边缘世界 RimWorld

边缘世界 RimWorld

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Raider Swarm Compression
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Mod, 1.6
文件大小
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更新日期
132.547 KB
7 月 3 日 上午 8:59
9 月 23 日 下午 12:34
19 项改动说明 ( 查看 )

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Raider Swarm Compression

描述
Features

Large raids are fun, but quickly reach a point where the game crawls to a halt. This mod aims to make VERY large raids possible through some visual trickery and smart balancing. In theory, with this mod, raids can have many hundreds of enemies. All without melting your computer.

Instead of fully simulating every pawn, each pawn represents a "squad" of many raiders instead, meaning the game only has to simulate a fraction of the pawns involved in a raid. For each member of its squad, this pawn attacks faster (up to 5x). Every time this pawn would be killed or downed, a member of its squad is killed instead, and the pawn's combat bonuses reduce accordingly.

Long story short:
Hordes of enemies LOOK and FEEL like hordes of enemies without the game crawling to a halt!

Compatibility

The mod patches vanilla incident generation, meaning any mod that either changes vanilla incidents or adds custom ones may not be compatible. In the latter case, the mod won't break, but it will also just not take effect.
Mods that simply introduce new factions that then use "normal" raid generation should work just fine.

Known Incompatibility: Cinders of the Embergarden (unconfirmed, may work, but it has some wacky enemies)

FAQ

CE?

Heard reports that it works with Combat Extended, but also heard there may be bugs. I have not looked into explicit compatibility yet, so use at your own risk.

I installed the mod and it does nothing?

The mod's default settings are such that only the largest vanilla raids would be affected. The main target audience is people with other mods that cause (potentially) enormous raids OR people who struggle with already decent-sized vanilla raids. For the latter, reduce the maximum number of allowed raiders in the mod's settings for it to take affect there.

Is this just like the mod Compressed Raiders?

Yes, but no. Compressed Raiders aims to address the same issue, but:
Since it reduces the number of enemies, hordes feel less like hordes.
The bonuses it gives quickly turn even tribal pawns into plasteel-skinned, lightning-speed supersoldiers. This mod does not affect armor or raider movement speed at all!

Why only 5x strength per "real" pawn when one pawn can be a swarm of dozens?

I figure that space does matter. In melee, you can't be attacked by dozens of pawns at once, 4-8 is a more reasonable expectation, depending on the terrain. And even in ranged combat, positioning matters and huge numbers of raiders are likely going to struggle to find spots to shoot from. The max of 5x seems like a reasonable compromise to simulate a lack of space.

It should be rare to have swarms of 5 or more though. With default settings, that'd mean a raid size of 600+ individuals!
热门讨论 查看全部(1)
1
7 月 5 日 上午 11:42
Incompatibility list?
Most Definitely a Mimic
93 条留言
s_m_w  [作者] 9 月 23 日 下午 11:45 
Never feel bad about delivering feedback! It has been a great help
Skeleton Man 9 月 23 日 下午 11:12 
I genuinely appreciate you circling back and updating this as you have time. I hate to constantly point out perceived issues, but despite them I still play with this installed. I'll see what I can find in the coming days.
s_m_w  [作者] 9 月 23 日 下午 12:35 
Just pushed an update that should fix fake pawns being rendered onto incorrect maps. Also added something that may fix the issue of pawns exiting maps too early. Let me know if you see more odd behavior
Skeleton Man 9 月 5 日 下午 9:44 
I also seem to be having a consistent issue where fake squad members are being rendered on the world map and on other maps they're not actually present on.
s_m_w  [作者] 9 月 3 日 上午 5:15 
Odd. Thanks for the report again, I'll look into it in more detail.
Skeleton Man 8 月 31 日 上午 11:35 
I can confirm at least with sapper tribals that sometimes the squad tries to leave the map after its leader dies even if the map is well within their safe temperature. I think somewhere they end up losing what their job is supposed to be and they end up leaving.
Skeleton Man 8 月 30 日 下午 12:05 
Still having a strange issue i've produced a few times with human enemies. After a few of the squad members die, the squad starts moving towards the edge of the map to despawn. They're not full on fleeing like the raid strategy would do (and im using a mod called No One Ever Flees to prevent automatic fleeing). I used the devmode's inspector to look a bit at one of the fleeing squads and it seems as though somewhere their current job gets set to null, and they end up defaulting to leaving the map.
This could also be due to an unsafe temperature behavior; I'm on an ice cap so its not unreasonable that they'd automatically try to leave the map due to temperature issues. I'll keep testing it out as I play.
s_m_w  [作者] 8 月 28 日 上午 10:08 
AI behavior is really quite hard to test. Everything looks okay as far as I can tell, but please do share if you continue to see unexpected behavior
s_m_w  [作者] 8 月 28 日 上午 10:08 
Pushed another update.

- Raids should no longer flee early
- Invisible raiders should no longer have visible squadmates
- Raider behavior should once again follow the incident's strategy
- Added a message that mentions just how many raiders were compressed
Skeleton Man 8 月 28 日 上午 7:38 
One other reproducable AI issue I could tell you is mechanoids that are dropped with a ship part will stop assaulting the colony even if the ship part is destroyed. they’ll instead wander around the crash site as if it is still there and only attack anything that draws too close. Might be easier to test.