RimWorld

RimWorld

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Just Help For Me
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Mod, 1.6
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301.287 KB
10 Oct @ 7:11pm
10 Oct @ 10:46pm
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Just Help For Me

In 1 collection by CNEIO
CNEIO's Mods
7 items
Description
"I need some backup!" you scream into the comms console.
Your ally receives the request, takes one look at the several hundred mechanical centipedes surrounding your base, and decides to send their five best warriors armed with five of their finest autopistols. And your relations have Decreased significantly because of it.




As we all know, the vanilla ally support system is next to useless. Reinforcements you call for have the combat effectiveness of a wet noodle, arriving with only a handful of troops no matter how overwhelming the enemy force is.

And the unsolicited "help"? They either show up so late you're already dead, or they land a million miles away from the fight.

This mod adds a new reinforcement system to make your allies actually useful:

More reinforcements, customizable drop locations... your allies can even travel across world tiles to help you on any map you choose. For instance, you can now call them to help you attack an enemy outpost!




Goodwill-Based Support:
When you choose this option, the mod calculates the total threat on the current map and dispatches reinforcements based on that threat level.

The strength of these reinforcements is ALWAYS lower than the total raid strength on the map. This option is best used when you can handle the enemy but are struggling, allowing a surprise force to flank the enemy from behind and relieve pressure on your main frontline.

If there are no enemies on the map, or if they are still inside their drop pods and cannot be detected, you will still be charged a "phone bill" in the form of goodwill.

This option has a 24-hour cooldown, just like the vanilla one.

The cooldown is per-faction, so you can call for aid from multiple allied factions.

Support Points-Based Support:
This mod adds a new global currency: Support Points. Whenever a hostile creature dies, its combat power is converted into Support Points and deposited into your account.

You ask why enemies who trip and die of their own accord also count? Who cares. It works.

For example, a mechanical centipede has a combat power of 400. Killing one will grant you 400 Support Points.

Due to how vanilla raid points are calculated, a 10,000-point raid will not actually yield 10,000 Support Points upon defeat. It's more often in the range of 3,000-4,000 points.

There are three tiers of military support available via Support Points. The higher the tier, the less cost-effective it is, as multiple smaller reinforcements are often more powerful than one massive wave.

For instance, if you call for the highest tier of support from the Outlanders, costing 18,000 points, they will send a force of about 50 combatants. This is, without a doubt, a formidable force.

This option also has a 24-hour cooldown, but it is separate from the goodwill-based support cooldown. This means you can call for both types of aid from the same faction at once (Goodwill Aid + Points Aid).

This cooldown is GLOBAL and shared across all factions. You can only call for one point-based support at a time and cannot call for them in rapid succession from different allies.

Note: The strength of reinforcements can be affected by other mods. Adjust the strength multipliers in the settings as needed.




Q&A
Q: Can I add this to mid-game?
A: Yes.

Q: Are the reinforcements too strong?
A: You can adjust their strength in the mod settings yourself.

Q: Are there any requirements to call for aid?
A: There must be at least one colonist present on the target map. If your home base is empty, you cannot call for reinforcements to land there. Conversely, as long as one colonist is present—for example, if you send a single person to attack an enemy outpost—you can call for reinforcements to that outpost.

Q: Why can tribal factions use drop pods for rapid support?
A: Look,
We're buddies, right? You called for help, so what's there to discuss? I'll just grit my teeth and borrow some drop pods from the guys next door. No biggie.



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65 Comments
CNEIO  [author] 58 minutes ago 
@Eclipse No, the cost is not affected. Making it dynamic would complicate the calculations, and fundamentally, it would still be impossible to balance. When you're facing a sufficiently difficult threat, an option that instantly summons allies strong enough to draw the attention of over 30% of the enemy forces would be worth it even if it cost 100 goodwill on the spot. After all, the goodwill always becomes cheap once you have unlocked drop pod
Eclipse 4 hours ago 
@Babaloo321 vfe pirates has similar mercenary mechanic
Eclipse 4 hours ago 
If reinforcement scales based on a threat, does goodwill cost scale too?
Babaloo321 5 hours ago 
It would be really cool to have a mod that changes the default vanilla raid mechanics to work similarly to the Royalty DLC Empire faction reinforcement permit, where troops arrive at your colony and you can directly control them, but you also need to manage their needs.

Not to say that yours isn't great too! This definitely sounds a whole lot better than the vanilla system for sure! Can't wait to give it a try!
Terry the mushroom 5 hours ago 
okina matara moment
CNEIO  [author] 11 hours ago 
@Eclipse The answer is: even at the lowest strength settings, it won't be truly "vanilla-like." The reinforcements you call with this mod will always be stronger than their vanilla counterparts.
In the base game, calling for aid has a hard cap, sending only a few soldiers regardless of the threat size, while allies that arrive automatically are based on your colony's wealth. This mod's goodwill call-in uses dynamic strength; the stronger the enemies on your map, the more help you receive. Against a 10,000-point raid, even with the strength modifier set to its minimum (-50%), the reinforcements will still be slightly powerful than what vanilla would provide.
The Support Points system, if you want an experience closer to vanilla, just set its slider to -50% or don't use it. As an entirely new reinforcement option, it's inherently unbalanced. But at this lowest setting, even the highest-tier call-in won't be powerful enough to defeat a 10,000-point raid on its own.
Eclipse 11 hours ago 
I know that there are settings but how close to vanilla balance is the default ratio of goodwill/strength/cooldown?

I want the overall effectiveness as close as possible but the overhauled system mechanics
红温哈基米羞辱了哈绮罗的战术并把她比喻为哈气圆头耄耋:都几把哥们儿,你玩得好行不行(心情-3)
izuzin 12 hours ago 
SEND DUDES! :mhfury:
2141492884 12 hours ago 
你说这扯不扯:steamthumbsup: