VVE Raid
This mod adds vehicle-based raids and reinforcements from civilized people, space pirates, and the Imperial faction.
Installing or removing the mod mid-way may result in harmless red errors, but it should work without problems.
The entire system and AI have been rewritten to stabilize operation and improve compatibility with other mods.
– Changed the XML description format. Previous XML is not compatible.
– Vehicles are now included in some vanilla raids.
– VVE is no longer required. It will work in environments with other vehicle addition mods and vehicle definition XML for VVE Raid.
– There is no interaction with the VehicleRaid Framework. We aim for coexistence.
Vehicle Mix in Vanilla Raids
– Civilized, Space Pirate, and Imperial factions will use tanks, APCs, self-propelled guns, and cars in raids of 1000 points or more that are conducted on foot and are not Siege.
– Outlander will mostly use tier 2 vehicles and occasionally tier 1 vehicles.
– Pirate will mostly use tier 1 vehicles and can use vehicles of all tiers.
– Empire will only use tier 3 vehicles and military transport vehicles.
– Tier tags and land vehicle tags ("tank", "apc", This refers to vehicles that have both "mortar", "car", and "miltransport" tags.
– Vehicles tagged "marine" will spawn on 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.
Amphibious Landing
– If there is enough water on the map, Civilized, Space Pirates, and Imperial factions will use Landing This will trigger an operation.
* Raiders will emerge from the water in boats, disembark at the nearest land, and head towards the colony.
Vanilla Vehicles Expanded: VVE This is required if you don’t have a mod that adds raid vehicles to Raids.
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: In the CE environment, vehicles will now carry additional ammunition for their weapons.
Vehicle Auto-Combat: Makes combat commands easier.
VehicleRaid Framework: Should not interfere. Since it has many similar functions, please investigate which mod is causing the issue when reporting a bug.
AI Can Use Psycasts: There is a bug where vehicles will not spawn. Currently being addressed.
– Allows capturing vehicles with no survivors
– Paints raid vehicles in the color of their faction
– Makes raid vehicles always select the burst fire mode with the highest rate of fire
– Displays the VVE Raid command, Job, and Lord for each raid vehicle
– Unlocks the corresponding research when VVE_ComplexVehicles is researched and a Tier 3 vehicle is captured
– Makes the surrounding squares a colony zone when a vehicle is captured with automatic colony zone selection enabled
– Fixed a bug where Udar would appear unloaded in non-CE environments
– In CE environments, the roof size is expanded to cover the entire vehicle, making it more easily destroyed
– In CE environments, if general-purpose ammunition is used, the general-purpose ammunition linked to the definition of general-purpose ammunition will be automatically loaded
Automotive AI
– " Assigned to vehicles tagged "car"
– Moves within 25 spaces of the enemy and deploys infantry.
– When retreating, if your vehicle is moving, nearby pawns will ride it back.
Self-propelled gun AI
– Assigned to vehicles tagged "mortar"
– Does not fire for the first hour after appearing.
– Once able to fire, turns in a random direction and scouts.
– If it has the "deploy" tag, it will deploy upon entering the map.
Boat AI
– Assigned to vehicles tagged "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.
– Ensure compatibility with AI Can Use Psycasts.
– Add helicopters and drop pod vehicles.
– Support for VVE upgrade.
– Vehicle color settings.
– Tanks, When an APC is moving with a wall-destroying command, the game becomes sluggish.
The complexity of the wall-destroying pathfinding seems to be affecting processing.
– Japanese text is displayed in the vehicle’s AI information section.
– Various harmless warnings and errors appear.
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 gameplay will be addressed later.
– 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 another mod.
– Please identify the conditions under which the bug occurs.
VVE Raid Server
https://discord.gg/KMhHUB4Cmz
Required items:
Click the title to search on this site.
Vehicle Framework — Steam Workshop
Harmony — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.