VVE Raid

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Author: カタパルト

Last revision: 4 Jun at 03:35 UTC (3)

File size: 548.81 KB

On Steam Workshop

Description:

This mod adds vehicle-based raids and reinforcements from Civilized, Space Pirate, and Imperial factions.
Installing or removing the mod mid-game may result in harmless red errors, but it should work without problems.

Features

Vehicle Mix in Vanilla Raids
– Civilized, Space Pirate, and Imperial factions will use tanks, APCs, self-propelled guns, and vehicles in raids of 1000 points or more that are on foot and not in Siege mode.
– Outlander will mostly use tier 2 vehicles, and occasionally tier 1 vehicles.
– Pirates will mostly use tier 1 vehicles, and can use vehicles of all tiers.
– Empire will only use tier 3 vehicles and military transports.
– References vehicles with both tier tags and vehicle tags ("tank", "apc", "mortar", etc.).
– If a vehicle with the "helicopter" or "droppod" tag appears, it will be replaced by a flying vehicle raid.

– Vehicles tagged "marine" will spawn on the water, while other vehicles will spawn on large ground areas with sufficient spacing between them.
– The higher the attack points, the higher the proportion of vehicles in the entire attack team.
– Self-propelled artillery is too powerful and will not participate in attacks below 3000 points, nor will it fire for the first hour after spawning.
Landing Operations
– If there is a sufficiently large body of water on the map, civilized, space pirates, and imperial factions will initiate a Landing Operation.
– Raiders will spawn from the water in boats, disembark at the nearest land, and head towards the colony.

Required Mods

Vehicles Framework
Harmony

Mod/DLC Compatibility

Vanilla Vehicles Expanded: Required if you don’t have a mod that adds raid vehicles to VVE Raid
Vanilla Vehicles Expanded – Tier 3: Recommended
RimWorld – Royalty: Empire also uses vehicles
RimWorld – Biotech: Additional factions also use vehicles.
Combat Extended: Supports both standard and general-purpose ammunition.
VVE – Secondary Weapons: Vehicles in CE environments will also carry ammunition for additional weapons.
Vehicle Auto-Combat: Makes combat commands easier.
VehicleRaid Framework: Should not interfere. Since it has many similar functions, please investigate which patch is causing the issue when reporting a bug.

Patch

– Makes vehicles without survivors capturable
– Paints raid vehicles with the color of their faction
– Makes raid vehicles always select the rapid-fire mode with the highest rate of fire
– Raid vehicle VVE Raid command, Job, Displays Lord for each vehicle.
– If there are no enemies and no enemy pawns on the vehicle, it will periodically clear retreat orders.
– If VVE_ComplexVehicles is researched and a Tier 3 vehicle is captured, the corresponding research will be unlocked.
– When automatic colony zone selection is on, capturing a vehicle will turn the surrounding squares into a colony zone.
– Fixed a bug where vehicles using shells in non-CE environments would appear unloaded.
– In CE environments, the roof size will be expanded to cover the entire vehicle, making it more easily destroyed.
– If general-purpose ammunition is used in a CE environment, the general-purpose ammunition linked to the definition of general-purpose ammunition will be automatically loaded.

AI Behavior

Helicopter AI
– Assigned to vehicles tagged "helicopter".
– Disembarks crew and takes off after 5 seconds, leaving the map.
[ b]DropPod AI[/b]
• Assigned to vehicles tagged with "droppod"
• Disembarks pawns in seats without turrets
• Pawns retreat using droppods
Car AI
• Assigned to vehicles tagged with "car"
• Moves within 25 spaces of an enemy and deploys infantry
• When retreating, if an allied vehicle is moving, nearby pawns will board it and return
Self-Propelled Artillery AI
• Assigned to vehicles tagged with "mortar"
• Does not fire for the first hour after appearing
• When able to fire, turns in a random direction and scouts
• If it has the "deploy" tag, it deploys upon entering the map
Boat AI
• Assigned to vehicles tagged with "boat"
• Moves towards the nearest land and deploys infantry.

– When retreating, if your own boat is moving, nearby pawns will board it to return.
– Boats that appear in ponds will despawn after approaching the edge of the map as close as possible.
Tank and APC AI
– Assigned when no tag is specified for AI.
– Vehicles with the "spg" tag will frequently stop to search for enemies.
– Stop if turrets are locked onto an enemy.
– If passenger seats are present, they will deploy when firing.
– If no path to the enemy is found, the vehicle will attack the wall along the shortest path.

Future Plans

– VVE upgrade support
– Vehicle color settings

Known Issues

– Tanks and APCs become sluggish when moving with wall destruction orders.
This seems to be due to the complexity of pathfinding for wall destruction affecting processing.
– Various harmless warnings and errors occur.
For example, the error "(Vehicle) started 10 jobs in one tick." occurs only immediately after the start of a LordJob_StageThenAttack attack.

Errors that do not affect operation will be addressed later.

Bug Report

– Please write your bug report in the comments section here and we will address it.
– Please make sure that it is not a bug caused by other mods.
– Please identify the conditions under which the bug occurs.

Contact & Discussion

VVE Raid Server
https://discord.gg/KMhHUB4Cmz

Download
Required items:

Click the title to search on this site.


Vehicle FrameworkSteam Workshop
HarmonySteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.