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Chance Visitor Is Orbital: 0.31 (default is 0.46), based on Randy's weight ratio of 1.1 OrbitalVisitor to 2.4 FactionArrival.
Visitor Chance: 0.6 (default is 0.15)
MTB Unit: 130,000 (default is 80,000)
Bonus ThreatBig Chance, both base and per wealth: 0 (default is .06 base plus .01 per 10,000 wealth)
IMO, if you're going to make the bonus ThreatBig chance 0, you may as well use Randy at that point. It's hard to calculate without making assumptions about your wealth, but by some rough calculations, I think the default settings for the bonus BigThreat gives about the same raid frequency with MTB unit 170,000 at 1,000,000 wealth as with MTB unit 130,000 at 0 wealth.
What I found is:
Randy and Rebecca choose to make incidents about equally as often (about every 1 and 1/3 days). Randy chooses from a category list of Misc, ThreatBig, OrbitalVisitor, FactionArrival, ThreatSmall, and ShipChunkDrop, where ThreatBig has a weight of 1.4/9.22 (average of 1 per 8.8 days, if my math is right). Rebecca omits OrbitalVisitor and FactionArrival from her list, giving ThreatBig a weight of 1.4/5.72 (1 per 5.5 days). That doesn't count Rebecca's chance of sending two threats at once.
Rebecca does OrbitalVisitor and FactionArrival as additional incidents when it makes one of the incidents actually in her list.
So matching Randy calls for increasing MTBUnit and tweaking the visitor chance and other settintgs.
when he collapsed i checked that he didn't need tending & then just set everyone else to doctoring priority 1 and then he died bc even having 3 people doctoring full time there was so many wounds for them to tend that none of them got around to automatically feeding anyone. 35 days into a default difficulty default start run
i have had time to make a (ONE) club and got raided by 3 pirates with shotguns and a revolver, just barely managed to squeek thru it (the last pirate turned out to be a coward and ran from getting clubbed at the last second before killing everyone), and then before they got off the map I got a dry thunderstorm and a fucking archon with a shield that all the guns we just pilfered couldnt bust blinked in to the middle of the map (had to devmode kill him).
35 days into the same run and its just non-stop. im tired of having to devmode kill stuff (& their loot) and im un-subscribing. i wish there was a version of this that wasn't worse than Randy, i want all of the sensible QOL features (mechanoids & shamblers not caring about wealth) that doesn't also just make the game unplayably un-relenting
This ties in with the word of mouth concept. But this should take into consideration Faction relations. Allies/ Trade Partners should not sell you out but common enemies should, and should later even combine forces.
Scouting Parties would be an interesting Raid Type as well. A small Number of Troops drop close to your base and run for the hills .. hopefully you catch them all.
on the other hand I find the concept of increasingly huge raids one of the points that break my immersion / and suspension of disbeliev in the simulation. Where do they come from ? Do the pirates have a cloning tank or does their whole planetary population congregate at your colony out of spite ? Why do they not give up ? Risk/Reward is clearly not in their favor.
I'll think on how to do it if/when I'll take at the code next time
None the less I'm glad to see this mod getting revived and cleaned up to modern tack, cheers Matthew05, solid job.