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Viva Miriya posted:Ok I've been playing my rear end off with randy rough and I keep getting hosed. It's all great until I have to actually micromanage and do real loving defense against outlanders with lil more than a wall for cover and rifles/looted guns. I think I need to be reminded how to set up shop again and how to handle this poo poo. Because just having 15x15 blocks and setting my guys up in cover isn't doing it anymore. I need to get a proper defense up ASAP and not get by with no walls or a single perimeter wall like I'm used to. Walls and traps.
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# ? Nov 2, 2018 01:58 |
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# ? Jun 4, 2024 20:21 |
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Mindless posted:The downside is untrained animals opening doors at the worst moments. Keep your animals in an animal zone. Even untrained, they won't leave their zone, and thus won't let the manhunters in. It's standard procedure in my colony to pen all animals up in the barn during raids.
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# ? Nov 2, 2018 02:10 |
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Viva Miriya posted:Ok I've been playing my rear end off with randy rough and I keep getting hosed. It's all great until I have to actually micromanage and do real loving defense against outlanders with lil more than a wall for cover and rifles/looted guns. I think I need to be reminded how to set up shop again and how to handle this poo poo. Because just having 15x15 blocks and setting my guys up in cover isn't doing it anymore. I need to get a proper defense up ASAP and not get by with no walls or a single perimeter wall like I'm used to. Assuming you're not doing a gimmick run where you're artificially keeping your wealth down, you will always be horribly outnumbered, so any attempt to fight fair will lead to your death or maiming. Your base needs to be walled off to channel raiders into a predictable intake point ASAP, and your intake point needs to be trapped, preferably multiple corridors of them, to winnow down the enemy's numbers. After that you'll want some turrets to further thin the survivors out and to catch bullets. Your colonists should ideally never see the enemy until they've been mangled horribly, because the longer your colonists are exposed to enemy fire the greater the chance of one of them catching a lucky bullet that kills them, puts their eye out, destroys a lung, etc.
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# ? Nov 2, 2018 02:31 |
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Kanos posted:Assuming you're not doing a gimmick run where you're artificially keeping your wealth down, you will always be horribly outnumbered, so any attempt to fight fair will lead to your death or maiming. Your base needs to be walled off to channel raiders into a predictable intake point ASAP, and your intake point needs to be trapped, preferably multiple corridors of them, to winnow down the enemy's numbers. After that you'll want some turrets to further thin the survivors out and to catch bullets. Your colonists should ideally never see the enemy until they've been mangled horribly, because the longer your colonists are exposed to enemy fire the greater the chance of one of them catching a lucky bullet that kills them, puts their eye out, destroys a lung, etc. And this is the difference for me between Randy Rough and Randy Medium. I was used to just doing a mobile, active defense, and loving people up until they ran and that was alright, even with mechanoids. Lmao at doing that now. Looks like basic palisade and death corridor's are a priority right after food production and housing is up.
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# ? Nov 2, 2018 02:35 |
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Viva Miriya posted:And this is the difference for me between Randy Rough and Randy Medium. I was used to just doing a mobile, active defense, and loving people up until they ran and that was alright, even with mechanoids. Lmao at doing that now. Yeah you absolutely cannot fight fair on Rough or higher, especially against enemies that will not run like mechanoids. I play on Savage most of the time and I get incredibly antsy until my initial wall goes up because even early raids when I'm dirt poor love to sling 4-5 dudes with ranged weapons at me.
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# ? Nov 2, 2018 02:39 |
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Warmachine posted:Keep your animals in an animal zone. Even untrained, they won't leave their zone, and thus won't let the manhunters in. It's standard procedure in my colony to pen all animals up in the barn during raids. Also make sure your freezer/dining area are off limits to all animals. Otherwise they will prefer human meals instead of kibble/hay.
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# ? Nov 2, 2018 03:04 |
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Vengarr posted:Also make sure your freezer/dining area are off limits to all animals. Otherwise they will prefer human meals instead of kibble/hay. Naturally, there is a mod for that, letting you assign food restrictions to animals.
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# ? Nov 2, 2018 03:07 |
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Synthbuttrange posted:Are vehicles a thing yet besides pods? There is a vehicles mod, but it hasn't been updated since B18 I'm afraid.
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# ? Nov 2, 2018 07:55 |
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Traps make it a lot easier but you can do really well with a large handful of heavily armored guys wielding swords or maces, the vanilla game doesn't field anything that can reliably beat heavy melee except like, centipedes and elephants.
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# ? Nov 2, 2018 09:30 |
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Kanos posted:Yeah you absolutely cannot fight fair on Rough or higher, especially against enemies that will not run like mechanoids. Any advice for a start on RICH EXPLORER?
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# ? Nov 2, 2018 13:20 |
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Viva Miriya posted:Any advice for a start on RICH EXPLORER? Oddly, I've never actually done Rich Explorer or Naked Brutality. I've played a ton of crashlanded and tribals, but never the one colonist scenarios. Based on my general knowledge of the game, you're going to want to get some sort of rudimentary defenses up almost immediately, since you absolutely cannot afford to put yourself in any danger at all with only one colonist. A single debilitating injury or a down and that's the ball game. Knowing that, I'd probably prioritize a tiny rice field -> basic food production(butcher + stove) -> immediately getting a small curtain wall and traps up, and maybe a turret or two since you start with that tech on rich explorer. You don't want to go too crazy on the turrets early on because they inflate your wealth a little bit, but you also want them to finish off anything the traps don't kill because your optimal goal is to never have to fire that charge rifle except for hunting.
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# ? Nov 2, 2018 15:55 |
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my advice for rich explorer is to get a turret up immediately and also build a second bed because you'll get another pawn before the first 6 months is up
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# ? Nov 2, 2018 15:58 |
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Depending on where you land, getting a food cooking setup isn't necessarily super important since you land with a healthy supply of survival meals. Get something in the ground, sure, but you can wait to build a thing to cook with when you get ~half done with your meals or you make a new friend.
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# ? Nov 2, 2018 16:15 |
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Heck for the first two years or so of my current colony we ate raw food, because we're tribals and there's no fuel for cooking, had to tough it out until electricity Lot of barfing going on in my statues
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# ? Nov 2, 2018 16:25 |
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Where the gently caress did you set up with tribals that couldn't grow trees?
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# ? Nov 2, 2018 16:28 |
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I appreciate the idea of a freegan vegan challenge but campfires do exist.
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# ? Nov 2, 2018 16:33 |
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i basically only play on randy rough and early defense revolves around numbers and clubs. EVERYONE gets at least a wooden club. clubs are a godsend now that they don't have quality modifiers, so any two bit rear end in a top hat can make a club that will work. steel clubs are preferable if you can spare the resources but don't sweat it too much, those things are not sticking around. EVERY raider gets attacked with at least 2:1 odds, in melee. i frequently do more than that. numerical superiority is absolutely gigantic. if there are more raiders than that, everyone hides in a building and the raiders are allowed in to the base. they will split up and do things like punch air conditioners, try to steal poo poo, etc. someone who wanders off gets mobbed and killed/downed. rinse and repeat until enemies peace out. this leaves some scars on the base and in the worst case will result in some serious damage because some jackalope will think it's funny to set a fire, but it beats the hell out of a scar on a colonist or, god forbid, an early death or maiming. like i mentioned in a recent post, defense nowadays has shifted. before, there was a real question of how to design things such that you would take no losses from certain attack intensities. now the real question is what you are willing to lose. it's part of the reason i keep thinking about trying to just keep expensive but cheap to make crap outside the base to encourage a raider to gently caress off for the cost of 30 wood or whatever while he steals a bed or an art piece, rather than the steel or worse he's likely to cost me if i let him go up against a turret or step on a spike trap. Coolguye fucked around with this message at 17:13 on Nov 2, 2018 |
# ? Nov 2, 2018 17:09 |
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Keeshhound posted:Where the gently caress did you set up with tribals that couldn't grow trees? Tree planting is now a tech, and besides they grow for so long time that realistically on arid plains and desert maps you'll first end up scavenging leftover buildings and then will still build some basic items out of steel, since there are production benches and things in which you cannot substitute wood.
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# ? Nov 2, 2018 17:37 |
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Der Kyhe posted:Tree planting is now a tech, and besides they grow for so long time that realistically on arid plains and desert maps you'll first end up scavenging leftover buildings and then will still build some basic items out of steel, since there are production benches and things in which you cannot substitute wood. Yeah, but tribals start with tree planting, and in deserts and shrublands you can plant cacti which grow to maturity in a season for 15 wood each. It's work intensive to get them planted, but it's nowhere near as big a drain on your productivity as having constant food poisoning would be.
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# ? Nov 2, 2018 17:51 |
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Keeshhound posted:Yeah, but tribals start with tree planting, and in deserts and shrublands you can plant cacti which grow to maturity in a season for 15 wood each. It's work intensive to get them planted, but it's nowhere near as big a drain on your productivity as having constant food poisoning would be. Yeah, I'm having trouble imagining a world where outside of an ice sheet or extreme desert I don't have ANY wood for fuel. Even before I moved my desert colony to an oasis (mod map that has a fertile oasis in the middle of a desert. Fun, even if NPS has been a buggy pile for a bit now), I could reasonably expect to find fuel from the cacti, and I'd use stone for the rest of my junk.
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# ? Nov 2, 2018 18:07 |
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I honestly have no idea how you'd tribal an ice sheet. It just takes so long to research electricity, let alone hydroponics.
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# ? Nov 2, 2018 18:10 |
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Keeshhound posted:I honestly have no idea how you'd tribal an ice sheet. It just takes so long to research electricity, let alone hydroponics. Gotta build your base around a steam geyser to generate constant heat. It's tricky but doable.
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# ? Nov 2, 2018 18:17 |
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The steam geyser is standard. The issue is that you can't grow anything in your base without a sun lamp, which requires electricity researched at 4x cost (for tribals). And then you're stuck growing in whatever lovely ground you have around the geyser until you can research hydroponics, again, at 4x cost. I just don't know if you can stretch four corpses out that long, even with raids.
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# ? Nov 2, 2018 18:23 |
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It’s doable. There are still animals you can hunt, such as snow hares and arctic wolves. Don’t forget that escape pod drops and distress calls triggering raids exist. Lots of free meat
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# ? Nov 2, 2018 18:30 |
Keeshhound posted:The steam geyser is standard. The issue is that you can't grow anything in your base without a sun lamp, which requires electricity researched at 4x cost (for tribals). And then you're stuck growing in whatever lovely ground you have around the geyser until you can research hydroponics, again, at 4x cost. I just don't know if you can stretch four corpses out that long, even with raids. If you're on randy it seems like you get lots of escape pods
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# ? Nov 2, 2018 18:36 |
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Keeshhound posted:Where the gently caress did you set up with tribals that couldn't grow trees? Permafrost(mod)/Ice Sheet are pretty impractical for trying to farm trees, especially if you're being all hard core and keeping the temperature below freezing forever, but eventually we got to this point: * growing trees under a roof is no longer permitted in vanilla so I needed a mod for that
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# ? Nov 2, 2018 20:13 |
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Extremely worth noting, in desert or extreme desert, you can simply farm saguaro catcus on sand for vast amounts of wood. Tynan added saguaro on sand in this version and tbh it is suuuuuuuuper broken but w/e
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# ? Nov 2, 2018 20:24 |
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I enjoy your increasing amounts of "gently caress it" as you dig out sun lamp radii
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# ? Nov 2, 2018 20:25 |
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Flesh Forge posted:Permafrost(mod)/Ice Sheet are pretty impractical for trying to farm trees, especially if you're being all hard core and keeping the temperature below freezing forever, but eventually we got to this point I figured it would wind up being some kind of ice sheet because saguaro's absolutely are bullshit in vanilla. Is it low enough temp to kill raiders?
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# ? Nov 2, 2018 20:29 |
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Keeshhound posted:The steam geyser is standard. The issue is that you can't grow anything in your base without a sun lamp, which requires electricity researched at 4x cost (for tribals). And then you're stuck growing in whatever lovely ground you have around the geyser until you can research hydroponics, again, at 4x cost. I just don't know if you can stretch four corpses out that long, even with raids. It isn't really possible for tribals without mods*, which is dumb and lame, so I add mods until it stops being impossible. Rainbeau's Fishing is a huge help, as long as you don't get too big and are willing to eat raw fish you can get by with some luck. In vanilla you just can't scrape up enough food in tundra or colder biomes and I think that's stupid, there's a few dozen human cultures that have survived just fine in tundra or arctic land. Keeshhound posted:I figured it would wind up being some kind of ice sheet because saguaro's absolutely are bullshit in vanilla. Is it low enough temp to kill raiders? No, that gets too boring tbh. It's neat up until you have the basic subsistence problems solved and then you just harvest frozen guys, up until it gets too cold to get raided at all and then basically nothing happens except occasional mechanoid raids. *err, you can do it if you start with one cannibal and you kill 4 of your other starters for food and are extremely lucky and careful Flesh Forge fucked around with this message at 20:43 on Nov 2, 2018 |
# ? Nov 2, 2018 20:29 |
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Flesh Forge posted:
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# ? Nov 2, 2018 21:15 |
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That's honestly why I've never really enjoyed extreme biome play. The difficulty of them is effectively all in the setup; it's a matter of seeing if you can manage to eke out your survival until hydroponics, at which point you're actually safer than a normal colony, because the nature of the biome means your wealth is always going to be floor-level for tiny raids and a lot of raiders will simply die trying to get to you from the conditions. A jungle or temperate start might be a snooze cruise in comparison but the later threats end up more dynamic in comparison.
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# ? Nov 2, 2018 21:17 |
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The way the game scales is always amusing. I'm doing the exact opposite as everyone else right now - I started with 24 high skilled colonists kitted out with high tech biotics and military grade weapons. The idea being that I'm eventually going to plunder the entire world, which is getting increasingly hotter every year - my second winter right now has the average night temperature of around 100f. No friends, everyone that ventures into my territory gets either shredded or captured and experimented on. My mountain fortress is a monument to sin and decadence and raids get to be absolutely comical at this level of wealth. I had a psychic ship crash and 48 mechanoids came stumbling out - I had to destroy that one with artillery. My base defenses are walls of vulcan turrets and shield generators, my disposable army of horribly mutated prisoners keeps things distracted. Since the world is basically ending as it gets hotter and hotter (until year 4, when it cycles back down) I've made an ark for all sorts of animals and have to have a massive indoor growing op to keep everything sustainable.
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# ? Nov 2, 2018 22:13 |
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This talk about vehicle mods made me think that an 'easy hack' to add repairable vehicles that you find would be to mod them in as animals, that don't move, and require components or something, to 'tame'. Now, I'm thinking this deserves an entire content mod, based on the short story Carhunters of the Concrete Prairie. Picture slightly related:
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# ? Nov 2, 2018 23:55 |
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Herb Dington posted:This talk about vehicle mods made me think that an 'easy hack' to add repairable vehicles that you find would be to mod them in as animals, that don't move, and require components or something, to 'tame'. Also at about age 12 the transmission breaks and you need to install a new one or it dies.
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# ? Nov 3, 2018 00:02 |
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Since a lot of people seem to be using the Psychology mod, maybe someone can clear this up for me before I start a new game: I've heard that the system it uses makes the 'Gay' trait obsolete and non-functional. Is the same also true for some of the other 'personality'-type traits, like 'Kind', or 'Bleeding Heart'? And if the personality effect is indeed completely superceded by the mod's own system, do these traits at least keep the special mechanics associated with them? Like the mood-improving compliment for 'Kind', and so on? I don't want any of the precious three trait slots to be occupied by ballast.
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# ? Nov 3, 2018 00:47 |
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Bleeding heart is a Psychology trait. Traits still exist and influence a pawn's personality, they're not obsoleted (or else they'd be removed). Some traits like Beautiful and Ugly are factored into sexual attractiveness and conversation modifiers rather than being a flat opinion bonus.
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# ? Nov 3, 2018 00:50 |
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Cup Runneth Over posted:Bleeding heart is a Psychology trait. Traits still exist and influence a pawn's personality, they're not obsoleted (or else they'd be removed). Some traits like Beautiful and Ugly are factored into sexual attractiveness and conversation modifiers rather than being a flat opinion bonus. Oh, I thought that was a 1.0 thing! Thanks for clearing all of that up. Difficult choices ahead...
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# ? Nov 3, 2018 01:05 |
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So when should you start exploring the map? I finally got to the point of my colony is pretty stable when it comes to it's day to day operations (I have food, plenty of power, and the whole thing is walled off besides a kill box on the north entrance.) I think I'm pretty much out of steel and components which is starting to hamstring what I can make.
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# ? Nov 3, 2018 01:36 |
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# ? Jun 4, 2024 20:21 |
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I bet you have a ton of steel and components in those mountains, waiting to be found. Start up some mines first, but separate them so you can fight off any infestations that may show up. I'm a believer that caravan gameplay isn't necessary at all, unless you want to do it. Get enough components to make a comm station and a couple trade beacons, that can help with getting you the necessary components to get to fabrication bench and deep drills. Mechanoid raids and ancient dangers are also great for components. Once you are making or buying most of your components, and deep drilling for steel, you'll probably have more than you need.
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# ? Nov 3, 2018 01:45 |