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Rapporter et oversættelsesproblem
kinda not fun
If all factions are on cooldown it will send a Mechanoid raid which are considered "hidden" by the game as they don't show up on the faction screen normally. I'm not sure if any of the DLC adds any other hidden factions that can raid, if so they will also be a candidate when all non hidden factions are on cooldown, same with any other mod added hidden factions, since this mod does not restrict the hidden factions.
It doesn't really override the storyteller's cooldown, all this does is say "no", it doesn't turn a "no" into a "yes".
My questions:
When the story teller decides to trigger a normal raid (based on storyteller cooldown), will the story teller cycle through each faction and when it sees your cooldown restriction, it will skip to the next faction?
If all factions happen to be on cooldowns, what will happen?
Is your mods cooldown overriding the cooldown from the storyteller?
Do you have plans to add in a threat pool similar to what I think you were trying to do with Faction Resources (so factions feel strong/weaker when they attack/get attacked)?
Thanks!
I'm wondering if it would be possible to make pawns killed on caravan or event maps count for less? As is deaths during Dynamic Diplomacy's simulated battles count towards the cooldown which is a neat interaction between the mods that I want to keep but the effect is a bit stronger than I'd like. I think it also makes sense thematically since a failed raid should scare the faction off more than a battle in the field that cost manpower/resources or a player raid that would incite revenge.
In that case I'll indeed use both, since the illusion that humans are limited is pretty lore-friendly :)
I never recommended to use this with ESP to "fix" an issue with ESP. I recommend using them together because I wrote them at the same time to "fix" the same issues with vanilla: Suicidal enemies from factions with seemingly never ending people to attack you with. Using both mods gives the illusion of the enemies not wanting to die and the factions having limited people to send at you.
Reading your comment I come to this understand:
There's a mechanic in the game that spawns mechanoid raids if humanoid raids are still on cooldown
This mod instead changed the humanoid timer from a static number to a variable (depending on raiders killed) cooldown for humanoids, if used in conjunction with ESP likely resulting in more humanoid raids vs mechanoids?
Let me ask a 2nd question while I'm add it, it's a different question but can potentially also lead to an answer to my confusion:
Does using this mod with default settings in combination with ESP typically result in more frequent or less frequent raids?
How exactly does this counter that?
I'm already facing raids of 15-20 pawns and the only thing this sister mod seems to change about that is that it increases the time between raids, doesn't it make the game even easier, because not just are individual battles no longer a fight to the death, but also now there's more time to recover between raids?
What am I missing?
Is this safe to remove mid save?
I'm thinking if a raider fled, it should count the same as if they had died BUT ... with this small but also huge caveat. They will come back in force to take revenge once the timer is up! The guy who fled knows your defenses better and will be smart enough to bring a larger attack force to overpower you next time. They wouldn't send in the same raid force again. Knowing your defenses they would prepare carefully (increased time to get raided) but when they come back they come prepared. (probably toggleable or scaled somehow with difficulty lol). Defeating them a 2nd time should double the prepare time for the next raid, and so on for the third and on.
The cooldown was because of another raid that had happened before, not the one on the picture.
(3/3)
Second, my mini-rant aside, I'm REALLY looking forward to your mod being used by other more ambitious ones in the future, like "Rim War" or "Empire". I dream of being able to play a RW one day where factions, geography and environment play a *central* part in achieving its "end goal", whatever it is (leaving planet with a ship or dominating it), either through peaceful (basically cooperation) or aggressive gameplay (stealing faction resources, manpower or knowledge, slavery, military conquests, etc.).
(2/3)
Dub's mod was one step in the right direction (factoring in geographical distance), your mod is another one (factoring in delays). There are many more still needed, including coming up with sensible reasons as to why a nascent colony gets attacked by people sometimes from across the globe, and improving how colony wealth is factored in after successfully repelling raids.
(1/3)
As far as the distance thing, maybe that would be better as it's own mod. A raid point multiplier based on vicinity to the closest base from that faction... it would give the player an incentive to destroy nearby enemy bases... hmm, not a bad idea, maybe I'll play around with it.
Unrelated, but if you end up releasing pawns back to factions, does that still reduce the spawn timer? This of course assumes that a raid will still happen after pawns are returned (since most factions gain happiness upon pawns being returned).
Unrelated, but since this is a more light-weight version of your Faction Resources mod, can you add any distance calculations to raid generation if it won't cause excessive cpu usage (assuming this isn't already done)? As far as I can tell, vanilla game doesn't really take faction distance into account when generating raids, sometimes you get a bunch of raids in a row from factions on the other side of the planet (not counting hidden factions). Admittedly, I mostly play Randy, so entirely possible that's just the nature of Randy. But figured I would at least ask...