RimWorld
Staggered Raids
73 comentarios
Pika 3 OCT a las 14:30 
I've encountered an apparent bug between this mod and the Odyssey DLC where, if you attempt to escape a staggered raid by taking off to space with your gravship while there are remaining waves, the "Raid Update: X waves remaining!" message will remain stuck on the screen.

To reproduce this:
- Be raided by a force sufficiently large to be staggered.
- Before the waves run out, launch gravship and choose a destination in outer space.
- "Raid Update: X waves remaining!" message remains despite the raid in question being incompatible (would not occur) in outer space.
- Message will not clear after launching to a valid map.

Fortunately, it seems that reloading the save removes the message with no further issues.

Please let me know if you're not able to reproduce this and I'll try to troubleshoot for incompatibilities in my modlist. Thank you!
Scorpio  [autor] 30 SEP a las 11:48 
will be checked
disarmer 28 SEP a las 4:03 
Yep, getting same bug with only this mod: https://gist.github.com/disarmer/e98108df07842b6c3d7724cee2915e34
How to reproduce: debug actions -> execute raid with specifics -> any faction -> any points -> StageThenAttack -> edgeWalking -> random
C4sp3R 26 SEP a las 0:34 
Maybe I'm interpreting the last line + comment wrong but could it be that theres an error in this mod?
https://gist.github.com/HugsLibRecordKeeper/ba4f3670316cca8b5fc4dba62f9caabd
Lemon caro 17 SEP a las 18:22 
is this CE compatible?
マリー 17 SEP a las 16:15 
When using the empire 'call squads(trooper, janissary)' while there are more raider in map than the mod setting, squads change to 'friendly raid', causing dozens of soldiers to rush in. Has anyone else had an experience like this besides me?
elĐeve 15 SEP a las 19:16 
it is interesting actually
Chromium 2 SEP a las 0:27 
That's absolutely not interesting. Winston Waves is already doing that go play that and not try to amalgamate 2 mods that doing similar things in the hopes of working together perfectly.
elĐeve 1 SEP a las 17:12 
waves of buffed raiders? i mean, you're going to tell me that's not interesting at the least? :SG0_Sorry:
Chromium 1 SEP a las 14:55 
@Sir_Trollman Because he wants raids with only 1 piece of raider pawn😂😂😂
Sir_Trollman 1 SEP a las 10:08 
Why in God's earth would this mod, which is meant to be an alternative to compressed raids, support that mod?
Void Clown 1 SEP a las 10:04 
why would it be
elĐeve 1 SEP a las 0:53 
i guess it's not compatible with compressed raids no?
any info on Save our ship 2? just in case :Mayuri:
Frilled For Your Pleasure*** 31 AGO a las 19:04 
I'm not sure what's happening, but I've just received 4 100 man raids less than a few ticks apart. They keep happening. I can't even pause or unpause the game without having more raids spawn in. This continued until I had 20+ raid notes on the right side and then the game crashed. Not sure how to collect logs on this since it crashed the game when it happened. There have been more 100 man raids than this faction has bases at this point.
Winetoo 31 AGO a las 2:51 
Could i ask you for possibility to increase the raid size beyond 100? Im playing with plenty mods and im sure my computer can handle 200-300 pawns just fine. The latest raid was 21 waves... which is not very fun.
Chromium 29 AGO a las 6:10 
I recieved a 478 man raid, 4 different parties at once, it took around 10 minutes to load in :buzzed:
I have multiple raids and dire raids too, but I m thinking about adding this one too, maybe later
Oozy 22 AGO a las 18:10 
Btw forgot to add the dire faction raid that crashed the game and my pc turned into an archon raid once I turned off dire raids so idk if this info helps or not
Oozy 22 AGO a las 18:07 
Update: I think it was dire raids + this, since I dunno how it handled loading a dire raid so I guess it made them multiply in points for each wave I guess? I turned off dire raids but still had this one and it fixed the crashing. So maybe there's some compatibility issues with dire raids for this mod.
Oozy 22 AGO a las 15:44 
I dunno if this was the mods fault but it gave me like a 800000+ point raid outta nowhere and crashed my pc so I'm removing this to try and save my save, will update if it fixed it
Scorpio  [autor] 21 AGO a las 11:52 
@StalledAgate832 what bug?
Scorpio  [autor] 21 AGO a las 11:52 
@free kill i just tested that and it didnt happen are you sure you had an archon raid?
free kill 19 AGO a las 18:59 
archon raids from archon xenotype seems to be bugged, it sends hundreds of tribals instead of one or two expensive archon units, this was on day 8 when every other raid was one or two.
TH3_B1G_CH33S3 15 AGO a las 12:32 
This mod seems to make my game crash or quit itself at a very specific point, removing this mod got rid of the issue.
Gerewoatle 15 AGO a las 10:51 
@Darth Diabetus - It's appearing for me.
Asep_Hejo 15 AGO a las 5:50 
@Darth Diabetus is rimsort a mod?
The Bungus 14 AGO a las 13:51 
Hey this isn't showing up in RimSort, anyone else having this problem?
Syrett 13 AGO a las 9:55 
an actually amazing mod. goodness gracious.
i play with a few mods that add some extremely valuable materials and items, like SotC, i think that's the abbreviation, and raids can take like 20 minutes to load
this makes everything so much more bearable with how unoptimized my gameplay is
NotherKiller 11 AGO a las 10:54 
genera algun problema si tengo [SR] Factional War (fork) ?
StalledAgate832 10 AGO a las 5:16 
Any news on that bug with raids detected by the Rimatomics TACS?
CyberMadness 9 AGO a las 3:12 
Thank you. Now I can use the Winston Waves mod without that 1522 tribals on wave 54 killing my PC
ccynq 8 AGO a las 17:16 
Love this as a better balanced way of doing high wealth low pop colonies
This is a fantastic mod and was exactly what I was looking for. Now I can play on higher difficulties without my computer dying. Dealing with 7 waves of 50 shamblers is so much more fun than all of them at once. Still very challenging but a different and better kind of challenge. By the time I was done with all those shamblers every room in my base was breached, half my colonists had lung rot, and everyone was starving and about to mental break. 10/10 experience.

There is one thing but I'm not sure it can be fixed. Friendly reinforcements can also come in waves. I had 3 empire reinforcement waves come in after the threat was dealt with so they just stood around for a while. Not a big deal and I don't know if it can be fixed since I believe the game considers reinforcements as a "friendly" raid.
Asep_Hejo 6 AGO a las 4:31 
does the mod has patch for pillage raid from VFE Medieval 2? I got this event with 160 raider, i set to get 55 max
LOTO 31 JUL a las 23:05 
is it possible to set a higher upper limit? since 100 seems to be low when the actual raiders comes to more than 700+
Abys 31 JUL a las 22:31 
Hi the mod works well but seem like it make some quest endless. Like there is no completed signal after the raid in quest being split.
тетеря, блин 28 JUL a las 5:59 
@g0jira, see the previous comments page.
눈꽃잎 28 JUL a las 5:59 
Hello, I'm using your mode excellently. I'm leaving this log because a similar error occurred to the user below
눈꽃잎 28 JUL a las 5:58 
Could not resolve raid faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch:Prefix (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch1 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
RimWorld.IncidentWorker:TryExecute (RimWorld.IncidentParms)
RimWorld.Storyteller:TryFire (RimWorld.FiringIncident,bool)
RimWorld.Storyteller:StorytellerTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Deuce 28 JUL a las 4:34 
nice idea, but still looking for mod that will change size for quality, if there is 300 pawns, they are probably ultra weak, so i would take even 100 pawns but stronger
Scorpio  [autor] 27 JUL a las 12:26 
yeah need logs please ,
тетеря, блин 27 JUL a las 6:20 
random reminder: CTRL+F12 to share logs.
BHZRD_guy2 27 JUL a las 6:00 
Update: i replicated it with minimal modlist only this, core and harmony, it seems it will error when i try to execute raid with minimal points. i tried it with 20 points it causes that error below my report. though i found that only 20 point raid cannot generate, above said points can generate.
BHZRD_guy2 27 JUL a las 2:31 
Hi! It seems I'm getting a Could not resolve raid faction. when the game tries to start a raid event. Here's the error :

Could not resolve raid faction.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:StaggeredRaids.IncidentWorker_Raid_TryExecuteWorker_Patch.Prefix_Patch0 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms,bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch2 (RimWorld.IncidentWorker_Raid,RimWorld.IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker (RimWorld.IncidentParms)
(wrapper dynamic-method)

I can't seem to replicate it, but it's the only mod that modifies raids and it was mentioned in the error. i can send huglib log if needed. I hope you can fix it, thanks!
FirstBornAcorn 26 JUL a las 22:37 
i have the same issue as Fibre, it does cut the raids in chunks but they all spawn at the same time
Fibre🌹 26 JUL a las 14:20 
I mean it cut 200 pawn raids to 10-24 but there's no "waves" as far as I can see
Church.exe 26 JUL a las 12:30 
Another aspect of this that could be interesting is making it so that the wave times are adjustable, so in theory you could have a max wave size of like 1 unit, but a time between 'waves' of 0.1 seconds, spreading out the initial spawning over several seconds to prevent the immediate lag spike of spawning dozens or hundreds of units all at once.
LOTO 26 JUL a las 10:02 
this is a great idea!
Quimble 26 JUL a las 7:23 
Frankly pretty cool. I can use this to replicate the fact that an attacking force probably will have more than one wave of attackers lol.
тетеря, блин 26 JUL a las 6:01 
maybe it would be great to have a chance to have either compressed or staggered raids, adjustable to your taste. anyways, thanks for the mod, I love this community.