RimWorld

RimWorld

Giddy-Up 2
thailyn 29 Mar, 2023 @ 7:02pm
Raiding mounts being able to act as independent kidnappers
I've been seeing this behavior which, while I can understand mechanically why it might work this way, it doesn't make sense to me gameplay-wise, really. I don't remember seeing this with the original Giddy-Up, but I could be completely wrong.

Scenario: a raid happens, where some of the raiders are mounted. As enough raiders are downed (or whatever the trigger is), the raiders decide to kidnap who they can and leave (there's a KidnapCover lord). Raiders who are still mounted immediately unmount, and then the battle mounts act independently and can kidnap pawns.

1) It's really silly to me for a mount to just suddenly burst out from under the legs of a raider, then search for and kidnap a colonist, leaving behind its rider. Conceptually, you could argue raiders could train their mounts to do exactly that, but I don't believe it would be reasonable for most factions to do that.
2) Since mounts tend to be rather fast, it's often the case these mounts will successfully kidnap the target, unlike injured humanoid raider kidnappers.
3) I don't know how the tasks in the lord are assigned, but in my experience, it'll have the raider mounts going to kidnap pawns, and a bunch of the humanoid raiders still fighting (and some also kidnapping), body blocking my colonists from trying to stop the kidnapping animals.

Is this the intended behavior? It would make sense to me that the mounts are not included in the kidnapping tasks, and just remain mounted by the raiders, going along with whatever the mounted raider is doing in the kidnapping. The current behavior is, honestly, very frustrating.

A snapshot of the KidnapCover lord (or lord toil or... whatever), as described in the Debug inspector when "DrawLords" is set to true (Unicorn stallion is a mountable animal from "Alpha Mythology", which coincidentally gets a move boost while mounted... which does not include carrying a kidnapping victim, at least):

Start steal threshold: 3577 Duties: Unicorn stallion - (Kidnap (183, 0, 119)) Buttercup<color=#999999FF>, Treehouse builder</color> - (Kidnap ) Thick<color=#999999FF>, Archer</color> - (Kidnap ) Molub<color=#999999FF>, Thane</color> - (AssaultColony ) Moilopp<color=#999999FF>, Liar</color> - (AssaultColony ) Raw save data: <saveable Class="Verse.AI.Group.Lord"> <loadID>98</loadID> <faction>Faction_51</faction> <extraForbiddenThings /> <ownedPawns> <li>Thing_MM_Unicorn254071</li> <li>Thing_Human254068</li> <li>Thing_Human254065</li> <li>Thing_Human254062</li> <li>Thing_Human254056</li> </ownedPawns> <ownedBuildings /> <lordJob Class="LordJob_StageThenAttack"> <faction>Faction_51</faction> <stageLoc>(284, 0, 60)</stageLoc> <raidSeed>1936903161</raidSeed> </lordJob> <ticksInToil>388</ticksInToil> <numPawnsEverGained>6</numPawnsEverGained> <numPawnsLostViolently>1</numPawnsLostViolently> <initialColonyHealthTotal>28138</initialColonyHealthTotal> <lastPawnHarmTick>2903337</lastPawnHarmTick> <inSignalLeave>Quest43.raid1/EndRaid</inSignalLeave> <questTags IsNull="True" /> <lordToilData> <keys> <li>0</li> <li>2</li> </keys> <values> <li Class="LordToilData_Stage"> <stagingPoint>(284, 0, 60)</stagingPoint> </li> <li Class="Verse.AI.Group.LordToilData_ExitMap"> <locomotion>Jog</locomotion> <interruptCurrentJob>True</interruptCurrentJob> </li> </values> </lordToilData> <triggerData> <keys> <li>7</li> <li>8</li> <li>9</li> <li>10</li> <li>11</li> <li>14</li> </keys> <values> <li Class="Verse.AI.Group.TriggerData_TicksPassed"> <ticksPassed>7579</ticksPassed> </li> <li Class="TriggerData_FractionColonyDamageTaken"> <startColonyDamage>3530.942</startColonyDamage> </li> <li Class="Verse.AI.Group.TriggerData_TicksPassed"> <ticksPassed>387</ticksPassed> </li> <li Class="TriggerData_PawnCycleInd"> <pawnCycleInd>4</pawnCycleInd> </li> <li Class="Verse.AI.Group.TriggerData_TicksPassed" /> <li Class="Verse.AI.Group.TriggerData_TicksPassed"> <ticksPassed>12906</ticksPassed> </li> </values> </triggerData> <curLordToilIdx>3</curLordToilIdx> </saveable>

Similarly (in the sense that mounts are being treated too similarly to humanoid raiders), I have the "RaiderInfo[1.0-1.4]" mod, and it includes any mounts in the count of remaining raiders. I guess it depends on how the mounts are added to the raid (do they take the place of a humanoid raider?), but since (not considering kidnapping scenarios) mounts are either fighting with their rider or, once their rider is dismounted, fleeing (or meleeing when cornered, like normal fleeing pawns), they don't really feel like independent "raiders" to me. I expect this would be a change needed by the RaiderInfo mod, but, on the off chance it is something you can tackle on your end, is the current behavior the intended behavior?

Thanks for reading my half-rant, half-feature request (half-bug-report?). I love this mod as a whole -- it is a must-have in every colony of mine -- and I'm really glad you've been updating and improving it. Please let me know if you would like any additional information.
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Owlchemist  [developer] 29 Mar, 2023 @ 7:07pm 
> Is this the intended behavior?

No, it's not and I wasn't aware of this. If the kidnap jobDef were just whitelisted it should probably fix this. I'll check.
Owlchemist  [developer] 31 Mar, 2023 @ 12:02am 
New version pushed just now should fix this, thanks for the report
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