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bird food bathtub
Aug 9, 2003

College Slice

Danaru posted:

The only times I ever built a space ship was with Save Our Ship installed, so I could bring my scourge to other worlds

Throw in some cannibalism and you've got yourself The Sims: Reaver Edition.

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StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA



"la la la, installing a pegleg..."



"WHOOPS"

Warmachine
Jan 30, 2012



StrixNebulosa posted:



"la la la, installing a pegleg..."



"WHOOPS"

:xcom:

OwlFancier
Aug 22, 2013

Doing it in the room with the non dirt floor might help in future.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
A small word about the Warhammer 40k mods- they're fun and detailed, but I would note that some of the guns are... rather powerful. I played with them a fair bit, but ended up dropping them because I found the guns made combat trivial.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

OwlFancier posted:

Doing it in the room with the non dirt floor might help in future.

That's an ugly wooden floor from one of my mods (this room is meant to be a quick-n-dirty barracks for visitors/prisoners/sick people), and the person doing the surgery has like 4 skill in meds, so. It went a LOT better then I got the guy with the 11 med skill in to do the operation.

Wherein I get to crack up at how horrible pegleg installation can go again, and I learn to be more picky with who can prioritize doctoring.

This run is probably headed for disaster soon though, as I've been god-awful at figuring out how to create defenses - sandbags? turrets are still a ways off... - and I've got a five-man raid bearing down on us soon.

Does anyone have any good newbie tips for surviving raids? Do...they always turn into events where you need turrets/a good tower-defense? I've been playing Randy on Some Challenge and I've made it to year two, and now the raids involve 3-5 people with decent guns, and well, my hunters are struggling to keep up.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Raids do get ridiculous after a while, but you can get away with upgraded bows and automatic weapons. Or really good melee users and clever positioning. Or holing up and letting them take from an outside stockpile.

Coolguye
Jul 6, 2011

Required by his programming!
'need' is a loaded word in this context. do you absolutely require a turret based defense or you will absolutely die? no, that's insane. can you reasonably expect your colonists to be maimed and killed by raids pretty regularly if you do not use turrets? yes, you can. if you're not opposed to turrets, i have a few murder hallways under my question mark that punch way, way, way over their weight class.

in terms of a turret-less defense though, make checkerboards of deadfall traps. a stone deadfall trap is enough to leave an impression on a mechanoid. if it's some rando with a mean look and a gun? it'll loving kill him. these checkerboards should lead to a 1-wide hallway where you can use a couple of melee fighters at the end of it to clog up the exit and deny enemies any sort of numerical advantage. this has the benefit of also slanting the basic fight in your favor as anyone with a gun is fighting in melee with their fists. knuckles vs knives rarely ends well for the knuckle user.

vandalism
Aug 4, 2003
poo poo, Randy. 3 raids in a row and then a heatwave. I mowed down wave after wave of tribals and the last one was tech pirates with personal shields and automatic weapons. Then Scythers. gently caress! Somehow only 2 guys died. Now another is dying to heat. CE doesn't gently caress around with this blood loss poo poo. Stabilize is interesting but having your medics around and close enough is not really feasible, I don't think. Or I haven't figured it out yet. Guys die sooo easily, especially in regular clothes. I am gonna start cranking out armor vests and ballistic shields. It is fun though. I think I have about 12 guys and I'm constantly like, "Oh poo poo, which ones are my medics". Only reloaded to save a guy a couple of times. God this game is so fun. I played it all day. Best game.

HelloSailorSign
Jan 27, 2011

Although it’s a bit bloated, I do like Aparello clothing mod for nothing more than making my medics wear bandanas with the Red Cross on their head (later upgraded to helmets) to better remember who is whom quickly.

Though decking someone out in devilstrand top hat and trader’s coat does make them look evilly dapper.

Edit: as far as combat, flanking your enemy or luring them into a melee pawn trap can be quite effective. You can hide melee pawns behind a hill or wall, have ranged pawns draw enemies around the wall, and you’ll get a hit or two on them before they change targets. Then, your ranged pawns can either close to melee or engage other targets. Avoid Friendly Fire mod might be useful in that situation.

HelloSailorSign fucked around with this message at 05:17 on Jun 4, 2018

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
This game infuriated me sometimes but I keep coming back to it. A Human can beat a turkey in a fight right? ..right?

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
Have you ever fuckin' seen a real turkey and have you ever seen an average person fight?

I've seen people get hosed up by water fowl. Those things are the same size as a chicken.

Turkey are like double chickens, at least.

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice

StrixNebulosa posted:

That's an ugly wooden floor from one of my mods (this room is meant to be a quick-n-dirty barracks for visitors/prisoners/sick people), and the person doing the surgery has like 4 skill in meds, so. It went a LOT better then I got the guy with the 11 med skill in to do the operation.

Wherein I get to crack up at how horrible pegleg installation can go again, and I learn to be more picky with who can prioritize doctoring.

This run is probably headed for disaster soon though, as I've been god-awful at figuring out how to create defenses - sandbags? turrets are still a ways off... - and I've got a five-man raid bearing down on us soon.

Does anyone have any good newbie tips for surviving raids? Do...they always turn into events where you need turrets/a good tower-defense? I've been playing Randy on Some Challenge and I've made it to year two, and now the raids involve 3-5 people with decent guns, and well, my hunters are struggling to keep up.

One really simple defensive trick is to alternate walls and sandbags where your guys will be. Walls give better def than sandbags, and this lets you hide half your colonists behind walls.

Some simple things to swing things in your favor: remove rock chunks from the fighting area enemies tend to come from, since they work nearly as well as sandbags. Set up stools in otherwise empty areas in front of a defensive line, as they do provide really poo poo cover, but provide enough that ranged enemies will try to hide behind them, which can be combined with IEDs for fun effects. Use the plan tool to mark the route enemies take from the map border to your base, place a few deadfall traps there (stone is super powerful, wood can probably incapacitate). Narrow down where enemies can attack from, if you want, by using walls to funnel enemies. Enemies will never go through a door unless they have no other choice (or they're a sapper), in which case they will break it down.

Note that a pawn can't actually stop on a rock chunk or sandbag, so placing a few of those where enemies would stand to take cover will keep them moving.

ie: X is a wall, O is a sandbag/chunk. Enemies will come through the one tile gap and be without cover
XXX
OOO
XOX

Also, Miniguns sound nice, but effectively they're terrible against most things, because even the most accurate colonist will miss most of their shots, guaranteed, due to the forced miss radius.

Coolguye
Jul 6, 2011

Required by his programming!

NoNotTheMindProbe posted:

This game infuriated me sometimes but I keep coming back to it. A Human can beat a turkey in a fight right? ..right?

https://www.youtube.com/watch?v=wvxN9KxrA4E

Pharnakes
Aug 14, 2009
Miniguns need both a critical mass of guns and targets. Under either and they kind of suck (except at point blank where they can be hilarious if very high risk). However once you hit that critial mass they become absolutely devastating. Probably no one is going to hit what they were aiming at but once you have enough bullets and enough targets who cares? Everything down field is dieing one way or another.

Coolguye
Jul 6, 2011

Required by his programming!
Yeah, miniguns suck when you only have one or two, but when there are 5 or more of them the surrounding area basically becomes “more dakka” and very little can survive. The thing to note is that in the dakka zone, things will get stunlocked from the constant hits they are taking. This is what makes miniguns so devastating up close. The enemy will not be able to fire back at you, period.

Though, you know, in the classic static defense case, you could just set up 10 turrets in proper enclosures, accomplish the same end, and never worry about it again. But a minigun backup plan where 5 lovely conscripts raise hell as cover for your one actually decent sniper is one of the better backup plans to have.

zedprime
Jun 9, 2007

yospos
The basic affinities with the probability based combat is you want more lead going toward the enemy than coming toward you and you want more cover in front of you than the enemy.

You can manage the former with force multipliers like turrets and also building engagement zones where you fight at the range your weapons are most effective at. That is snipers and rifles can cover long distances so if you have a bunch, plan on reaching out. If you don't, create some mazing that will prevent enemies with rifles from doing the same to you. Traps also feed into this point because if they're brained by a rock or exploded with an IED they're stoped from shooting at you (or just more inaccurate) when the time comes.

You can manage the latter with cover tricks like the stone trick, clear-cutting the trees. I didn't see it mentioned yet but in a line a wall sandbag sandbag wall sandwich let's your guys stand behind a wall while their gun cools down and stand in front of a sandbag while aiming.

I never did the math myself but I remembered reading that the difference in DPS between a hunting rifle and an automatic rifle is not impressive at something like 15 shooting skill, but can be substantial below 10 shooting skill (and trains it fast) so I usually have my shooting experts a hunting rifle or a sniper rifle and the conscripts any automatic weapons lying around.

Keeshhound
Jan 14, 2010

Mad Duck Swagger

zedprime posted:

I never did the math myself but I remembered reading that the difference in DPS between a hunting rifle and an automatic rifle is not impressive at something like 15 shooting skill, but can be substantial below 10 shooting skill (and trains it fast) so I usually have my shooting experts a hunting rifle or a sniper rifle and the conscripts any automatic weapons lying around.

If memory serves, a high quality (excellent or masterwork and above) greatbow will completely outstrip a bolt action rifle of the same quality in all stats except range, and it only takes wood to make as opposed to components, so you can just set a crafter making greatbows forever to train them, sell the poo poo and use the good ones.

As long as you set up your walls to force engagement within their ideal range, a firing line of tribals with good quality greatbows can massacre even small mechanoid raids.

Keeshhound fucked around with this message at 17:03 on Jun 4, 2018

Coolguye
Jul 6, 2011

Required by his programming!
quality matters an insane amount regardless of weapon, so yeah, training a crafter and getting good rolls on that is crucial to your overall survival. an excellent versus a poor or awful weapon is doing almost double damage, and a weapon having max HP makes it way more accurate than the half broken bullshit you scavenge from the battlefield. i will take an excellent great bow over a shoddy sniper rifle any day of the month. this is also true for armor, as well. devilstrand gear is just as protective as actual loving bulletproof vests while having lots more coverage and much more reasonable decay rates. excellent+ quality devilstrand gear is absolutely the difference between life and death many times.

the best way to train a crafter is to make an intentionally hostile work place to lower their work speed and then tell them to make short bows - they gain XP by staying crafting versus completing a project, so you want low work speed versus high work speed, and short bows give the most raw work per unit of resource invested.

this will still require a couple thousand wood and a few seasons of uninterrupted, unproductive labor to train one guy though, so good goddamn luck feeding that beast. it's usually a project i don't start until close to the end of my first year, when i've gotten over a number of the initial humps and can call bulk good traders in without a lot of trouble. failing that, raising a cotton field and making throwaway cotton dusters on a manual clothing bench that's outdoors is the other main way to train people up, since at the very least you can consume a resource that you don't care about that much and can grow on a reasonable time frame. there's no getting around the useless, unproductive work portion though, so hopefully you can keep an extra colonist or two fed and happy without them contributing anything of value. that's legitimately a real question when your colony is 5 cats and you have 10 other priorities.

Coolguye fucked around with this message at 17:04 on Jun 4, 2018

Sten Freak
Sep 10, 2008

Despite all of these shortcomings, the Sten still has a long track record of shooting people right in the face.
College Slice
My pawns won't load mortar receiving a message that says there are no available shells nearby despite there being non-forbid, non-used shells right next to it. I've tried removing the zone, re-adding it so they get moved around. Searching on this showed people having problems with restricted zones but mine have no restrictions in place.

Any suggestions?

Coolguye
Jul 6, 2011

Required by his programming!
are they the right type of shell? it is a relatively recent change that you need EMP shells for EMP mortars, high-ex shells for normal mortars, etc.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Coolguye posted:

are they the right type of shell? it is a relatively recent change that you need EMP shells for EMP mortars, high-ex shells for normal mortars, etc.

I thought that got changed, now you build one mortar and choose at the mortal which shells it will load?

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

*reads thread, making notes as I shift difficulty down a few notches* Hmm hmm, my next colony will have better cover, I'll get the tech up so we can do turrets instead of carpets...

Also, general note: concrete seems cheap and cool but there isn't! An abundant source of steel! And I have been wasting that steel on flooring! :argh:

Coolguye
Jul 6, 2011

Required by his programming!
i might be getting it confused? i'll be honest, i rarely use mortars so i lose track of their particulars sometimes.

also yeah for general flooring you absolutely want to use stone rather than concrete. there's even different types of stone floor for 'i care about beauty here' and 'nah'

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Coolguye posted:

i might be getting it confused? i'll be honest, i rarely use mortars so i lose track of their particulars sometimes.

https://rimworldwiki.com/wiki/Mortar says that they got their current behavior in B18, so if you don't use mortars frequently it's only been like this for one version now

Herb Dington
Oct 6, 2013

StrixNebulosa posted:

*reads thread, making notes as I shift difficulty down a few notches* Hmm hmm, my next colony will have better cover, I'll get the tech up so we can do turrets instead of carpets...

Also, general note: concrete seems cheap and cool but there isn't! An abundant source of steel! And I have been wasting that steel on flooring! :argh:

Randy Rough is the one true difficulty!

Concrete is good for fire breaks in forest-fire biomes.

There's lots of steel in the ground! Deep drill that beast.

Herb Dington
Oct 6, 2013
Hello, time for a new mouse that only clicks once instead of sometimes twice.

Sten Freak
Sep 10, 2008

Despite all of these shortcomings, the Sten still has a long track record of shooting people right in the face.
College Slice
It worked before, with what I thought were high explosive shells which is what I have now. Looking at that link yeah it's a single mortar type for all shell types. At this point it feels like a bug. Maybe something was broken went it went to a single type.

T-man
Aug 22, 2010


Talk shit, get bzzzt.

StrixNebulosa posted:

*reads thread, making notes as I shift difficulty down a few notches* Hmm hmm, my next colony will have better cover, I'll get the tech up so we can do turrets instead of carpets...

Also, general note: concrete seems cheap and cool but there isn't! An abundant source of steel! And I have been wasting that steel on flooring! :argh:

If you're ready for some mods, the Quarry mod is probably the best mod ever. It really should be vanilla. Lets you make a quarry that can produce steel and other mineables, as well as cutting out stone blocks directly from the ground. It's not OP, but it does make steel less of a holy cow.

Keeshhound
Jan 14, 2010

Mad Duck Swagger
There's usually enough steel in a map to cover your needs and extra until you can slap together a coms counsel and trading beacon. Then just use capitalism to turn lovely wooden sculptures into whatever materials you need.

Also, grab the More Traders mod, because the default rate is bullshit.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Quarry mod obtained!

And see, this is where I'm going wrong, I had no idea the comms thing existed until now.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

StrixNebulosa posted:



"la la la, installing a pegleg..."



"WHOOPS"

Looking at the shoulder wound there, and now I kind of wish that you could fail to install an artificial limb by successfully attaching it, but in the wrong place.

Cool Dad
Jun 15, 2007

It is always Friday night, motherfuckers

Yeah, I want to just slap whatever I've got laying around on whatever stump my colonists have. "Missing a hand? We'll I've got a foot and two ears, let's see what we can do"

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Coolguye posted:

i might be getting it confused? i'll be honest, i rarely use mortars so i lose track of their particulars sometimes.

also yeah for general flooring you absolutely want to use stone rather than concrete. there's even different types of stone floor for 'i care about beauty here' and 'nah'

But they use the exact same amount of stone! Stone is poo poo for floors in late-game. It's not abundant enough once your map runs out of chunks. Stick to carpet.

Danaru
Jun 5, 2012

何 ??
Pfff I bet you build OUTSIDE of mountains :smugbert: get a load of this guy

Coolguye
Jul 6, 2011

Required by his programming!
carpets are flammable.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Coolguye posted:

carpets are flammable.

this is bullshit

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Coolguye posted:

carpets are flammable.

That's why you use stone for walls, which is considerably cheaper. Firefoam poppers are cheap.

WeedlordGoku69
Feb 12, 2015

by Cyrano4747

The Cheshire Cat posted:

Looking at the shoulder wound there, and now I kind of wish that you could fail to install an artificial limb by successfully attaching it, but in the wrong place.

better idea: make artificial limbs socket-agnostic in general so you can make a 4-legged human without arms or a human with hands for feet like that one creepy Aeon Flux guy

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Keeshhound
Jan 14, 2010

Mad Duck Swagger

Coolguye posted:

carpets are flammable.

What, do you have an infestation of pyromaniacs or something?

Also, burned carpet is very useful in defenses since it's something like 50% speed to walk over, if you're not running a mod that lets you put down mud.

Keeshhound fucked around with this message at 20:40 on Jun 4, 2018

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