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Preemptive strike

3
Mod version:1.4 - 1.5
Game version:1.4
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About This Mod

A global mod that completely changes the system of raids and incidents.


Description.

This mod can be considered a small reworking of the vanilla mechanism of spawn raids and other incidents. When raids, hunters, or other incidents occur, the enemy will no longer teleport to the corner of the colony as if it were using a jumping engine or something, and no one in the colony will notice the enemy. (As if the enemy were using a jumping engine or something.) Instead, with this mod, when a group of people or a herd of animals is going to "visit" your colony (hostile or not), they will appear as real beings on the world map and move towards your colony. As they move towards your colony, you can use the various tools and technologies provided by this fashion to detect their approach and make sure that the inhabitants of your colony are well prepared for the approaching threat.


The mod also allows for a "pre-emptive strike" during an enemy attack. With the help of the communication console, you can actively communicate with the enemy, negotiate with the targets of enemy raids (in this fashion, each raid is assigned a target of the raid), give in to the demands of the enemy or raise the morale of the colonists, insulting the enemy. All of this is achieved by allowing colonists with high social skills to negotiate through persuasion, intimidation, and deception. Of course, they can also fight outside the colony and defend a colony 1,000 miles away.


Warning Windows



This type of security report displays detailed information about detected enemy groups and their range of visibility.


Exploration tools and methods



Now about intelligence assets. Maud offers various ways to increase the range of visibility and detection of the colony. Maud proposes five intelligence assets:




Virgin watchtowers, watchtowers, watchtowers and watchdog drones arrays, so mod introduces a new type of task "Scout". When the watchman leaves the tower, his reconnaissance capabilities are cut off. Therefore, the watch tower must have the appropriate priority.




Other types of intelligence also merit attention:


The discovery of celestial bodies.


Identification of large celestial objects: sunken ships and meteorites.

Identification of small celestial objects: landing capsules, cargo containers, rescue capsules.

Bug signals.


By studying the relevant techniques and having an underground scanner, it is possible to predict bug outbreaks and their location.


Solar flash signals.


They can warn of solar flares, but disable the Scout radar for 12 hours.


Raid objectives and negotiations with the enemy

Each raid has its own target.


Extortion (the enemy is trying to make you pay tribute).

Saving POWs (the enemy wants you to release certain POWs).

Enslavement (the enemy wants to deprive you of certain settlers).

Conquest (you have complete control over your land).

Extinction (this goal is typical of mechanoid raiders)

Punishment (a special purpose if you broke the contract and the deceiver came to punish you).

All the negotiations take place through a communication console.


You can contact the group beforehand before they approach you, or wait until they are in your sights and the connection is established automatically.


You can directly respond to the demands of the Raiders or ask them to stop moving to buy time. All negotiations are a form of [persuasion]-[intimidation]-[deception]. The likelihood of success depends on the level of communication of the negotiating partner.


You may also insult the other person. It's actually dangerous. They can request reinforcements and reinforce you, or they can change the target of the raid to a punishment, making negotiations impossible. When they appear on the map, colonists receive mood and combat bonuses for insulting enemies, but they can be negative if the level of communication of the negotiator is low. By the way, mechanoids can also be insulted, only in return they want to die.


During negotiations, the pawns gain experience in communication skills.


The problems with mechanoids are mentioned above.

Enemies can now cross oceans and mountains, so if you think you can hide on an isolated island or mountain, believe me, you are not alone.


Questions and answers.

- Can I add this mod to an existing save?

Yes, but we do not recommend removing this mod from an existing save. If you need to remove this mod, make sure that caravans don't approach your colony. By opening the debug mode in the settings of this mode, you can see all the caravans, even if they are not detected.

- This mod is compatible with CE.

100% compatible. I play CE all the time.

- Can this mod predict and detect incidents from other mods?

It depends. If a fashion writer adds a completely new incident, then my fashion can not predict it, but it works perfectly in vanilla style and in principle does not cause any problems. However, if the author modifies/edits an existing vanilla incident, this may be predictable, but on the other hand, it may lead to errors and incompatibilities. Compatibility information is provided below.


This mod contains Russian.

Similar Mods/Addons

Game Version *

1.4 (Preemptive Strike.zip)