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With the new embark screen, pick a mountain tile in a forest biome, and you'll almost certainly get a defensible position.
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# ? Aug 16, 2014 22:00 |
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# ? Apr 23, 2024 09:07 |
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Though be aware that a forest biome introduces some interesting considerations for defence. The trees will give attackers lots of cover, so you need to clear out some firing lines. Also the abundance of vegetation makes fire a particularly dangerous thing, which is another reason to clear out a firebreak.
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# ? Aug 16, 2014 22:16 |
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OwlFancier posted:Though be aware that a forest biome introduces some interesting considerations for defence. Alternatively, clear just a little bit away from the base, let them hide behind trees, and break out the incendiary mortars
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# ? Aug 16, 2014 22:19 |
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Lprsti99 posted:Alternatively, clear just a little bit away from the base, let them hide behind trees, and break out the incendiary mortars That definitely works. It also helps to clear up the heap of poo poo left behind after the invasion is done.
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# ? Aug 16, 2014 22:24 |
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It also gives you an essentially limitless amount of wood to use for funneling dudes around with walls; or they'll waste time burning it. Where you need actual defense, you can use stone or metal as needed.
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# ? Aug 16, 2014 22:27 |
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I just had a scary encounter when a pirate party of like 12 guys landed right on top of my trade beacon and started shooting. I withdrew everyone to a room with a couple turrets to make a stand, and managed to rout the pirates with no deaths. Had a bunch of injuries, none of them permanently impairing. I even managed to capture two of the pirates! I got really goddamn lucky, I think.
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# ? Aug 17, 2014 02:17 |
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So I had one of those mechanized centipedes with a minigun drop right on top of my colony's dumping stockpile, populated by all of 6 people. We had nothing to fight him with but pistols, the Lee-Enfield you start with, and an R-4 Charge Rifle that was the only good gun I could get from a trader. It mowed down two colonists, and wounded everybody else, who I managed to get to my newly constructed hospital. Once everybody was out of his sight he wandered around randomly wrecking everything up, setting things on fire, but mercifully steering clear of the hospital. Eventually two colonists recovered enough to take up arms again, and luckily the one with a pistol managed to stun lock him while the other colonist poured on fire from the charge rifle from another direction and we finally killed the thing. Since everybody was starving and injured, one of my colonists left the colony in the midst of fighting the huge fires that had broken out and promptly starved to a few hours later, while another starved in his hospital bed. Before: After: I now have two colonists and my work cut out for me, to say the least. edit: somehow my survivors have no permanent injuries
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# ? Aug 17, 2014 03:37 |
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If you're having trouble with the mechanoids, you don't want to fight them like raiders. The big ones are slow, so maneuver around them. Don't try and have a shootout with them because they field the most powerful guns and have a lot more health than you do. Take advantage of the fact that their guns are generally slow to fire, pop out, take a shot, then get back behind something, use high damage weapons if you have them, shotguns, charge rifles, even pilae as you will seldom miss them. The scythers are more dangerous but they fight more conventionally, good cover, flanking, and focused fire will generally bring them down promptly enough. They don't use cover, so try to take advantage of that and pour fire on them before they get too many shots off. Fight them in close quarters to even out their range advantage.
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# ? Aug 17, 2014 03:43 |
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I had one pessimist colonist who freaked out and left the colony after a siege. So I arrested her, convinced her to come back to the fold, and returned her weapon. The next raid was a bunch of mechanoids, who shot her left arm off in the first volley. No wonder she was a bit down! I felt bad bringing her back after that.
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# ? Aug 17, 2014 06:15 |
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Being able to bring your colonists back after they get depressed/go berserk is a pretty awesome feature.
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# ? Aug 17, 2014 08:38 |
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My guy who had no legs and was bedridden ended up being my last survivor. He was there from the start, and I was trying to sell him to slave traders. No ships came, so every morning my only other colonist fed him and spoke to him. When my only walking colonist died, bandits just kidnapped him and ran off. The health system is great. Just need to be able to specifically aim for locations, and it'll be perfect.
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# ? Aug 17, 2014 11:34 |
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OwlFancier posted:If you're having trouble with the mechanoids, you don't want to fight them like raiders. Scythers have incredible range but suffer from taking a long time to fire. If you have a wall to hide behind and a turret/colonist in the distance to distract them, you can take them out with a pistol. Once you're more established, it's fun to make a big stone wall with a hole in it. Invaders will go through the hole, then come out on the other side right in the sights of turrets and will have no cover if you've cleared out the area. A centipede kind of broke through because it had an inferno cannon and a fuckton of health, so it managed to break my power conduits before the turrets could kill it, then it killed my turrets. Jerk. I wonder if the ones with inferno cannons are weak in melee?
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# ? Aug 17, 2014 11:36 |
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Slime posted:Scythers have incredible range but suffer from taking a long time to fire. If you have a wall to hide behind and a turret/colonist in the distance to distract them, you can take them out with a pistol. Once you're more established, it's fun to make a big stone wall with a hole in it. Invaders will go through the hole, then come out on the other side right in the sights of turrets and will have no cover if you've cleared out the area. A centipede kind of broke through because it had an inferno cannon and a fuckton of health, so it managed to break my power conduits before the turrets could kill it, then it killed my turrets. Jerk. I wonder if the ones with inferno cannons are weak in melee? In alpha 4, my first encounter with a mechanoid was an inferno centipede. I sent my guys to fist it to death and they succeeded without injury. I tried it more recently and they do have a pretty good melee attack, especially with their huge amount of health.
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# ? Aug 17, 2014 13:12 |
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This is one hell of a starting location. Mountains are amazing, I am never starting a colony anywhere else! E: Double amazing. Actually looking at it, I have two geothermal vents inside here. Superb. Triple amazing. A third one I can tunnel to. I will never, never, never, have power issues. HerpicleOmnicron5 fucked around with this message at 15:32 on Aug 17, 2014 |
# ? Aug 17, 2014 15:20 |
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You say that until you build your turret gauntlet of death. My last build, I ended up taking a page from DF and TD games and having a doorless zigzagging path into my base with turrets and sandbags on either end plus powered doors as a shortcut for my colonists. It seems to work super well except for the mortars, of course.
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# ? Aug 17, 2014 15:40 |
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I think it works better if each part of the zigzag is enclosed and has turrets inside, forcing the enemy to melee the turret and then explode. Turrets are fun. E: Just bought two slaves almost immediately. Good lord, might I even survive a whole year? HerpicleOmnicron5 fucked around with this message at 16:04 on Aug 17, 2014 |
# ? Aug 17, 2014 15:45 |
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Can you post the seed/location? Maybe the map size, too, I'm not sure if that is required.
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# ? Aug 17, 2014 16:35 |
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I hate having to spend all this time sorting out which mods will/won't work with the game and all the compatibility and the rest of it. I like the idea of them, but man...I don't even know if using these is going to lead to some game-breaking error down the line and ruin the save anyway. Why isn't there a post on the mod forums that says "these are the alpha 6 compatible mods" instead of just looking for everything with "alpha 6" in the title?
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# ? Aug 17, 2014 16:43 |
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While I am enjoying the new health system I can not wait for bionics. Right now losing a limb is broken to the point where you are better off arresting them and selling them off as slaves or just starving them to death then anything else. Recently I just pause the game when I see one of my colonists go down and if they lost anything I just leave them there to die.
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# ? Aug 17, 2014 16:44 |
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Rivensteel posted:Can you post the seed/location? Maybe the map size, too, I'm not sure if that is required. Seriously, any mountain tile will give you something secure to work with. The seed I used was "butt" and has several zones like this.
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# ? Aug 17, 2014 16:55 |
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Rivensteel posted:Can you post the seed/location? Maybe the map size, too, I'm not sure if that is required. It was "genericworld" and it's the map size just below Large. I think it was 39.47E, 40.53N which leaves it next to a large lake. Absolutely fantastic location.
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# ? Aug 17, 2014 17:12 |
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NiknudStunod posted:While I am enjoying the new health system I can not wait for bionics. Right now losing a limb is broken to the point where you are better off arresting them and selling them off as slaves or just starving them to death then anything else. Recently I just pause the game when I see one of my colonists go down and if they lost anything I just leave them there to die. Well to be honest maybe that isn't a bad thing because otherwise there's no reason to sell anybody into slavery pretty much ever if they can otherwise join your colony. Now you have a moral dilemma if you care about that sort of thing.
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# ? Aug 17, 2014 17:45 |
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So I decided I would mod in some things I wanted for the game, it's remarkably easy, the files are all XML for just adding stuff, so even with no programming knowledge they're quite legible. So far I added some wall mounted lights, currently using the graphics from the industrial rim pack until I can make some of my own. They use 50 power and give off a mildly eerie bluish glow, they also don't have a very long range so putting them every so often in your base makes it look pretty spooky. I also modified the ship antimatter generator to make an alternative power source, essentially it's a pile of uranium in a box with a solid state generator hooked up to it. Costs 2500 metal and 100 uranium to build, which I think is fair given how useful a completely secure, uninterruptible power source is. It unlocks with the ship generator tech so it also has a hefty resource cost. You can build it indoors unlike the ship antimatter generator too. I might increase the uranium cost but it's mostly to force you to either trade, or scavenge some parts from the outside in order to get it set up. I'm also thinking of adding some new wall types with graphics derived from the ship structural beams and the outer edge of the antimatter generator, with functionality sets such as tough, fire resistant, but ugly (good for building sealed-up power conduits and exterior powered walls) and pretty to look at/fire resistant but not very durable (good for lining base passages with) and possibly the best of both but really expensive to build. I also want to add a stone wall variant of the lit wall sections which won't transmit power, but which can connect via wire to the main grid (like a standing lamp) if there is a power conduit close enough. I think it would be useful for the exterior of bases where you have lots of stone walls but you might also want to light them up without a fire risk/giving cover/using weak metal walls. The idea is the pack should be lightweight, close to stock balance, and easy to update. Also you can just pull poo poo out of it as much as you want.
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# ? Aug 17, 2014 17:47 |
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Uh, my guys in the wide open shouldn't be getting cabin fever, right? Do I need to keep a route out without doors to make them think it's an open place? E: Removing doors fixed it. Make sure you have an open way out in order to avoid cabin fever penalties. HerpicleOmnicron5 fucked around with this message at 18:57 on Aug 17, 2014 |
# ? Aug 17, 2014 18:51 |
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HerpicleOmnicron5 posted:Uh, my guys in the wide open shouldn't be getting cabin fever, right? Do I need to keep a route out without doors to make them think it's an open place? Speaking of cabin fever, is there any way to give a prisoner a little air so they don't go nuts if circumstances dictate I need to keep them for a long time? My options with a prisoner are to recruit them, sell them or kill them. The first two can take a while and the third makes people sad, so sometimes it's necessary to keep them around for a long while.
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# ? Aug 17, 2014 18:59 |
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You can tell the warden to talk to them without trying to recruit them, I think, you can also give them nice quarters. I think cabin fever takes a while to dissipate, also it may be that they are still in an enclosed space.
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# ? Aug 17, 2014 19:01 |
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Nah, it instantly disappeared when I deconstructed the doors to the place. That simply must be a bug, right? And on the prisoner front, I suppose you can undesignate the space as a prison and then send them off to another place. That should be enough fresh air.
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# ? Aug 17, 2014 19:07 |
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It could be a bug? Or it could be intentional. You could always designate an outdoor garden or something with tables for people to hang out in.
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# ? Aug 17, 2014 19:08 |
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Pornographic Memory posted:Well to be honest maybe that isn't a bad thing because otherwise there's no reason to sell anybody into slavery pretty much ever if they can otherwise join your colony. Now you have a moral dilemma if you care about that sort of thing. Sure there is -- if you get someone who can't do anything useful for your colony (like their only good skill is researching and you've researched everything; or they lack skills like hauling or mining) all they're going to do is take up food and eat it faster than you can grow it/cook it. OwlFancier posted:You can tell the warden to talk to them without trying to recruit them, I think, you can also give them nice quarters. I've kept a prisoner for a couple years at a time, just don't try and recruit them and keep them happy with warden talks. They'll occasionally try to escape though (not sure if this is on its own, or if it happens when their cells get an opening to escape through), which doesn't really work well when they're still in restraints.
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# ? Aug 17, 2014 19:32 |
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Food is pretty much never an issue though, especially if you can find a patch of fertile ground. It's a pretty edge care where you have a guy who can't at least haul, clean, build, repair, or hold a pistol and stop bullets.
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# ? Aug 17, 2014 19:49 |
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Pornographic Memory posted:Food is pretty much never an issue though, especially if you can find a patch of fertile ground. It's a pretty edge care where you have a guy who can't at least haul, clean, build, repair, or hold a pistol and stop bullets. By mid-late game I end up with at least a couple if not more of colonists who are entirely useless in some fashion -- they either lose a limb, have manual labor disabled due to a background trait, or have their only decent/enabled skills as things I no longer need (e.g. research, mining once I've got thousands and thousands of metal, etc.)
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# ? Aug 17, 2014 20:08 |
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I kept on trucking with my colony and managed to rebuild to 6 people again. Unfortunately zero combat suppliers passed by so when a ship section crashed I was hosed, still being stuck with an assortment of pistols, an Enfield, and a charge rifle. It was in a wide open field and spewed out four scythers, who immediately incapacitated one guy so everybody else ran away. I built some mortars but an EMP mortar and a regular mortar couldn't do it and my colony had to keep running and not spend all day mortaring.Eventually the psychic droning drove everybody crazy but two guys I started with who had Iron Willed. They were no match for the Ninja I picked up from a crash, though, who went on a rampage and incapacitated both of them - I couldn't put enough distance to shoot her (she was faster than one of them, even) and obviously ninjas have good melee skills. So raiders swept through and kidnapped everybody. And that was the story of the settlement of Driftwood.
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# ? Aug 17, 2014 22:46 |
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Tarezax posted:Being able to bring your colonists back after they get depressed/go berserk is a pretty awesome feature. Orion, the depressed colonist I mentioned earlier, gave up and was brought back into the fold 3 times. Eventually managed to launch a ship into space with 6 really battered colonists--the psychic wave of attack squirrels is almost a game-ender. One medical report was a full screen of nothing but squirrel bites and scratches. Rimworld colonists are also really bad at hunting safety. Of course, hunting squirrels with a minigun is probably a horrible idea to begin with, but I don't know why they walk in front of the shooter.
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# ? Aug 17, 2014 23:50 |
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I've taken to hunting with turrets if they are near enough, especially boomrats. My colonists always seem to use the butts of their rifle to send them off with a bang.
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# ? Aug 18, 2014 01:52 |
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Does anyone else find the AI's attacks getting hilariously ridiculous in the late game? I find that my silver and metal levels get past 5 digits, the next attack is literally a couple hundred mechanoids, so many that my game gets in serious danger of crashing
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# ? Aug 18, 2014 02:50 |
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The scaling based on colony wealth could probably do with a bit of a falloff curve certainly.
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# ? Aug 18, 2014 03:09 |
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In the last version I had a colony of like 40 dudes so using any of the Cassandra storyteller variations of the random one would give me massive human waves of like a hundred dudes, so I just used the devmode to force them to run away every time until I edited my save file to Chill Callie, at which point every wave was a half dozen guys who were already half dead and had nothing but pistols and t-shirts.
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# ? Aug 18, 2014 03:11 |
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In this version, intensity is scaled with difficulty, and the storytellers affect the selection of what events you get. So a Phoebe Basebuilder start will result in fewer attack waves, but they will be of equal intensity to a Cassandra start when they do come. The game selects how strong the attack should be based on your wealth, not your colonists, so if you build a comfortable colony with few people, you'll get wrecked.
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# ? Aug 18, 2014 03:13 |
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Psychic pulses are interesting. Currently 3 of my colony of 6 are locked up to stop them going mental. This includes my top 2 Growers and only skilled shooter. The remaining guys are either pacifist (this guy is also a Cannibal and head Warden ) or useless with guns (one nearly got knocked out by a deer while hunting). With the prisoner's moods increasing very, very slowly I've sent everyone mining for more metal to build more turrets, god help me if I get another drat eclipse or solar flare. Meanwhile the potato crop was wiped out and I'm running on my food stores and squirrel meat Frankly fucked around with this message at 03:48 on Aug 18, 2014 |
# ? Aug 18, 2014 03:45 |
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# ? Apr 23, 2024 09:07 |
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OwlFancier posted:In this version, intensity is scaled with difficulty, and the storytellers affect the selection of what events you get. Yeah, this system is honestly kind of loving up the game for me. At the moment, the AI is like a beach bully. If you build a shiny, glittering palace of luxury, prevailing against massive pirate raids, starvation and natural disasters to do so, then the AI becomes rabid and frothing mad and MUST break your poo poo and murder you, even if it means forcing you to restart your computer and making your save totally unplayable.
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# ? Aug 18, 2014 04:00 |