[A16] Rimbalance (trade/raids/impressiveness/endgame) v2:bugfixes, raids

Started by Greep, April 01, 2017, 07:30:29 PM

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Greep

Download attached, you'll have to register to forums to view.  Unzip to Rimworld/Mods.  Also on steam.

New versions continuously added rather than replacing older ones.

Rimbalance

Rimbalance is an attempt to balance all aspects of the vanilla game that are really out of whack, and to add a small amount of gameplay features to the endgame.  Input and suggestions appreciated.  And now, the features, as illustrated by the venture bros:


Room Impressiveness:



*Infinite Room impressiveness:  Wonder of the world impressiveness slightly lowered, and added several additional levels after that.  Make your fortress a palace and your pawns will love it.  Warning!  Absurd levels of wealth can kind of freak them out.

*Bedroom changes:  The soft cap by space for bedrooms is doubled.  What this basically means is that a 4x4 bedroom can become very impressive whereas before it was basically capped at slightly impressive.  A 6x6 is capped at about wonder of the world.

*The soft cap is a little harder, though, so if it's actually reached impressiveness will not get much larger.  You shouldn't notice this unless you're making very small rooms.

For non-bedrooms, a space rating of about 100 offers virtually no limit, while a space rating of about 65 should cover wonder of the world.

*High level flooring no longer sucks. 

-Silver floor: beauty 3->7, cleanliness 0->0.5
-Gold floor: beauty 4->60, cleanliness 0->0.5
-Sterile floor: same.  (Beauty 0, cleanliness 0.6)

*Shared Bedroom reduced from -5 to -1.  However, disturbed sleep unchanged.

Battle:



*Raids are now scaled by time and not wealth.  This is a bit experimental, so for v1, balance may be a bit off. Tested on extreme and found it to be about right, but I'll need some more input here.  Caravan incidents heavily reduced in scale but also time based.

*Shooting/careful shooting aiming altered. No need to get into the specifics, but aiming at the high ends and low ends are better.  As a result, high level shooting can effectively snipe.  Careful shooting is nerfed a bit.

*Turrets and traps are heavily nerfed.  But, you will not need them as much since...

*Early game machining (weapons, military helmet) requires less work, components, and metal.

*Catastrophes:  Very rarely in late game, a raid can reach catastrophic proportions.  You'll know if it strikes.  Probability increases with age of fort, but never exceeds 10%

*Personal shield recharge rate extremely reduced.  Very risky as a decoy now.

Miscellaneous:



Trade

*Trade ships are more frequent, and more importantly, they actually sell shit.  Expect hyperweave and food from bulk traders, bionics from exotics, and guns from combat traders, in large quantities.  This will never in v2 be changed from space ships to caravan focused, however I'm not doing that without extensive changes to the caravan system and A17 will probably change things a lot as well.

* Several changes were made to offset this advantage including a bigger cut to the trader for selling/buying as well as a total removal of one off nukes.  Psychic lances still are available, but rockets will have to be scavenged.

Disease

I didn't do much here for v1, expect more never in v2

*Penoxcycline nerfed:  Costs 3x more to make and priced accordingly.  Malaria, however, is weakened somewhat.

*cryptosleep sickness no longer reduces consciousness, but still results in vomiting.  As a result, your initial colonists won't mysteriously have 50% consciousness on their stats despite being "healthy"

Other

*Components cost less steel, less work, and the component assembly costs less materials.  Components themselves are more than doubled in price.

*Pyromaniacs now freak out 5 times less often.

*Early game population smoothing:  Population caps are now somewhat time sensitive.  the mincap (usually 4) expands to 6 if you're taking a while to get early recruits, and the maxcap increases a little as well.  Never more than +2 the original settings.

Compatability (couldn't think of an image, so, uh, here's orpheus :D):



The mod uses the latest version of harmony, so might be incompatable with old mods that did not update

As a balance mod, nothing is interdependent.  Therefore, if you have a conflict, feel free to delete individual xml files in the defs folder, though you will of course lose that balance aspect.  The Assemblies folder contains the raid threat points/bedroom changes, and can be deleted entirely with no other effects.

License:  Please credit me and link to the original mod.  Include in modpacks if you want, but it's probably better to balance tailored to mods ala hardcore sk.

Changing things you don't like:

If you don't agree with anything and want to delete it, here's the changes by xml file:

ApparelHats.xml - military helmet buff
Buildings_Production.xml - component assembly buff
Buildings_Security.xml - turret, traps nerf
Difficulties.xml - harder trade buy/sell
Hediffs_Global_Misc.xml - cryptosleep
Hediffs_Local_infections.xml - malaria weakened
Incidents_Various_Good.xml - more trade ships
Penoxcycline.xml - duh
Recipes_production.xml - more component stuff
RoomStats.xml, Thoughts_memory, thoughts_situationroomstat - room impressiveness (delete/change all)
Stats_apparel.xml - shield nerf
Stats_Pawns_Combat.xml - better shooting
Terrain_floors.xml - gold/silver tile buffs
Thoughts_situation_special.xml - shared room weakening
Tradekinds_orbital... - better trade ships
Traits_singular... - less pyro
Traits_specturm.. - careful shooting nerf
Weapons_guns.. - made early guns easier to craft
..

Notes:  Probably going to update soonish.  Looks like I made the first week or two raids a bit too high.  Didn't notice in my first test since I never actually had a week one raid.  It's not terribly off so I might just wait till the next large update.

4/10/2017: updated to v2 fixing some raid issues and separating the dll into logical groups, keeping old file if you want it, but I wouldn't download it.

[attachment deleted by admin due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Greep

Rimbalance V2 (all work in assembly folder):



-Separated GeneralBalanceAdvanced.dll into its components so they can be kept or deleted as wanted
*0Harmony.dll-Do not delete unless deleting the whole folder, it's just a required tool
*RaidBalance.dll-time based raids and catastrophes
*PopSmoothing.dll- changes so you get more population if screwed for long stretches in the beginning
*RoomImpressiveness.dll-Bedroom changes and hard/soft cap changes

-Fixed catastrophe bug causing all raids after year 2 to be catastrophes.  Accidentally used the int version of random instead of float  ::)

-Rebalanced catastrophe exponent.  from 1.12 to 1.1 on extreme, 1.05 on intense, 1.03 elsewhere

-Added my own version of late game raid balance for non-catastrophes.  This has a significant effect based on difficulty. 

For instance, on base builder, the exponent for raid points above 500 is only 0.85, seriously diminishing raids above 1000 points.  Those "hey look at this pheobe basebuilder raid O.O" type of raids just won't happen even if you play 100  in game years.  0.85 doesn't seem much since it's similar to the older *0.25 of higher level raids, but raid size by time is linear whereas wealth was usually quadratic.  So size by time is alreayd somewhat muted end game.

On extreme its barely noticable at 0.97 above 500 points.

Voodoo number translation: 

-Extreme is hard as balls all the way, with late game occasionally sending roflstomps to end you.  Not advised on hard biomes.
-Intense lets you prepare a bit early game, but has the same occasional nastiness endgame, although somewhat muted.
-Rough is pretty tame, and basically doesn't have catastrophes
-< rough is easier than vanilla late game, and comparable to vanilla early game.

Anyways, let me know if this works out :D taking a break from testing this.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

marvin__

Going to try this out, will report back if I find anything weird

Ruptga

Quote from: Greep on April 01, 2017, 07:30:29 PM
*Early game population smoothing:  Basically, for


Looks like you accidentally that whole explanation.

Greep

1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Lethe

So, while it's easy to remove the parts (xml defs) that I don't want, the assemblies cover both the raid and room impressiveness. I'm not interested in the raid changes for myself, but I would like the changes to room impressiveness and tile buffs.

Perhaps the room changes could be separate, I assume the assembly covers the soft cap on rooms?

Either way, nice mod! I'm sure it'll be useful for folks. It seems to already have garnered quite a few views.

Greep

Yeah I can separate it out from the dll in the next version.  I'm going to probably end up making an update when I feel like doing another modding binge in a week or two, been playing with this and the raids still feel a bit too high in the beginning, plus it looks like A17 is going to take a while so I may as well do the caravan work I've been thinking about.

As for room impressiveness, the dll portion only covers the looser bedroom size limitations and harder size cap when it's breached for all room types.  The new tiers and floor rebalancing are xml only, so for now you can get the whole infinite tiers even if you delete the assembly folder.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Greep

Soooo, uh, whoops!  Turns out nearly all raids are catastrophic raids once the two year threshold is passed due to a bug.    I'll get this fixed in v2 which apparently I'll have to do now haha.  It won't cause an issue with existing saves.   This can temporarily be avoided for now by just deleting the assmbly folder, although raids before year 2 aren't affected. 

They also seem to be a bit too hardcore in the early years, so I'll be tweaking the increase amount to be milder on lower difficulties although it feels about right on extreme, since they're intended to be threatening to survival.

There is also a small exploit with the room impressiveness, but probably just going to leave it for now since it's easily avoidable.  Right now it's possible to get a massive jump in impressiveness for non-bedroom types by also making the room a bedroom, since there was an undocumented buff to bedroom impressiveness above 100 and the shared room types just use the most dominant impressiveness score calculated, which would be a bedroom in that case. 

This doesn't occur if there's more than one bed in the room (since it is then a barracks) so you pretty much have to be deliberately taking advantage of this, which is why I'm just going to leave it in for the moment, although I will be separating the two dlls out as Lethe wanted.

Edit: uploaded v2, added documentation of changes in post 2.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0