RimWorld

RimWorld

Wave Mode Difficulty and Storyteller
24 Comments
jaeger972  [author] 23 Mar, 2021 @ 10:03am 
Joeyy #regionlockrust 20 Mar, 2021 @ 12:44am 
does this still work
Carrot 22 Jun, 2019 @ 1:08am 
I hope you're okay op :c
Sphygmo 11 Jan, 2018 @ 11:20pm 
thanks for the response jaeger972. gl with your studies and feel better soon. once i get my base mod list ready i will likely attempt to update this. if any1 gets to it b4 me plz comment here
jaeger972  [author] 11 Jan, 2018 @ 2:31pm 
sorry i've been inactive for a while and have been ill for quite some time
now I have to catch up with my studies and might not find the time
if anyone want to try to update and continue this mod you're free to go
i might update it someday but we'll see
Sphygmo 9 Jan, 2018 @ 9:22am 
how's it going with b18? would love to try this
jaeger972  [author] 2 Dec, 2017 @ 5:04am 
around christmas propably
azariven 1 Dec, 2017 @ 4:54pm 
0.18?
jaeger972  [author] 30 Jul, 2017 @ 5:56pm 
this mod should be compatible with any other mod
the difficulty, storyteller and scenario are each things of their own and can be combined or used alone as you want
poly 30 Jul, 2017 @ 5:13pm 
Is it possible you could do a standalone for just the wave raids feature?

Freddy Frequency or something, I don't know.
RazPootis 17 Jul, 2017 @ 11:41pm 
Ayyyyy... I see you using glitter tech in that screenshot! ;)
jaeger972  [author] 9 Jun, 2017 @ 4:14am 
btw you should remember that only after the fifth raider wave will the difficulty setting be taken into account
so don't be disappointed if your first five waves are kinda flimsy
jaeger972  [author] 8 Jun, 2017 @ 1:24pm 
it is a scenario like shipwrecked or tribal
based on shipwrecked you start off with four colonists, 2 assault rifles and a bunch of resources nearby and scattered.
standard raids will occur every day, with poisoned ships every season and and a manhunter pack every five to six days
resource pods will be dropped every 12 hours and every 2 days an orbital trader will come by
every three days another colonist will drop
apart from that normal storyteller raids and stuff will still occur independent to this scenario
this will only work in a new game as a scenario can only be selected by starting a new game
i hope this was helpfull and is to your likings
if you want to suggest something different feel free to comment and i might make another addition to this mod
i hope you'll have fun either way :)
Bowa 8 Jun, 2017 @ 12:55pm 
Could you elaborate on that?
jaeger972  [author] 8 Jun, 2017 @ 12:53pm 
I just added a new scenario which can be combined well with other storytellers
jaeger972  [author] 7 Jun, 2017 @ 5:57pm 
wave mode difficulty has a threat scale which is sligtly under vanilla "rough"
adding new difficulty with threat scale between vanilla "intense" and "extreme" for the more hardcore players.
jaeger972  [author] 7 Jun, 2017 @ 4:48pm 
this mod adds both a story teller and a difficulty
they both work best in combination but you are still free to choose
Bowa 7 Jun, 2017 @ 4:39pm 
Would this mod work well with Randy? I'm looking for something that makes Randy a little bit more frequent with how many raids a year you get!
jaeger972  [author] 6 Jun, 2017 @ 6:33am 
sorry for the mess i've made
should all be fixed now
jaeger972  [author] 6 Jun, 2017 @ 3:09am 
it still takes a bit after you started a new colony for raiders to attack
should this be changed? and if yes what would you suggest for a reasonable time to prepare?
jaeger972  [author] 5 Jun, 2017 @ 4:17pm 
just updated the mod so the higher colonist amount works for alpha 17
this aspect worked only for a16
i left it in so it is still compatible with a16 but with error logs which can be ignored
this wont make problems for a17 though
Sooner535{UFIP} 5 Jun, 2017 @ 4:09pm 
nice
jaeger972  [author] 5 Jun, 2017 @ 2:48pm 
thanks mate
Mitz 5 Jun, 2017 @ 11:55am 
hehehe i like this