RimWorld

RimWorld

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Raider Swarm Compression
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Mod, 1.6
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132.035 KB
3 Jul @ 8:59am
28 Aug @ 10:07am
18 Change Notes ( view )

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Raider Swarm Compression

Description
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), but also takes more damage from explosions, fire and gas attacks. 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

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!

1.5 support?

Sadly, that's a no. 1.6 is too close.
Popular Discussions View All (1)
1
5 Jul @ 11:42am
Incompatibility list?
Most Definitely a Mimic
89 Comments
s_m_w  [author] 11 hours ago 
Odd. Thanks for the report again, I'll look into it in more detail.
Skeleton Man 31 Aug @ 11:35am 
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 30 Aug @ 12:05pm 
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  [author] 28 Aug @ 10:08am 
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  [author] 28 Aug @ 10:08am 
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 28 Aug @ 7:38am 
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.
s_m_w  [author] 28 Aug @ 12:11am 
Thanks for the feedback. I didn't observe pawns forgetting to attack in my tests, but I can see how that could happen... especially heavily scripted attacks like Horax cultists could likely be affected. I'm looking into it, especially the low fleeing threshold. Both issues are likely somewhat related
Riven 27 Aug @ 4:27pm 
I wonder if it could work with the incidents from Dynamic Diplomacy, would be really cool to watch huge armies fight each other
Skeleton Man 27 Aug @ 12:09pm 
Similar issue, but only played one raid so far. Raiders break and flee very easily even when at high squad sizes.
Some ideas I had to help combat this while preserving performance:
1) Possibly transfering the job from the deceased squadlead to the new one, negating the need to entirely recalculate the job’s requirements? Otherwise dying enemes would trigger new job requests which could get messy.
2) Raider fleeing potentially based on overall unit size? Previously defeating enough entire squads would cause them to break but maybe possible to base it on the total number of attacking enemies including fakes.
3) Haven’t tried it yet, but if an enemy gets downed by a hediff or pain thats not lethal, you think it could be a possible config option to drop that pawn from the group as an injured pawn instead of a dead one?
Hyndis 27 Aug @ 1:01am 
While the new update does fix crashes and is perfectly stable and zero crashes since, it seems that stacked pawns forget their orders when the first one dies.

If there's a stack of 10 pawns, you kill 1, the remaining stack of 9 pawns often stop attacking. The stack may wander aimlessly or slowly walk away off the map. This is even true for factions that do not retreat normally, such as horax cultists. It also seems to trigger the raid retreat threshold quickly, counting only the initial pawns in the stack as downed so it thinks the raid has failed and the survivors should retreat even though most pawns are still alive in stacks.

Is there a way to tell stacked pawns to be more aggressive even after they lose the first pawn in the stack? Maybe no retreat until they're down to the last pawn?