Editing Raider

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 198: Line 198:
 
== Raiders' strategies ==
 
== Raiders' strategies ==
 
The message from the event will detail how the raiders from the hostile faction will raid.
 
The message from the event will detail how the raiders from the hostile faction will raid.
 
=== General Mechanics ===
 
 
=== Raider Targeting ===
 
 
Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.
 
 
Pathable means that the raider can move to the same cell as the target. "Furniture" targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches.
 
 
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.
 
 
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example. 
 
 
=== "Victory" Conditions ===
 
 
Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.
 
 
Downing or killing 40 to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40 and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40 to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently.
 
 
Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.
 
 
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.
 
 
Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.
 
  
 
{| {{STDT| c_50}}
 
{| {{STDT| c_50}}

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: