RimWorld
Staggered Raids
74 件のコメント
Jeremy Lin 10月16日 2時48分 
Idk if this is a bug but when, it say the "enemy attack all sides" it sent entire 200 pawn after me. despite my max setting is 10.
Pika 10月3日 14時30分 
I've encountered an apparent bug between this mod and the Odyssey DLC where, if you attempt to escape a staggered raid by taking off to space with your gravship while there are remaining waves, the "Raid Update: X waves remaining!" message will remain stuck on the screen.

To reproduce this:
- Be raided by a force sufficiently large to be staggered.
- Before the waves run out, launch gravship and choose a destination in outer space.
- "Raid Update: X waves remaining!" message remains despite the raid in question being incompatible (would not occur) in outer space.
- Message will not clear after launching to a valid map.

Fortunately, it seems that reloading the save removes the message with no further issues.

Please let me know if you're not able to reproduce this and I'll try to troubleshoot for incompatibilities in my modlist. Thank you!
Scorpio  [作成者] 9月30日 11時48分 
will be checked
disarmer 9月28日 4時03分 
Yep, getting same bug with only this mod: https://gist.github.com/disarmer/e98108df07842b6c3d7724cee2915e34
How to reproduce: debug actions -> execute raid with specifics -> any faction -> any points -> StageThenAttack -> edgeWalking -> random
C4sp3R 9月26日 0時34分 
Maybe I'm interpreting the last line + comment wrong but could it be that theres an error in this mod?
https://gist.github.com/HugsLibRecordKeeper/ba4f3670316cca8b5fc4dba62f9caabd
Lemon caro 9月17日 18時22分 
is this CE compatible?
マリー 9月17日 16時15分 
When using the empire 'call squads(trooper, janissary)' while there are more raider in map than the mod setting, squads change to 'friendly raid', causing dozens of soldiers to rush in. Has anyone else had an experience like this besides me?
elĐeve 9月15日 19時16分 
it is interesting actually
Chromium 9月2日 0時27分 
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 9月1日 17時12分 
waves of buffed raiders? i mean, you're going to tell me that's not interesting at the least? :SG0_Sorry:
Chromium 9月1日 14時55分 
@Sir_Trollman Because he wants raids with only 1 piece of raider pawn😂😂😂
Sir_Trollman 9月1日 10時08分 
Why in God's earth would this mod, which is meant to be an alternative to compressed raids, support that mod?
Void Clown 9月1日 10時04分 
why would it be
elĐeve 9月1日 0時53分 
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*** 8月31日 19時04分 
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 8月31日 2時51分 
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 8月29日 6時10分 
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 8月22日 18時10分 
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 8月22日 18時07分 
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 8月22日 15時44分 
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  [作成者] 8月21日 11時52分 
@StalledAgate832 what bug?
Scorpio  [作成者] 8月21日 11時52分 
@free kill i just tested that and it didnt happen are you sure you had an archon raid?
free kill 8月19日 18時59分 
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 8月15日 12時32分 
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 8月15日 10時51分 
@Darth Diabetus - It's appearing for me.
Asep_Hejo 8月15日 5時50分 
@Darth Diabetus is rimsort a mod?
The Bungus 8月14日 13時51分 
Hey this isn't showing up in RimSort, anyone else having this problem?
Syrett 8月13日 9時55分 
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 8月11日 10時54分 
genera algun problema si tengo [SR] Factional War (fork) ?
StalledAgate832 8月10日 5時16分 
Any news on that bug with raids detected by the Rimatomics TACS?
CyberMadness 8月9日 3時12分 
Thank you. Now I can use the Winston Waves mod without that 1522 tribals on wave 54 killing my PC
ccynq 8月8日 17時16分 
Love this as a better balanced way of doing high wealth low pop colonies
Jerry Helldiver, Attorney at Law 8月7日 11時43分 
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 8月6日 4時31分 
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 7月31日 23時05分 
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 7月31日 22時31分 
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 7月28日 5時59分 
@g0jira, see the previous comments page.
눈꽃잎 7月28日 5時59分 
Hello, I'm using your mode excellently. I'm leaving this log because a similar error occurred to the user below
눈꽃잎 7月28日 5時58分 
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 7月28日 4時34分 
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  [作成者] 7月27日 12時26分 
yeah need logs please ,
тетеря, блин 7月27日 6時20分 
random reminder: CTRL+F12 to share logs.
BHZRD_guy2 7月27日 6時00分 
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 7月27日 2時31分 
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 7月26日 22時37分 
i have the same issue as Fibre, it does cut the raids in chunks but they all spawn at the same time
Fibre🌹 7月26日 14時20分 
I mean it cut 200 pawn raids to 10-24 but there's no "waves" as far as I can see
Church.exe 7月26日 12時30分 
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 7月26日 10時02分 
this is a great idea!
Quimble 7月26日 7時23分 
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.