// Management · RimWorld Mod
VVE Raid
This mod adds vehicle-based raids and reinforcements from Civilized, Space Pirate, and Imperial factions.
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
Aerial Vehicles: The enemy uses combat-capable aircraft.
RimWorld - Royalty: Empires also use vehicles.
RimWorld - Biotech: Additional factions also use vehicles.
Combat Extended: Supports both standard and general-purpose ammunition.
Vanilla Vehicles Expanded - Upgrades: Upgraded vehicles appear.
VVE - Secondary Weapons: Vehicles in the CE environment will now 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 one is causing the issue when reporting a bug.
Patch
- Allows capturing vehicles with no survivors.
- Makes assault vehicles always select the rapid-fire mode with the highest rate of fire.
- Assault vehicle VVE Raid commands, 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
Aerial Helicopter AI
- Assigned to vehicles tagged "aerialheli" Aerial Airplane AI
- Assigned to vehicles tagged "aerialplane"
- Prioritizes targeting enemy vehicles
- Retreats when fuel drops below 20% or when ammunition runs out
VVE Helicopter AI
- Assigned to vehicles tagged "helicopter"
- Disembarks crew and takes off after 5 seconds, leaving the map
Droppod AI
- Assigned to vehicles tagged "droppod"
- Disembarks pawns in seats without turrets
- Pawns retreat using droppods when retreating
Car AI
- Assigned to vehicles tagged "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 "mortar"
- Does not fire for the first hour after appearing
- Once able to fire, it will turn in a random direction and scout
- 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.
Known Issues
- Tanks and APCs become sluggish when moving with wall-destroying orders.
This seems to be due to the complexity of pathfinding for wall destruction, which affects 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 the bug is not caused by another mod.
- Please identify the conditions under which the bug occurs.
Contact, Discussion, and Support
VVE Raid Server
https://discord.gg/KMhHUB4Cmz
Donations
https://buymeacoffee.com/tlupatac