RimWorld

RimWorld

Rebecca Realistic (Continued)
19 Comments
Fungiheart [NGW] 4 Sep @ 4:44pm 
Obsessed leakage below
oinko sploinko 29 Aug @ 11:58pm 
@squidley, That is such a psychopathic thing to say
zakuro 26 Aug @ 1:08pm 
whos trendy
squidley 19 Aug @ 8:19pm 
can't wait for trandy to hang himself when cassandra says he will never be a woman
Matthew05  [author] 13 Aug @ 2:27am 
Thanks a lot daz_ian, I see the problem now. I haven't thought at all about looking at the XML where Rebecca is defined. I currently don't have my computer available, so I don't know when I'll be able to update it.
daz_ian 11 Aug @ 7:18pm 
In round numbers, these are the settings I believe are the best approximation to Randy:

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.
daz_ian 11 Aug @ 5:54pm 
I took my own look at the code after my 5th raid in 4 days (2 of which fought with each other) and seeing @Senor Smoke's comments. The default settings do seem to make raids more common than with Randy, and I'm going to try to calculate a better match.

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.
Matthew05  [author] 10 Aug @ 9:23pm 
I could try to look through the code to try and see what happened if you're willing to give me logs with enabled logging of Rebecca Realistic (in mod options), as that'll likely give me a hint of what went wrong. If you do, could you upload it to pastebin?
Senor Smoke 10 Aug @ 9:12pm 
maybe but when i switch to the regular storyteller the weird raids stop. must be some weird interaction
Matthew05  [author] 10 Aug @ 8:14pm 
I don't know what to say, I think I've never experienced back-to-back raids as these. I've tried it with a colony of 6 tribesmen (on 1.6 with ~200 mods) and all of my raids had only a few people and we're spaced quite apart. Are you running other mods as well? Might be a combination of this mod + some other mod(s) causing an unusual behaviour
Senor Smoke 10 Aug @ 2:26pm 
or to put it another way: my doctor actually starved to death on his feet while standing next to hundreds of baked potatoes bc he never stopped having wounded colonists to tend.
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
Senor Smoke 10 Aug @ 2:19pm 
i really like a lot of the ideas this storyteller presents but actually playing it it's just back to back to back to back overlapping raids, minutes after a default start on 100% threatscale.

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
DanT2127 30 Jul @ 11:26am 
trandy lol
q308744928 26 Jul @ 1:08pm 
trandy is back:steamthumbsup::steamhappy:
The Lost Cake 26 Jul @ 10:45am 
Thank you for allowing me to discover this interesting difficulty setting and incredible art of trans randy
SpaceDorf 26 Jul @ 10:15am 
'success' for a raid would be survivors returning and reporting on the current state of the colony.

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.
[RTB] Sarianos 26 Jul @ 9:08am 
I figured a raid 'success' check would probably be a stretch, its probably possible utilizing a modification of the checks used to trigger ransom events but honestly I was just randomly curious if it was possible for a 'word-of-mouth' type of system to work given the realism focus of the mod, cool to hear you'd even vaguely consider it, I was actually surprised to find that just yesterday someone else actually had the same idea on the ordinal mod page.
Matthew05  [author] 26 Jul @ 8:54am 
Right now I have no idea, I'm just glad it was easy to update to work on 1.6 :). Theoretically, the first part should be doable (changing Considered Wealth on events), but I don't know if it's possible to check if a raid was "successful".

I'll think on how to do it if/when I'll take at the code next time
[RTB] Sarianos 26 Jul @ 6:46am 
Probably not within the original scope of this mod or your own scope as it's new custodian but the "Considered Wealth" system makes me wonder if it's possible for wealth and therefor threat to only be updated by/after events with NPC interactions such as visitors, trade caravans and 'successful' raids or ones with fleeing survivors.

None the less I'm glad to see this mod getting revived and cleaned up to modern tack, cheers Matthew05, solid job.