Описание на русском языке
Мод, под названием «Preemptive Strike» (Упреждающий удар), добавляет в игру RimWorld новую механику взаимодействия с вражескими рейдами или с просто посетителями вашей колонии, еще до того, как они буду появляться на карте с вашей колонией.
Пешки теперь будут не просто неожиданно появляться в углу вашей карты, а об их возможном приходе вы сможете узнавать заранее. Вместе с этим добавлены новые строения, исследования, взаимодействия с фракциями и прочие вещи, которые позволяют реализовать описанную механику в полном объеме.
Description in English
- Mod Name: Preemptive Strike.
- Chinese Name: 先发制人.
- Author: Dr.Carl (Steam Account) / DrCarl (Ludeon Forum) / Carl_general(贴吧) / DrCarlLuo (GitHub Account).
- Prerequisite Mod: None.
- Supported Languages:
- 简体中文 Simplified Chinese.
- Spanish (In progress, by @mora145).
- Translations are very welcome! If you want to contribute a translation, just send me a pull request on my GitHub repository. Or you can just contact me directly and send the translation files to me if you don’t know how to use Git or Github.
This mod can be counted as a small overhaul of the spawning mechanism of the vanilla raid and other incidents. When raids, manhunter packs and other incidents are triggered, the enemies will no longer be like “teleported” to the corner of your colony while none of your colonists are able to notice their incoming, as if your enemies are using a jump drive or something (Psi Jump for tribal raiders, I guess?). Instead, in this mod, each time a group of people or a herd of animals are going to “visit” your colony (whether they are hostile or not), they will be spawned as a real entity in the world map and move towards your colony. During their march to your colony, you can use various facilities and techs provided by this mod to detect their incoming, so that your colonists can be well-prepared for the incoming threat.
With this mechanism, during your enemies’ incoming, you can also conduct your “pre-emptive strike”. You can use your comms console to contact them actively, bargain with their raid goal (in this mod, every raid is assigned with a raid goal), succumb to their demand, or raise the morale of your colonists by insulting your enemies. All of these are achieved by letting your colonists with high social skills to negotiate through persuasion, intimidation, or beguilement. Of course, you can even fight outside your colony and defend your colony a thousand miles away: gif.
Since several new mechanisms and features are introduced by this mod, if I don’t explain it clearly, you will be at a loss when using my Mod. So, I will give you a detailed introduction to this mod:
Because on Steam is a character limit in the description, I have to put text in pictures. If you can’t see the pics clearly, right-click it and open it in a new tab.
Reconnaissance Mechanism and Colony Security Report
Reconnaissance Facilities and Techs
Now that we have this reconnaissance mechanism, this mod offers various ways to extend the vision range and detection range of the colony. Five reconnaissance facilities are provided in this mod:
Raid Goal and Negotiation with Enemies
An existing problem in the mechanism above
I’m Currently Working on…
Solve the problem in part 4 above, so that you can conduct real «preemptive strike» by attacking your enemy outside your colony.
Can this mod be added to an existing save
Yes. However, removing this mod from an existing save is not recommended. If you really have to remove this mod, make sure there is no incoming incident caravan to your colony. You can do this by opening the debugMode in modsetting of this mod, so that you can see all the incident caravans even if you haven’t detected it.
Is this mod CE-compatible?
100% compatible. I also play CE all the time.
Is your mod able to predict and detect some incidents from other mods?
It depends. If the author of that mod implements this by adding a brand new incident, my mod is unable to predict it, but it will work fine in its vanilla way and basically won’t cause any issues. However, if the author made it by modifying/inheriting an existing vanilla incident, chances are that it MIGHT be predicted, but on the other hand, this also MIGHT cause errors and incompatibility. See the compatibility info below.
You said in your brief introduction that we can form a caravan and fighting the enemy outside of the colon, but I didn’t see this feature in-game?
Yep, I implemented this feature, but currently I disabled it, because as I mentioned above in the part 4 of my introduction, sometimes the enemy caravan is unreachable. So, I will enable this feature in my next update.
All the known bugs are listed in the following thread and of course I’m doing my best to fix them. Also, if you encounter any problems when using my mod, please leave a comment in Steam thread.
Theoretically speaking, only the mods that change the vanilla raid and incident spawning behavior MAY have conflicts with this mod. As for those mods which add new incident to the game, their incidents MAY still work in the vanilla way, because my mod is not able to intercept their incidents unless I made it so.
When using my mod together with the following mods, deadly errors will occur or some vital basic mechanics will break. Some of these issues may be caused by bugs in my mod, while some of them are caused by intrinsic mechanical incompatibility which is hard to fix.
- Optimization — RAID. Not Compatible. Raids cannot be triggered when the caravan arrives.
- Some time raids go wrong.
- More faction interaction. Causing strange behavior, such as the constant spawning of trade caravans in the world map. Working on this.
- Wave Survival.
Compatible but use with caution
Some of these mods may have several minor features which are incompatible with my mod. You can simply avoid using those features in that mod, or the problem is just not a big deal. Some of these are fixable while some are not
- Rimatomics. In Rimatomics mod, there is an upgrade component named ATOM to the TACS, which can be used to detect threat ahead of time. So if you want to use Rimatomics and my mod together, do NOT install the ATOM to TACS. Otherwise, there would be a dead loop between Rimatomics’ detection and my detection.
- Hospitality. Can work together without errors. But currently, my mod is unable to detect and predict the incoming of a visitor group, because the visitors group in Hospitality is a new incident (although it has the same name as the vanilla one). I’ll see to it soon.
I don’t even need to list these mods here because they have no issues at all! But some of them are frequently asked about, so I just post them here:
- Combat Extended.
- Let’s Trade!
- Add Japanese translation (by @Proxyer) and some proofread to the English text (by @reuy).
Steam ID: 1890377807.