entered your caravan's ambush zone.
They appear to be carrying a <small/medium/large> amount of <type(s) of good(s)>.
They are armed mainly with <neolithic/industrial/glitter> tech.
What would you like to do?

Initiate ambush (Starts combat and turns faction of caravan hostile if not already - players' pawns will start in positions sandwiching enemies)
Reveal yourself and speak to <caravan master> (Increases relations by 2, allows trade, reduces chance of subsequent ambush opportunities within X hexes of current position)
Reveal yourself and demand surrender (If your party is significantly stronger or better-equipped, up to a 40% chance of taking each member of the caravan prisoner, at least one is guaranteed if they accept. Reduces relations with parent faction by up to 60. Greater penalty to ambush chance in same area)
Reveal yourself and demand goods and silver (Reduces relations by up to 40)
Reveal yourself and demand food (Reduces relations by 20)
Remain concealed and let them pass.

As for pod-raids, the player would be able to build a radar. When the raid is generated and it's pod-borne, there's a base 70% chance of detection giving you a similar message to a regular raid, indicating the approximate locations the pods are going to land. It'd give you maybe an extra minute to prepare.

Roadblocks would be hidden enemy outposts on roads. Your caravan has a chance of spotting it, modified positively by the caravan size and some other minor factors, upon which you're given the choice to engage it, approach and pay a toll (depending on relations and faction type, chance of checkpoint refusing and engaging you), engaging or circumventing.
The roadblock its self would be a narrow map, with some basic defences but no proper buildings, occupied by the enemy faction. When spotted by the caravan, the player will start further out if they choose to engage - attempting to pay a toll, or otherwise stumbling into it, will have the player start closer, just within weapon range of the checkpoint.

#3
Long story short, the concept here is a framework for players to build and submit their own designs for NPC faction bases.
The biggest concerns I can see are:
How it would play with the procedural generation of surrounding terrain - or if this would all have to be hand-modelled too.
How the game/mod would determine the size and/or function of a settlement.
The means by which a player would construct such a settlement/map.
How the player would define defensive positions for NPC faction pawns (Otherwise they're trying to push through the same obstacles as the players).

Assuming those could all be addressed, this would allow for faction bases to be divided up as such:
Outpost - 1-3 buildings, procedurally generated, very light automated/environmental defences

Firebase/War Camp - 3-4 buildings, procedurally generated. More occupants, minor equipment storage, chance of some decent loot.

Colony - 5+ buildings, hand-made. Usually has an express purpose, eg. mining. Some infrastructure for food & medical, but little to no manufacturing capability. 8+ colonists, and faction tech-level allowing, may receive reinforcements by transport-pod if attacked.

Settlement - 8+ buildings/complexes, hand-made. 10+ colonists, all manner of infrastructure, medium defences. Equivalent to an early-mid game player colony.

Base - One large, hand-made, map-spanning fortress, or a sprawl of buildings and complexes. 20+ colonists, heavy defences both automated and manned. For outlanders, this would contain a transport-pod bay, armouries, lots of Hydroponics facilities, plenty manufacturing facilities and resources to go with, fully-furnished hospitals, prisons, all that jazz. In other words, in taking this over you'd probably end up with a better colony than the one you attacked from.

The idea is that this would give the player both more of an incentive in attacking NPC settlements, and make it more tactically challenging at the same time.
I have no idea how feasible this is, but I thought I'd throw out the idea anyhow.
#4
Ideas / Hidden Traits & Skills
October 19, 2018, 01:27:55 PM
Simply enough this would be an option which, if enabled, would only reveal a pawn's traits and skills once they complete or perform an action that it interacts with - or until certain positive relationship milestones are met with your colonists. This would only be the case outside your starting colonists of course. A random selection of them could be revealed by default in the case of joining wanderers.
This would throw selectiveness about which prisoners to capture, which spacefugees to rescue etc out the window - You'd have to invest resources (Food, medical supplies, living space) in finding out whether they're someone you want to keep, or if they're of no use to you. It would lead to less predictable behaviour like a relatively new colonist suddenly setting the place on fire when it all gets to be too much - only then do you know they're a pyromaniac. It abstracts pawns getting to know one another and integrating into the colony.