RimWorld

RimWorld

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Combat Readiness Check (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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9 Dec, 2020 @ 11:01am
28 Jun @ 12:51pm
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Combat Readiness Check (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
973 items
Description

Update of MarvinKoshs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1542424263
with permission.

- Update work by Craze
- Added option to treat pre-industrial armors the same as pre-industrial weapons



[discord.gg]
[github.com]


Alters the normal threat points calculation.

Threat points are used by the storyteller to, for example, 'buy' raiders from a list to make up the next group that will raid your colony or ambush one of your caravans.

You can use the in-game Mod Settings menu to adjust some of the settings for how points are generated. Select Combat Readiness Check, and edit the values. They will stay in effect as long as you're using the same saved game folder.

A debug option is available in the mod settings menu. This will output the current armoury points and building points to the log. Colonist points are also logged, but only if you turn on Write Storyteller in development mode.

Wealth calculation
  • Wealth from weapons and armour counts at market value. Armour is anything which offers better than 29% protection against bullets or arrows.
  • Wealth from pre-industrial weapons counts at 25% of market value.
  • Wealth from other items is not counted (vanilla: all items are counted at market value, converted into points by wealth curve)
  • The combined weapons and armour wealth is converted into points by the Combat Readiness wealth curve.
  • Wealth from buildings is counted at 25% of value and converted into points by the Combat Readiness wealth curve (vanilla: 50% of value, vanilla wealth curve).

Animals
Animals which have release training count for 9% of their combat strength (vanilla: similar percentage, but all animals that could be trained, even if they aren't trained).

Colonist calculation
  • Colonists by default count for 45 points (vanilla: starts at 40 points and increases to 110 depending on colony wealth)
  • Colonists who have impairment to their combat abilities (consciousness, manipulation, sight) will count for less points.
  • Colonists with limited movement capability or a limited combined combat ability will count for zero points.
  • Colonists in cryptosleep will count for zero points.
  • Colonists who can't fight at all will count for zero points.
  • Colonists who are suffering from an infection or disease which needs bed rest will count for zero points if they haven't developed immunity.
  • Colonists who have enhanced capabilities (from bionics, trauma savant, mechanites or drugs) can count slightly more.

The current adaptation factor affects the final colonist points value (vanilla: adaptation multiplies everything just like difficulty).

Processing points

The combined points are then processed by the Combat Readiness points curve (vanilla: no points curve).
After that the points are multiplied by the modifier for difficulty level (vanilla: same).
There is a global maximum of 10000 points or 20000 for Merciless difficulty (vanilla: 20000).

Extra features

  • Includes 'Adaptation and Random Threat Point Multipliers Cap to One' which changes the adaptation and random raid factors so that they cap at 1, reducing the effect of those factors.
  • Added buttons to change between a few default settings - Fair, This is fine, Feels bad man, Pain train.
  • Extended the max range of possible adjustment to 800% for percentage settings.

Current version: 1.2.0

Please ask me before re-uploading this mod.

Don't comment asking when the mod will update.

Comments regarding mod updates have become a nuisance. I can understand that people get excited and post before they think or read, but I have social media, go and check there to see if I have posted about RimWorld. You will be saving me a lot of time.

Navigation

Go to the Beta 19 version.

Go to Ludeon Forums for more information and direct download links: https://ludeon.com/forums/index.php?topic=30508.0

If you like this mod, why not consider looking at some of my other mods?


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: wealth calculation
191 Comments
Mlie  [author] 19 Oct @ 10:26pm 
@AlphaHawk59 Easiest to test is if you just removed the outpost and see if the numbers change
AlphaHawk59 19 Oct @ 10:22pm 
that's the fair setting
AlphaHawk59 19 Oct @ 10:21pm 
I did the debug output to log, and got:

Adapted caravan armoury points for World-Earth: 0 from caravan wealth 0
Adapted player wealth points for World-Earth: 1431.93 from player wealth 137450.4
Adapted Colonist Points for World-Earth: 31142.22(adaptation factor: 0.75)
Random factor for World-Earth: 1, Threat scale: 1, Point factor from days passed: 1
Unclamped Points for World-Earth: 7700
Recalculated incident-points to 7700

Does the colonist points look correct for 9 pawns? or more like 30 pawns (I have like 20 something pawns total in outposts)
Mlie  [author] 19 Oct @ 10:08pm 
@AlphaHawk59 Doubt it, but Ive never used the Outpost mod so not sure how they handle colonists
AlphaHawk59 19 Oct @ 9:53pm 
Does the "Base threat points per colonist" factor in pawns that are at Vanilla Expanded Outposts? I have 9 pawns (3 aren't fighters) and I'm getting raids of 100+, but I have a lot of pawns in outposts.
Wolfen 9 Sep @ 11:07am 
One of the most important mods for this game ever, thank you.
Yuka 31 Aug @ 5:58pm 
dis mod is actually perfect if you want really difficult quests / world quests / worksites but want whatever happens on your tile to be dialed back. or tune it however you'd like but thats what I use it for because I cant find anything like it anywhere else. YOU ARE THE BEST!
Polluxo 26 Jul @ 8:29pm 
I'd like to know the answer to that question as well.
☠Black Knight 22 Jul @ 1:48am 
Does anyone know how this mod works when you don't have wealth scaling difficulty on? I have mine set to scale based on time, not wealth. I got tired of burning all my stuff to make the game happy. Does this mod force wealth back into the equation?
Molay 21 Jul @ 12:36pm 
Thank you!