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Mister Bates
Aug 4, 2010
I made the mistake of assuming I could completely neglect defenses while playing with the basebuilding storyteller. Ended up barricaded in my dining hall frantically trying to build a turret out of the resources I had lying around in there before angry raiders battered down my doors. Managed to put it together in time, and the boost in firepower was enough to hold off the attack, but I lost a couple people. Build defenses, folks.

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Mister Bates
Aug 4, 2010
n+1ing the 'this is worth your money' talk. It's pretty playable even without mods, and with a mod that adds a full tech tree like Superior Crafting, it's just plain great. It's very clearly not done yet, there's a lot of poo poo that the dev is still working on, but he could stop development now and still have an enjoyable product. I think it's only going to improve as development continues.

Mister Bates
Aug 4, 2010

Tias posted:

I've "gotten in", as they say :getin:

This is a lot of fun already! What should I know as a newbie, so as to avoid some of the dumber learning curve stuff? DF old-timer, so I'm assuming them looking up to DF means there will be a lot of explosions in my future..

Rocks and plants provide partial cover, and cover makes a huge difference in combat, so clear that poo poo away from paths you expect enemies to take.

Build your defenses in layers and always have a path of retreat, because certain enemy types really like to charge up in your grill in order to negate your defensive advantage and you'll get overrun if you try to stick to a defensive line that has been compromised.

Friendly fire is always on, so don't let your people fire past/over each other, or they'll shoot each other in the back.

Don't be afraid to run away - buildings can be rebuilt, resources can be reharvested, but colonists are really hard to come by.

Build at least one prison cell straight away, pressganging captured enemies is one of the only reliable way to get new colonists.

If you're playing with the Superior Crafting mod, grow shitloads of cotton, process that cotton into shitloads of cloth, sell it to passing traders, and never worry about money ever again.

Mister Bates
Aug 4, 2010
Tribal invasions can get kind of ridiculous. I was seriously swarmed by almost a hundred people just now, and my colony has a population of seven.

Fortunately, I had two mortars, a sniper rifle, and a pair of Lee-Enfields, so I was able to whittle them down quite a bit before they actually launched their attack. Then the charge rifles, pump shotgun, and LMG got their chance to shine, along with my gatling turrets (Superior Crafting adds several more turret types). The colony is pretty smashed up and I've got three people in the hospital with serious injuries, but I beat off the attack handily. There are corpses and bloodstains loving everywhere.

Mister Bates
Aug 4, 2010
Just saw a raider siege camp destroy itself. I landed a lucky mortar hit directly in the main group, and while I only killed two of them outright, I did cause several of them to suffer mental breaks and start shooting their comrades - and get shot at, in a hilarious mess of friendly fire and explosions, which also set off even more mental breaks. Most of the people who weren't crippled or killed in the ensuing brawl gave up and left. There's about four broken people with the 'dazed and wandering' status hanging around the camp, four seriously wounded, and a whole lot of bodies.

Nice to see a tantrum spiral happen to the enemy for once.

Mister Bates
Aug 4, 2010
Sweet, organ harvesting, now I have a use for all those permanently-comatose raider prisoners I have with bullets in their brains.

Mister Bates
Aug 4, 2010

Okan170 posted:

Did that power and light mod get updated? Its unusually difficult to find it on the forums.

I doubt many of the mods have updated, if any of them at all, as the update's only been out for a day.

Mister Bates
Aug 4, 2010

Tias posted:

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

There's no faster-than-light travel, so everyone's slowboating it around at relativistic speeds, which means mostly in-situ resource utilization. It takes advanced industry to build and maintain fancy laser guns and poo poo, while a bolt-action rifle is something you can make with hand tools if you have to, and people have been casting lead and mixing gunpowder for over a thousand loving years. Plus, a plain old bullet will still kill someone just as dead as an energy weapon. It actually makes a lot of sense from a hard sci-fi standpoint for people to still be using gunpowder weapons in at least some capacity even millennia into the future - especially because your colony is explicitly a bunch of survivors from a passenger liner, not the kind of people you'd expect to have top-of-the-line military hardware at their fingertips.

Mister Bates
Aug 4, 2010

Geokinesis posted:

Ugh, my best miner/manual worker got hit:


I have to look for 2x Bionic arms to make him worthwhile again, as basic prosthetics wouldn't help at all.

Give him Scyther claws on both hands and make him your colony's melee combat specialist. :black101:

Be sure to rename him Galvarino.

Mister Bates
Aug 4, 2010

Lassitude posted:

The bionics thing makes me wish there were a Machine Cult mod, where your guys were all prosthophiles, and could turn the guys you capture into mindless servitor drones with tool or gun-arms, so that your cult of machine worshippers could rule over an army of mechanized slaves so as to bring glory to the Omnissiah.

I guess realistically all the mod would need is the ability to put an implant in people that obliterated any intellectual/social skills with the trade-off of making them forever complacent if mediocre workers. I guess what I really want is a slave implant mod.

Shoot them non-fatally in the brain and recruit them, you now have a completely complacent retarded worker drone. Basically useless for anything except sweeping floors, but whatever.

Mister Bates
Aug 4, 2010
Is the speed reduction from multiple suits of power armor cumulative? Because if so, you may need to find some way to keep food supplied to your new immortal sentry turret. Maybe a 1-tile-wide food stockpile right next to where he ends up?

Mister Bates
Aug 4, 2010
I've never skinned or cannibalized people and I try to recruit every person I capture instead of harvesting their organs, I feel like I'm playing the game wrong.

I do, however, strip the corpses of attacking enemies naked and then leave them to rot and their bones to bleach in the sun. Unless they're in areas my colonists will go regularly, those get cremated. Enemies attacking my otherwise pleasant and idyllic frontier village are greeted by hundreds of human skeletons surrounding it.

Mister Bates
Aug 4, 2010
Are incendiary mortars any good? I used standard mortars a lot on my last colony and they were awesome on the rare occasions they hit, but the accuracy was just too poor for them to be a reliable component of the defense. I like the idea of a weapon that starts fires everywhere, its low accuracy will be offset by the fact that the flames spread on their own.

Mister Bates
Aug 4, 2010
I wish there was a 'be honest' option when trying to recruit captured pirates, which just has your warden say 'join the colony or we are going to harvest all your organs and then make pants out of your skin'.

Mister Bates
Aug 4, 2010
Don't leave artillery shells outside, when they degrade they have a tendency to explode.

Mister Bates
Aug 4, 2010

Filthy Monkey posted:

I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo.

The research system feels kind of weak. I would prefer that either research takes materials, or that more advanced tech is made by more complicated material chains. Get some factorio-like production going. I did see that one mod added belts.

I'm playing with the Rim+ modpack and it adds both of those things. My melee fighter has power claws for hands, armored skin, and cybernetic legs that boost run speed (she's also a prosthophile and thinks that's loving awesome). On a more macabre note, I also have a guy who got his arm and eye shot off by an enemy, and then got that enemy's eye and arm as transplants after I captured the dude. I've also got a super old dude who had cataracts in both eyes and was a terrible shot until I gave him super-awesome bionic eyes and now he's my main sniper.

Mister Bates
Aug 4, 2010

V for Vegas posted:

I've been trying to get my Ultima Thule colony on the northernmost square up and running. Plants won't grow outside without sun lamps? I can deal with. Sub -40 degree temps? Tough but doable. But just as I get through the scrimping and saving to get things to an equilibrium all my trees disappear from the map. :negative:

I'm doing a tundra game right now and I basically have to rely on bulk goods traders as my only reliable source of wood.

On the bright side, gold is super loving plentiful on this map, and now that I've got a couple of good hydroponics greenhouses I've got more food than I know what to do with, so I'm exporting gold, cooked meals, and beer and bringing in plenty of wood.

Mister Bates
Aug 4, 2010
Paths in heavy snow that are regularly traveled by colonists will eventually get cleared of snow from all the walking, which is kind of cool.

Also, are faction relations still broken? I had a neutral tribe show up and try to help me fight some mechanoids, but they got butchered, so I rescued the survivors, healed them up, gave one of them a bitchin' prosthetic leg, and sent them on their way, but it doesn't seem to have boosted my relations with that tribe any.

Mister Bates
Aug 4, 2010
Friendly tribals are pretty rad dudes to have around; an arrow to the face kills someone just as dead as a laser blast does and the tribes pretty much always have a numbers advantage. I wouldn't count on them to fight off an attack themselves, but they're great as support.

Mister Bates
Aug 4, 2010
There's an outlander town and a tribe that are both friendly to me, but they hate each other, and they have a tendency of showing up at the same time and getting into brawls in town square or the dining hall. There's pretty much always one or two idiots recuperating in the hospital because they got cracked over the head with a club or shot in the arm or whatever.

Mister Bates
Aug 4, 2010

Pornographic Memory posted:

That's some awesome Wild West-style poo poo though.

Yeah, it's kind of a cool bit of emergent storytelling that really fits with the Space Western vibe the game has going. Rimworld is probably the closest anyone is ever getting to a Firefly game. I hope diplomacy and interaction with other factions gets expanded in the future, so you can trade with them and stuff like that; travelers already come into my dining hall and chat with my colonists while eating their food, but we should be able to sell them beer and run card games to complete the frontier-saloon setup.

It's also a good way to train up my doctors; the periodic brawls and shootouts mean I've got a fairly reliable supply of patients who will heal up, go home, then come back later and get shot again. My colony is apparently situated at some sort of crossroads. The only downside is that my colonists get caught in their crossfire occasionally - I had a colonist's leg get hosed up pretty badly in one of their firefights a while back, it got infected, and I had to amputate. She's puttering around with a basic prosthetic leg for now, because I haven't had a trader show up with a proper bionic leg yet and I haven't captured any prisoners I was willing to take a leg from recently.

Mister Bates
Aug 4, 2010
Cataractworld: Dwarf Fortress meets Cataracts IN EVERYONE'S EYES!

Mister Bates
Aug 4, 2010
I'm not sure which mod in the pack is causing it (I'm playing with Rim+, which I think includes Cybernetic Storm), but there's a gun that keeps showing up at vendors called a 'Cyber Turret' that only costs fifty cents and fires dozens of high-damage bursts of energy with a hilariously rapid fire rate and decent range. I had to self-impose a limit on buying them anymore, because they're hilariously overpowered and so cheap as to be basically free. I had a dude with one singlehandedly fight off a tribal attack while standing out in an open field with no cover.

Mister Bates
Aug 4, 2010
Just build an electric smelter instead of a wood-fired smelter.

Mister Bates
Aug 4, 2010

Meskhenet posted:

there is an electric one? I never really looked.

Let me make a new game and check this out.

Pretty sure you have to research it first. Once you've got it built, you can just queue up a 'smelt iron ore into steel' job set to 'forever' and forget about it, assuming you're using the same mod I am. Bulk traders will occasionally have huge loads of raw ore for cheap, too, so if you're willing to expend electricity and labor to get it, you've got a good supply of cheap steel (you can even sell it for a profit after smelting, and could conceivably run a colony as an ore-processing operation if you really wanted to).

Mister Bates
Aug 4, 2010
The different biomes are entirely different gameplay experiences. I used Prepare Carefully to start with two identical setups, only one's in a dry, perpetually-frigid far northern tundra and the other is in a sweltering, soaked tropical rainforest. In the former, it's dark half the year, I have to put everything indoors and heat absolutely every room my colonists spend any amount of time in, I'm constantly short of wood, you need sunlamps and heating to grow any crops at all, and I've had several people lose fingers and toes to frostbite. In the latter, it's a constant battle against the encroaching jungle which regrows almost as fast as I can clear it away, and food spoils almost immediately if I don't get it into a freezer.

Mister Bates
Aug 4, 2010
Just had a giant spider called a 'Spindlecrib' go mad and attack my rainforest colony. I figured it couldn't be much of a thread since it was an animal, so I drafted two dudes with clubs to go kill it - and it downed them almost literally instantly; they inflicted a single bruise on it. It then proceeded to bust into every house in the colony, one by one, and incap or kill every single settler, without suffering any significant injuries to speak of. Not even the turrets slowed it down. I'm not sure which mod adds it, but those things are scary. They also seem to have a zero-second cooldown for their melee attack, which means they can just spam it dozens of times in the time it takes your colonists to warm up a single strike.

Mister Bates
Aug 4, 2010
Randy on Challenge has been giving me a ridiculously easy time so far. It's just, like, cargo pods, cargo pods, cargo pods, escape pod with awesome colonist, huge loving swarm of traders, cargo pods, cargo pods, cargo pods, colonist just showing up and joining my colony, pirate raid of five dudes with swords...I'm starting to get worried that he's about to dump a hilariously massive pile of poo poo on me, because there seriously hasn't been a serious bad event in a couple of years of gametime now.

Mister Bates
Aug 4, 2010

Alaan posted:

I don't do Randy too much because i've had a few crushingly boring games with him.

Yeah, my current Randy game has actually been more consistently peaceful and prosperous than the storyteller specifically designed for a game of peaceful prosperity. I'm just getting constantly bombarded with cargo pods full of free poo poo and well-stocked traders are constantly stopping by, year after year, for going on four years now. Don't get me wrong, it's kind of relaxing to build up a nice peaceful utopian frontier village, but I spent all this time designing these kickin' rad defenses, I'd kind of like to test them at some point.

e: conversely, I've also had Randy games where I get sieged by five huge mobs of pirates in a row while dealing with a short-circuit, a massive electrical fire, and a bunch of raging animals.

Mister Bates
Aug 4, 2010

Alaan posted:

New pet peeve: You can't treat prisoners that are wandering around. I have a guy that has been bleeding to death and got infected because he got out of bed before my doc could physically walk to him.

Set one of the beds in your prison to 'medical' and they'll stay in it if injured.

Mister Bates
Aug 4, 2010

Generation Internet posted:

"Operation has failed in a minor way"

Oh, well that can't be so ba-



You were trying to install a drat peg-leg :psyduck:

Reminds me of assigning no-skill dwarves to medical work in Dwarf Fortress. 'Well, based on my diagnosis, this man with a stab wound in his leg clearly shows the symptoms of an infection in his lungs, which I will cure by surgically removing them.'

Also, that setup you have where the air conditioners (or what I assume are air conditioners) in each bedroom output their waste heat into the bedroom above them seems a little inefficient.

Mister Bates
Aug 4, 2010

DBlue135 posted:

Do corpses ever rot away to nothing if you just leave them out in the sun?

I hope not, leaving the skeletons of my enemies outside the village as a warning is a key component of my defensive strategy (having to walk through the field of skeletons lowers enemy morale which makes them more likely to break and run).

Mister Bates
Aug 4, 2010
I wonder, could you give a braindamaged colonist bionic legs to mostly offset the move penalty from the brain damage? A bit extravagant, yeah, but I'm rolling in silver right now and have a dude who took a pirate bullet to the skull while rescuing a comrade a while back. Just organ-harvesting him feels horribly lovely, but right now he's barely even useful as a cleaner.

Mister Bates fucked around with this message at 16:30 on Mar 10, 2015

Mister Bates
Aug 4, 2010

Holy gently caress, that's actually a pretty brilliant (if completely horrific :stonk:) low-effort defensive strategy, could you do the same thing with a shitload of heaters set to ludicrously high temperatures?

Mister Bates
Aug 4, 2010
Is Superior Crafting any good?

Mister Bates
Aug 4, 2010

Tindahbawx posted:

At the risk of getting looked down upon, I know a lot of you hate these sort of things, is there any "Mega Mods" for this game that currently work with Alpha 10?

I seem to remember last time I played, Alpha 8, I was using the Epyk Pack, which added an absolute ton to the game, but it appears that the guy running that collection gave up on it after all his, somewhat entitled, users came to the thread and whined incessantly for new stuff. Can't blame him.

I mean, I could go and download all the mods individually, but I would currently be unsure as to which ones are no-longer necessary in Alpha 10 given the pace of changes to the game, or indeed which ones are just plain incompatible anymore, or introduce more bugs than they are worth. So, if anyone else has already done the legwork and thrown a bunch of mods together, I'm all for leeching off their time and effort.

I have to admit, I do love having an absolute bunch of, sometime superfluous, stuff added to the game, I find it adds variety to each play-through.

I was using Rim+ in Alpha 9 and it was pretty great, but I don't think it's been updated for 10 yet.

Mister Bates
Aug 4, 2010
Am I the only person who never builds into mountains? I like to build actual towns, with separate buildings for everything and roads separating them and a big central village square. I suppose it's wasteful of resources but I find it more fun to build, and it's also more enjoyable to defend because you have tactical options beyond 'slaughter everyone as they human-wave down your central corridor'.

Mister Bates
Aug 4, 2010

Heffer posted:

Having a hundred z levels like DF is pretty dumb, but just 1 subterranean level with new hazards would be nice. Im thinkong graboids and more dangerous crypts

I'd also like to be able to build up a few levels, for multi-story buildings and sniper towers. And maybe some big pre-generated surface ruins on some maps you can explore/die in/refurbish.

Mister Bates
Aug 4, 2010
A tribe attacked my rainforest colony during a massive heatwave and their warband ended up collapsing due to heat stroke before actually reaching my defenses.

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Mister Bates
Aug 4, 2010

Drone_Fragger posted:

The real thing he needs to do is add a "Suppression" bar, because currently the only reason killboxes are needed is because lategame you get a crowd of 30 bandits turn up who can walk through withering barrages of fire because the front couple of dudes take all the bullets each time as they advance. If people got suppressed when people shot at them or near them it would allow defence that doesn't revolve around focusing the fire of 20 colonists into the suicide rush to stop them getting behind your defences.

It would probably mean he'd need to add a "prone" status effect to pawns though so that when they are suppressed they drop to the ground and move a lot slower, or retreat to a safe distance.

Yeah, a suppression system would hugely improve the combat, and it's honestly a pretty glaring omission considering how in-depth the tactics system is otherwise.

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