Colony Ending Raids.

Started by Elixiar, June 12, 2015, 08:50:26 PM

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Elixiar

The way raid count works has been changed.

Before my question, a short story.

Way back in like alpha 3 though my favourite game of all time was a colony of about 11 people. The colony was set out with an open village, followed by a walled barracks and armoury with spare beds and food and auto turret protection. The last Area was an emergency room which was a tunnel embedded into a small hill. Turrets lined the tunnel along with sandbag positions and through a final small double door, there was a trench of sandbags and auto turrets.

Life was good for my people. One day, the tribals attacked in force. (maybe 80ish?) I prepared my colonists for a defense of the village and before they could reach their stations, a hail of arrow fire blew away 2 of my people. In panic I decided to fall back to the protected and safe walls of the barracks. 3 of my people with shotguns tried to pick some off first but all 3 were cut down. The battle was clear At the barracks so I had them set up a firing line at the emergency room door and let the turrets handle the brunt of the assault. Initially it worked well but by the time the last turret exploded their were still a good 30 blood thirty tribals remaining.

A last stand then.
I withdrew my survivors into the bunker and waited for the doors to burst down.
A barrage of fire.
A clash of swords.

Corpses created a bloody trail right through my base up to my last wall to back against. The last bullet fired and at the end of it all 3 of my people were left alive.

Everything felt amazing. Basically, is there anyway i can get the raid numbers to increase like they once did?

I'm 3 years into my current colony in alpha 10 and only about 20 people attack at most... It's just not the same. :/ Also, 3 years is a massive long play time for me for things to get even a little interesting (colony ending wise).

I fear the mech raids, they cause destruction and death tolls, but raiders of any kind are little more than weapon and apparel suppliers and I don't like that.
Superior numbers and the need for a self sustaining enclosed colony felt like a hidden timer was active to create safety.

TL;DR
How can I get big ass raids back?

Basically I don't like to win or play forever till I get bored. I like to see how long I can hold against the inevitable end, or build a spaceship to escape the hostile world.
Peaceful colony is fun for me but tires after a while, I much prefer famine and blood and fires erupting in my bases as people reach for a hospital bed.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

TLHeart

need to know which story teller, and are you on rough, classic, or extreme?

extreme will give you the largest raids.

falcongrey

Quote from: TLHeart on June 12, 2015, 11:32:47 PM
need to know which story teller, and are you on rough, classic, or extreme?

extreme will give you the largest raids.

Agreed... without knowing which story teller and hardness level you had sat it is hard to say why it has been so 'mild'.  I'm playing Phoebe and Challenge (second to hardest) and my first seige after two small raids was rather rough and painful. Sure, only 1 died from an infection I couldn't treat but the injuries and mental stress from it all cause all sorts of problems that nearly tore my colony appart.  Casandra would have been a little harsher and Randy... (shudders)  don't want to think about him.
It matters not if we win or fail. It's that we stood and faced it.

Elixiar

Sorry, forgot to mention that.

I use Randy Random extreme usually. Nothing can happen for a while and then suddenly a mass amount of raids which can be absolutely devastating.
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

Mrshilka

I play on Randy random Extreme and I will see 80+ raids before a year is out if I am doing well and my wealth has increased, by end of year 2 it is 300+ raids.

I have seen over 500 before but this game runs on a single core and will lock up  with that many pawns running around.

Adamiks

Randy MUST send raid after 20 days, so 2 years = MIN 12 raids + random raids.

Devon_v

Randy is in fact Random. You can get good luck the same as bad with him.

Elixiar

Quote from: Mrshilka on June 13, 2015, 08:30:36 AM
I play on Randy random Extreme and I will see 80+ raids before a year is out if I am doing well and my wealth has increased, by end of year 2 it is 300+ raids.

I have seen over 500 before but this game runs on a single core and will lock up  with that many pawns running around.

How is this possible? My raids come nowhere remotely close to that size!
Sure, the technology goes up and mech raids seem to get bigger but the humans do not attack in such scale like this. It sounds incredible!
"We didn't crash here by accident... something brought us down". - Anon Rimworld Colonist

Adamiks

Quote from: Devon_v on June 13, 2015, 11:21:17 AM
Randy is in fact Random. You can get good luck the same as bad with him.

Yes, he is random, but he have one thing not random - raid per 20 days. He must send raid after 20 days but he can also send random raids (raid per 20 day + random raids in general).

TLHeart

Quote from: Adamiks on June 13, 2015, 12:35:03 PM
Quote from: Devon_v on June 13, 2015, 11:21:17 AM
Randy is in fact Random. You can get good luck the same as bad with him.

Yes, he is random, but he have one thing not random - raid per 20 days. He must send raid after 20 days but he can also send random raids (raid per 20 day + random raids in general).

you have the code to back up the statement he must send a raid within 20 days?  As I have seen 30 days pass with no raids, just random drop pods, zzzzts, fires, but no raids.

Adamiks

Quote from: TLHeart on June 13, 2015, 12:41:42 PM
you have the code to back up the statement he must send a raid within 20 days?  As I have seen 30 days pass with no raids, just random drop pods, zzzzts, fires, but no raids.

Yes, but only from A10. I didn't even downloaded A11 because i'm waiting for mods, so i don't know if Tynan changed something.

    <random_MaxThreatBigIntervalDays>23</random_MaxThreatBigIntervalDays>

You can always look at the StorytellerDefs in Core ;)

Mrshilka

Quote from: Elixiar on June 13, 2015, 11:37:17 AM
Quote from: Mrshilka on June 13, 2015, 08:30:36 AM
I play on Randy random Extreme and I will see 80+ raids before a year is out if I am doing well and my wealth has increased, by end of year 2 it is 300+ raids.

I have seen over 500 before but this game runs on a single core and will lock up  with that many pawns running around.

How is this possible? My raids come nowhere remotely close to that size!
Sure, the technology goes up and mech raids seem to get bigger but the humans do not attack in such scale like this. It sounds incredible!


Oh it is great till you spend 30 mins watching a slideshow as the game chugs away on a single core.
I use many mods like Superior crafting and Combat realism and Glitter Tech that add many items that increase the wealth of your colony  and I have a habit of recuiting alot of colonists, but showing it better than saying

Over 300 tribals


Same game but  ingame months later I had over 300 bodies after they broke and you can see how many fled.

SSS

Quote from: Adamiks on June 13, 2015, 12:52:02 PM
Quote from: TLHeart on June 13, 2015, 12:41:42 PM
you have the code to back up the statement he must send a raid within 20 days?  As I have seen 30 days pass with no raids, just random drop pods, zzzzts, fires, but no raids.

Yes, but only from A10. I didn't even downloaded A11 because i'm waiting for mods, so i don't know if Tynan changed something.

    <random_MaxThreatBigIntervalDays>23</random_MaxThreatBigIntervalDays>

You can always look at the StorytellerDefs in Core ;)
Are raids the only events considered a big threat?

Mass animal insanity and psychic waves can be pretty devastating. Blights, solar flares, and so on are more "minor".

skullywag

I thought that was the max number of days before that threat type was added back into the pool of things he can pick, so he could go longer than that number of days but never lower.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Adamiks

#14
Quote from: SSS on June 14, 2015, 02:27:36 AM
Are raids the only events considered a big threat?

Mass animal insanity and psychic waves can be pretty devastating. Blights, solar flares, and so on are more "minor".

Oh, i forgot about it, but there are only 3 (info from core files) big threat events (in A10, maybe toxic fallout is 4 in A11), these are:
1. Raids (chance - 9, no min days before next)
2. Ship part (chance - 1.5, min 30 days before next)
3. Animal Insanity (chance - 1, min 1 day before next)

@Mrshilka

You have ship part on the map or something?