RimWorld
Staggered Raids
66 bình luận
Chromium 2 Thg09 @ 12:27am 
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 Thg09 @ 5:12pm 
waves of buffed raiders? i mean, you're going to tell me that's not interesting at the least? :SG0_Sorry:
Chromium 1 Thg09 @ 2:55pm 
@Sir_Trollman Because he wants raids with only 1 piece of raider pawn😂😂😂
Sir_Trollman 1 Thg09 @ 10:08am 
Why in God's earth would this mod, which is meant to be an alternative to compressed raids, support that mod?
Void Clown 1 Thg09 @ 10:04am 
why would it be
elĐeve 1 Thg09 @ 12:53am 
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 Thg08 @ 7:04pm 
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 Thg08 @ 2:51am 
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 Thg08 @ 6:10am 
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 Thg08 @ 6:10pm 
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 Thg08 @ 6:07pm 
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 Thg08 @ 3:44pm 
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  [tác giả] 21 Thg08 @ 11:52am 
@StalledAgate832 what bug?
Scorpio  [tác giả] 21 Thg08 @ 11:52am 
@free kill i just tested that and it didnt happen are you sure you had an archon raid?
free kill 19 Thg08 @ 6:59pm 
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 Thg08 @ 12:32pm 
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 Thg08 @ 10:51am 
@Darth Diabetus - It's appearing for me.
Asep_Hejo 15 Thg08 @ 5:50am 
@Darth Diabetus is rimsort a mod?
Darth Diabetus 14 Thg08 @ 1:51pm 
Hey this isn't showing up in RimSort, anyone else having this problem?
Syrett 13 Thg08 @ 9:55am 
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 Thg08 @ 10:54am 
genera algun problema si tengo [SR] Factional War (fork) ?
StalledAgate832 10 Thg08 @ 5:16am 
Any news on that bug with raids detected by the Rimatomics TACS?
CyberMadness 9 Thg08 @ 3:12am 
Thank you. Now I can use the Winston Waves mod without that 1522 tribals on wave 54 killing my PC
ccynq 8 Thg08 @ 5:16pm 
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 Thg08 @ 4:31am 
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 Thg07 @ 11:05pm 
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 Thg07 @ 10:31pm 
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 Thg07 @ 5:59am 
@g0jira, see the previous comments page.
눈꽃잎 28 Thg07 @ 5:59am 
Hello, I'm using your mode excellently. I'm leaving this log because a similar error occurred to the user below
눈꽃잎 28 Thg07 @ 5:58am 
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 Thg07 @ 4:34am 
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  [tác giả] 27 Thg07 @ 12:26pm 
yeah need logs please ,
тетеря, блин 27 Thg07 @ 6:20am 
random reminder: CTRL+F12 to share logs.
BHZRD_guy2 27 Thg07 @ 6:00am 
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 Thg07 @ 2:31am 
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 Thg07 @ 10:37pm 
i have the same issue as Fibre, it does cut the raids in chunks but they all spawn at the same time
Fibre🌹 26 Thg07 @ 2:20pm 
I mean it cut 200 pawn raids to 10-24 but there's no "waves" as far as I can see
Church.exe 26 Thg07 @ 12:30pm 
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 Thg07 @ 10:02am 
this is a great idea!
Quimble 26 Thg07 @ 7:23am 
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 Thg07 @ 6:01am 
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.
Inglix 26 Thg07 @ 5:59am 
I like this idea much more than compressed raids. Great idea Scorpio!
Giorgio Dibitonto 26 Thg07 @ 4:31am 
Should be vanilla! Thanks for it Scorpio!
guardian1368 26 Thg07 @ 3:44am 
how does the ally reinforcements work
Porknelius 26 Thg07 @ 2:50am 
clever
W.D Toaster 25 Thg07 @ 3:43pm 
Any idea if this is compatible with Raider Swarm Compression ?
StalledAgate832 25 Thg07 @ 5:04am 
Yeesh, thanks for that heads up with Rimatomics. Hope that gets fixed.