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Vasler posted:1. How do I get a reliable source of chemfuel to make mortar shells? Train up a bunch of boomalopes? 2. You're overthinking killboxes. Here's a perfectly good one: Walls to funnel them into one entrance, floor so nothing can grow to give them cover, traps to discourage anything trying to get into melee, and my dudes way at the other end, behind cover, shooting at people who are out in the open. That's all you need. Also, don't expect too much out of turrets. They're slow, inaccurate, and fragile. They have uses and can definitely act as force multipliers, but they're not going to guard your base for you. 3. Yeah, but it's way up the tech tree. 4. Always build the best armor you can for combat. Devilstrand dusters and hats are superb and will give your guys a wide range of damage protections and temperature tolerances. 5. Guns > not guns. Always keep your dudes equipped with the best weaponry you can. Keep in mind that weapons don't get the Tainted debuff, so every dead raider pack is a resupply pod. 6. Mortars are for static enemies who are content to sit outside your walls loving with you but not assaulting. I use them for psychic/defoliator ships, although with those since the mechs are asleep until you do a hostile act, it's feasible to walk up, build defensive fortifications, then just shoot 'em all -- but I like the safety of my walls and my killbox. The most important thing mortars are for is for when raiders come to set up a siege. If you don't have mortars to discourage 'em with, you've got to assault them, and dislodging sieges with your face will cost you a lot of dead colonists. You want to build mortars before you need them. One or two is fine, you can build more later and/or salvage the ones the raiders bring (if you don't explode 'em in your shelling).
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# ? Jul 11, 2021 06:54 |
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# ? May 28, 2024 17:12 |
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Coolguye posted:It’s even easier to make lavish meals and stuff people so silly they’re happy from the sheer amount of food they’re eating Hell, relateable.
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# ? Jul 11, 2021 07:27 |
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Thanks for all the advice, everyone, you're all super helpful! My first attempt at a killbox is on the lower left. I'll remove my water generator since everyone attacks it all the time anyway. I'll also close up the holes on the right side of my base and right beside the water generator. If I stick a bunch of traps down and wood floor is it okay for a first attempt? I'll have three autoturrets, the traps and soon, some chain shotguns, LMGs, heavy SMGs and one sniper. I'm getting pretty large raids now, thanks to (I think) some random quest that gave me like 1500 gold for some reason. I can research jump packs right now, but I haven't. I'm really low on steel so I need to somehow get more. Researching deep mining will get me there?
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# ? Jul 11, 2021 07:48 |
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I've seen a few mods try to solve the issue of raiders sending endless human wave attacks with no regard for losses, but they inevitably end up making the game way easier. Stuff like giving an abstract resource that is consumed by factions when they send raids, and being able to affect it by destroying outposts. Neat idea but tricky to implement.
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# ? Jul 11, 2021 07:53 |
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Leal posted:Hell, relateable. bro my life the last year has been hellish and cooking absurd amounts of high quality food from meal kit services has been the literal only thing that has held my psyche together at times. last week i was in a good mood for all of tuesday, wednesday, and thursday because i made steak and shrimp with jasmine rice and roasted zucchini and i stretched out the meals over two days. the experience was so good that i was in a good mood for almost 36 hours after i finished the last serving. lavish meal buffs are extremely real and i don't gently caress with it at all.
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# ? Jul 11, 2021 08:00 |
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Coolguye posted:bro my life the last year has been hellish and cooking absurd amounts of high quality food from meal kit services has been the literal only thing that has held my psyche together at times. last week i was in a good mood for all of tuesday, wednesday, and thursday because i made steak and shrimp with jasmine rice and roasted zucchini and i stretched out the meals over two days. the experience was so good that i was in a good mood for almost 36 hours after i finished the last serving. During a poo poo period of my life I was buried under nearly constant crushing anxiety and migraines and treatments weren't really working; I was skipping my college classes, had lost my job, all that poo poo. One day, on a class day, I was hungry as hell and had no food in the house, so on a whim I decided to try out a local sandwich shop that had just opened and got their daily special that day, which was a homemade brisket sandwich on fresh-baked bread. It was like I had downed a magic potion. It didn't make my problems go away, but it put me in such a good mood that I finished out my classes for the week and honestly probably saved my semester.
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# ? Jul 11, 2021 09:15 |
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Razakai posted:I've seen a few mods try to solve the issue of raiders sending endless human wave attacks with no regard for losses, but they inevitably end up making the game way easier. Stuff like giving an abstract resource that is consumed by factions when they send raids, and being able to affect it by destroying outposts. Neat idea but tricky to implement. Why would you want them to stop? They’re delivering fresh slaves and organs directly to your door.
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# ? Jul 11, 2021 15:30 |
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So that I build more realistic looking defenses. Combining that with Self Preservation mod again seems more realistic, but also makes the game easier.
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# ? Jul 11, 2021 15:45 |
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If you want to add something to make fights more realistic you might also like suppression though I don't know if it's going to be updated for 1.3 Works pretty well though, pawns get increasing levels of slowdown and modifiers to their size class, which makes them harder to hit, the more they get shot at. Makes crowd control and automatic fire quite significant.
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# ? Jul 11, 2021 17:06 |
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Since seeing how others build their bases is a good way to learn, here's my setup: I always seem to default to compound/small town bases. Yes it's far less efficient, and mine in particular involves a lot more walking than needed, but it grew organically over time, especially when the first warehouse ran out of space. Note the proto killbox design in the lower right. Long-term goals involve adding a second and third layer to all the walls and draining the marshes when I research moisture pumps. Also getting around to fully replacing all the wood walls from the initial landing. Moon Slayer fucked around with this message at 17:26 on Jul 11, 2021 |
# ? Jul 11, 2021 17:23 |
how do you get peoples organs without the whole colony freaking? do you just have a black site surgery center where a psychopath with high medical skills does the deed? or do they still all magically know?
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# ? Jul 11, 2021 17:31 |
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That's one way to do it. Another is to use the organ proceeds to have everyone permanently snorting coke off their personal gold toilet seats so they just don't care anymore. Or you could wait for the new expansion which seems like it will allow you to enforce colony wide morality takes.
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# ? Jul 11, 2021 18:00 |
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Alternating psychite tea and beer cancels out… 2 organ removals? And alternating means you probably won’t see addictions. For the colonists, not the prisoner.
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# ? Jul 11, 2021 18:03 |
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I wish it'd track what you used the organ for. If you sold it then yeah, they should be upset. If you installed it on one of your colonists, especially if there was something wrong with the organ that was replaced, they should be less upset.
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# ? Jul 11, 2021 18:11 |
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It goes in the vast organ hoard with the rest of them. It's like the box of misc cables you dont want to throw out in case one is useful except it's organs.
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# ? Jul 11, 2021 18:25 |
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Here's my latest base, it was an experiment in designing a killbox-less base that's still defensible. There is no open path to the base itself, so the raiders will individually dig at a random bit of wall. The double wall makes it incredibly unlikely that they will ever get trough, since non-sappers will target another random bit of wall when they manage to break down the first, and there is a vanishingly small chance that that will be the inner layer that is exposed. The corner rooms that stick out are bunkers with embrasures covering all the walls, the purpose is not to shoot at incoming raiders (The outward embrasures are mostly to shoot manhunters), but to cover the walls and kill anyone digging at them, while being protected from any other angle. You can shoot at any part of the walls while being protected.
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# ? Jul 11, 2021 19:00 |
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if we're fuckin around w enfilade, we should really do star forts huh really the depiction of melee effectiveness is more compatible w renaissance era guns than spacer guns
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# ? Jul 11, 2021 19:02 |
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3 years ago already.
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# ? Jul 11, 2021 19:15 |
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Moon Slayer posted:Since seeing how others build their bases is a good way to learn, here's my setup: i've been working with a bit of a hybrid this time around wherein i have a central 'great hall' that is basically a 15x15 freezer/kitchen/butchery area, a 15x15 main warehouse area, and a 30x15 integrated workshop/rec room/dining area. everything else is handled compound style on the periphery. i'm pretty excited with how it's working so far, most of a pawn's time is spent in the great hall, where the large indoor space does multi-duty with 'spacious interior', 'impressive rec room', 'impressive dining room', etc. it's causing inspirations in my second and third quadrums even while folks are eating nutrient paste. really looking forward to seeing how it works after i get steel flooring down.
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# ? Jul 11, 2021 20:47 |
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Kafouille posted:Here's my latest base, it was an experiment in designing a killbox-less base that's still defensible. This is still exploiting the dumb AI just as much as a killbox! Jokes aside, it's a neat design and I can see it working extremely well up until you get to the endgame giga-raids. I'm honestly surprised you don't run into issues with the single-layered doors; traditionally I've had huge issues in the past with raiders punching down my outer wall doors due to doors' lovely HP.
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# ? Jul 11, 2021 21:00 |
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There’s definitely a reason that the preferred reaction from rank and file soldiers to the idea of assaulting a star fort was to shoot the officer suggesting it before anyone else heard.
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# ? Jul 11, 2021 21:02 |
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Kanos posted:During a poo poo period of my life I was buried under nearly constant crushing anxiety and migraines and treatments weren't really working; I was skipping my college classes, had lost my job, all that poo poo. One day, on a class day, I was hungry as hell and had no food in the house, so on a whim I decided to try out a local sandwich shop that had just opened and got their daily special that day, which was a homemade brisket sandwich on fresh-baked bread. Whole body Malnutrition (trivial)
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# ? Jul 11, 2021 21:24 |
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LonsomeSon posted:There’s definitely a reason that the preferred reaction from rank and file soldiers to the idea of assaulting a star fort was to shoot the officer suggesting it before anyone else heard. you were supposed to construct contravallation (counter-fortifications) and then trenches parallel to the walls and then saps (zigzagging offensive trenches), the saps are so narrow the enfilade fire cant get to it and then you make another parallel closer this was so predictable in the 1600s that the siege of maastricht the assault of which, which was executed by vauban, who basically reinvented the star fortress, was scheduled by vauban to end on the day louis 14 would arrive to make the king look awesome no fuckin trenches sxcept in the mods. siege contravallations in rinworld kinda suck, in many successful sieges they were comparable in effort expended to the actual fortifications if temporary bob dobbs is dead fucked around with this message at 05:14 on Jul 12, 2021 |
# ? Jul 11, 2021 23:36 |
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Looking at everyone's bases, it seems my strategy of 'always build by hollowing out the inside of a giant mountain' is not as popular as I thought it would be. I guess I do waste a lot of time digging each time I build a room. Also the bugs aren't that great, once they come. Though I keep my base well lit so they're less of a problem.
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# ? Jul 12, 2021 00:17 |
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I tried mountain bases and found the bugs too tedious, I'd rather deal with drop pod raids
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# ? Jul 12, 2021 02:11 |
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great hall is shaping up fantastic. note all the moods of the regulars. a nontrivial part of that is them having beautiful surroundings + impressive rec room + impressive dining room, etc. it's like +25.
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# ? Jul 12, 2021 02:36 |
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BULBASAUR posted:I tried mountain bases and found the bugs too tedious, I'd rather deal with drop pod raids Tried an icesheet mountain base, since bugs can't spawn below -18C but discovered that just makes every bad event a mech raid. Except this was like 0.19? and mostly unmodded so it ended up being a tradeoff of completely skipping easily-trivialized threats to turn rimworld into a hellish unwinnable meatgrinder slog of everyone being too perpetually braindamaged/depressed/insane to accomplish more than marginal subsistence between meltdowns and beatings. yeah yeah, my monitor is on
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# ? Jul 12, 2021 02:48 |
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BULBASAUR posted:I tried mountain bases and found the bugs too tedious, I'd rather deal with drop pod raids You can just freeze the bugs away, or just keep everything but your grow area frozen and your grow area ready to freeze.
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# ? Jul 12, 2021 04:30 |
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I decided in my last run to turn off standard infestations. I like mountain bases aesthetically, but standard infestations are either devastating if you've not geared up appropriately (i.e. have 3 geared melee pawns with almost whatever in the back), or completely trivial with gear/infestation location baiting/psycasts (but annoying). At least with drop pods there's not a way to bait them to an area, but eventually even with mountain bases you can specially craft a side room to make the vast majority of your infestations happen there.
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# ? Jul 12, 2021 05:06 |
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.... So deep storage updated and now all my walls built near a storage item has loving imploded. I cannot loving believe this
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# ? Jul 12, 2021 07:51 |
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quote:Ideology adds social roles and rituals
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# ? Jul 12, 2021 08:38 |
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You stored too greedily, too deeply
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# ? Jul 12, 2021 08:40 |
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tag yorself im high narco-christianity
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# ? Jul 12, 2021 08:42 |
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# ? Jul 12, 2021 08:48 |
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I’m fourteen ducks posed before a village, while three lawyers look on menacingly in the background, symbolizing regret, and depicted by the arrangement of thousands of tiny alphabeavers. I refer to the time Duck 8 contracted Plague in Septober of 5503
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# ? Jul 12, 2021 09:19 |
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Leal posted:
Prolly found this out already, but unsubscribe from steam, then manually install the 1.2 version of the mod. Had to do it myself earlier, but it fixes things. Also god dammit, I got this game because of your LP and do you realise how much of my free time you've sucked up?!
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# ? Jul 12, 2021 11:17 |
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There's a new post about Ideologies: https://store.steampowered.com/news/app/294100/view/2995440290234300406 Very cool stuff. This can really, really help differentiate each playthrough. You very likely can tailor a faith to just reinforce your usual playstyle, or you can make one that encourages you to play differently. I wonder if you can "cheat" ritualized blindings by implanting bionic eyes afterwards? In any case, this has so much potential, I'm really looking forward to this. Do we know the release date? On the store page it only says "July".
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# ? Jul 12, 2021 12:20 |
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Here's hoping the Ideology systems are easily moddable. I want to build a spider-worshiping Feralisk cult for real this time.
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# ? Jul 12, 2021 12:59 |
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Hungry posted:Here's hoping the Ideology systems are easily moddable. I want to build a spider-worshiping Feralisk cult for real this time. IIRC they've already said it will be.
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# ? Jul 12, 2021 13:31 |
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# ? May 28, 2024 17:12 |
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Cant wait to see what empire mod does with it
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# ? Jul 12, 2021 14:09 |