RimWorld

RimWorld

53 ratings
Enhanced Raiders (Continued)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
81.631 KB
29 Apr, 2022 @ 9:23am
25 Mar @ 8:00am
3 Change Notes ( view )

Subscribe to download
Enhanced Raiders (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
442 items
Description
Original mod by Zyrixion
https://steamproxy.net/sharedfiles/filedetails/?id=1579186918
If the original author requests it, I will remove this update.

--

Now 1.3/1.4/1.5 compatible. Optimized the patches and reworked where necessary; no values changed from original mod. As always, feedback welcome.

--

Original mod notes (1.1):

Increases the quality of gear available to [Core/Royalty] raiders, about doubles the maximum money they can get to equip themselves, and makes sure they bring along plenty of food too. Also increases the possibility of raiders having bionics and combat drugs. Fair warning, this mod will make raiders MUCH more evenly equipped with your pawns, and many will show up in power armor with decent weapons.

This does not affect raid size scaling in any way. The raids you experience will be the same size as they would otherwise be, but their gear will generally be much better. Not always, but very very often.


Probably not incompatible with any other mods, unless they change vanilla PawnKindDefs.

CREDITS:
- Thanks to velcroboy333 for some of the xpath structure in the 1.1 update.

UPDATE 6/23/2020:
- Added support for Royalty. Does not require DLC, but will make changes to them similar to vanilla pawns if you do have it. One exception however, BEWARE Cataphracts. Also fixes vanilla system I broke, raiders should occasionally be holding bits of silver and medicine, and some might have a piece of gold or two.

UPDATE 6/9/2020:
- Updated for 1.1
- Rewritten into xpath for compatibility, should be completely compatible with any and all conceivable mods
- Some various changes to old numbers, nothing worth noting, mostly small changes and bringing some values into line
- Thanks to velcroboy333 for some of the xpath structure

UPDATE 11/30/2018:

- Updated for version 1.0
- Some changes enacted according to some vanilla 1.0 changes to PawnKinds

UPDATE 12/13/17:

- Fixed caravan raiders and faction base guards carrying a small muffalo worth of food on their persons.
- Fixed all raiders not carrying some form of food (what would they even eat on their way to your base, or back?).
- All npc pawns should now carry 0-4 meals when they spawn. Please let me know if this turns out to be enough to be a primary food source for a colony; it SHOULDN'T be, however, but I'm aware that it will definitely help sometimes. It's partly a realism change, partly to help stop siegers and (especially) sappers from starving before actually getting anywhere.
6 Comments
KhanKanin 4 May, 2022 @ 7:35pm 
Anyone know if this works with "Compressed Raiders"?
nephilimnexus 2 May, 2022 @ 6:17pm 
Would it be possible to make high-tech raiders (i.e. pirates) able to use the shuttles from Royalty instead of drop pods? The drop pods always irked me - "They flew in but they're planning on walking back?" Shuttles would make more sense, IMHO.
Zaljerem  [author] 29 Apr, 2022 @ 10:40am 
You're welcome! Please let me know if you see any issues.
Cypress, Master Spy of IKEA 29 Apr, 2022 @ 10:38am 
Ah. Still, will help them compete better and make for more entertaining fights. Thanks for updating this.
Zaljerem  [author] 29 Apr, 2022 @ 10:37am 
This mod only modifies vanilla (and Empire, if you have Royalty) factions. Though they do get updated apparel tags, the weapon tags are unchanged. The amount of money they have to spend on apparel/weapons is increased.
Cypress, Master Spy of IKEA 29 Apr, 2022 @ 10:29am 
How would this work with custom factions and mods that add new weapons? Could enemy factions come wielding new weapons from mods; or is it all vanilla weapons/whatever they were slated to use only?