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I like infestations for the most part, they shake things up, and let melee pawns shine. As mentioned earlier, I'd take an infestation over a siege any day of the week.
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# ? Oct 25, 2022 17:41 |
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# ? May 30, 2024 23:49 |
A bad infestation can really cost you an arm and a leg.
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# ? Oct 25, 2022 17:46 |
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Vanilla Expanded flamethrower is fun with them. I love that thing.
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# ? Oct 25, 2022 17:51 |
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Drop pod raids really brought an end to my last colony. How do you guys deal with those? I feel like you need to keep your colonists armoured at all times to be prepared but that is an issue in itself
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# ? Oct 25, 2022 17:59 |
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Is there like a how to guide to draw in the rimworld art style?
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# ? Oct 25, 2022 18:01 |
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I like fighting insects a lot more than mechanoids. Centipedes are a pain in the rear end to deal with because they have low psychic sensitivity and wind up resisting EMPs after just a few blasts, whereas megaspiders are fully susceptible to all psycasts. You can easily bake insects in a heat trap while mechanoids just won't give a poo poo. You can very easily make an entire swarm of insects start stumbling around blind, vomiting, and enraged at each other
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# ? Oct 25, 2022 18:21 |
QuarkJets posted:I like fighting insects a lot more than mechanoids. Centipedes are a pain in the rear end to deal with because they have low psychic sensitivity and wind up resisting EMPs after just a few blasts, whereas megaspiders are fully susceptible to all psycasts. You can easily bake insects in a heat trap while mechanoids just won't give a poo poo. You can very easily make an entire swarm of insects start stumbling around blind, vomiting, and enraged at each other Both suck but yeah, mechanoids are more of a kick in the teeth.
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# ? Oct 25, 2022 18:28 |
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The Good Queen Clitoris posted:A bad infestation can really cost you an arm and a leg. just an excuse for an upgrade
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# ? Oct 25, 2022 18:30 |
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I vaguely recall reading that Biotech was also changing how pawns interacted and got romantically involved but it seems basically the same as before. Am I missing something?
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# ? Oct 25, 2022 18:36 |
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Jack Trades posted:Thanks for the information everyone but I gotta say, I'm really not a fan of the idea of a raid spawning inside my base, rather than at the edge of the map. Just remove bugs from the faction list at the start of the game Mr Luxury Yacht posted:I vaguely recall reading that Biotech was also changing how pawns interacted and got romantically involved but it seems basically the same as before. Am I missing something? you can gene mod them so they psychically enslave the first person they flirt with
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# ? Oct 25, 2022 19:12 |
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Deketh posted:Drop pod raids really brought an end to my last colony. How do you guys deal with those? I feel like you need to keep your colonists armoured at all times to be prepared but that is an issue in itself It’d be cool if you could build a radar or scanner or something that would give you a heads up about incoming objects a minute or two before they appear. “A small unknown signature is approaching your colony” could be a few pods of random stuff, a crash landed survivor, or whatever. “A large unknown signature is approaching your colony”, could be a meteor, a drop pod raid, ship wreckage, etc etc. Basically something that gives you time to get people ready for a possible emergency. And then it turns out it was a small meteor of sandstone and you just woke everyone up and wasted time grabbing armor in the middle of the night for nothing. [Edit] you could even include false alarms if you wanted. “The signature has dispersed, perhaps whatever it was broke up it burned up in the atmosphere?” (Be funny if that result could cause toxic fog though) or “the signature has changed course significantly and is no longer heading towards your colony”. Galaga Galaxian fucked around with this message at 19:25 on Oct 25, 2022 |
# ? Oct 25, 2022 19:20 |
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Rimatomics has a thing that does that for raids; you'll get a few hours notice for drop pod raids and a day or two for overland attacks. Sometimes they turn out to be false alarms. The upgraded version can also use stored energy to scramble incoming drop pods, making them fall at the edge of the map.
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# ? Oct 25, 2022 19:25 |
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I usually have little defensible armouries set up here and there. Few shelves of armour, shotguns, some sandbags, maybe some grenades. Zone them as Rally Point A/B/Team Discovery Channel, switch allowed areas when required. Plus by the time I'm getting drop podded I've usually got at least one full-time "useless rear end in a top hat but good at murder" pawn hanging around, and one or two tamed bears or megasloths.
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# ? Oct 25, 2022 19:25 |
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Is there a gene for Nimble in biotech? I wonder if melee pawns will be more viable with the right trait setups.
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# ? Oct 25, 2022 19:26 |
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Tiny Bug Child posted:Rimatomics has a thing that does that for raids; you'll get a few hours notice for drop pod raids and a day or two for overland attacks. Sometimes they turn out to be false alarms. The upgraded version can also use stored energy to scramble incoming drop pods, making them fall at the edge of the map. Factions expanded: ancients also includes flak cannons for can install that shoot down pods
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# ? Oct 25, 2022 19:27 |
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Galaga Galaxian posted:It’d be cool if you could build a radar or scanner or something that would give you a heads up about incoming objects a minute or two before they appear. Now that would be great, given how long it can take to get colonists geared up
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# ? Oct 25, 2022 19:34 |
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Deketh posted:Now that would be great, given how long it can take to get colonists geared up air raid siren blares "We got woken up for.... a bunch of drop pods of hot sauce???"
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# ? Oct 25, 2022 19:37 |
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Tiny Bug Child posted:Rimatomics has a thing that does that for raids; you'll get a few hours notice for drop pod raids and a day or two for overland attacks. Sometimes they turn out to be false alarms. The upgraded version can also use stored energy to scramble incoming drop pods, making them fall at the edge of the map. That’s cool. The mod looks a bit more chunky in features than what I’d want though. Not that interested in managing reactors.
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# ? Oct 25, 2022 19:43 |
I think there is a mod that will show you incoming raids as war parties on the map. I think its RimWar, never used it so I don't know how well it works and you would have to be looking at the map to know there was a war party approaching. Neat idea though, it also shows normal caravans so makes the world more lively.
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# ? Oct 25, 2022 19:44 |
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Galaga Galaxian posted:That’s cool. The mod looks a bit more chunky in features than what I’d want though. Not that interested in managing reactors. The mod you are looking for is Called Preemptive Strike and is not updated for 1.4 yet, though IIrc its more raid focused
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# ? Oct 25, 2022 19:50 |
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There used to be a mod called Preemptive Strike where each settlement had a vision radius and detection radius that could be expanded. Any incoming events were first sensed by the detected radius like "Small sky object incoming at fast speed" or "unknown human groups moving throug forest" and then once they moved into the vision radius you got more details on if it was a raid, a caravan, beggars, etc. You could even possibly bribe them to turn around. It was a cool mod but as far as I know the original author never continued it past 1.1 and the maintainer decided to do no further updates and use RimWar instead, so as far as I know it's a dead mod.
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# ? Oct 25, 2022 19:55 |
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think it's VE insectoids expanded that has a device that stops burrowing insects entirely, instead triggering an edge-of-map raid of increased size
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# ? Oct 25, 2022 20:42 |
Inexplicable Humblebrag posted:think it's VE insectoids expanded that has a device that stops burrowing insects entirely, instead triggering an edge-of-map raid of increased size I like Thumper for that. It's probably not strictly balanced but the thumpers are big enough that they require some planning to use
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# ? Oct 25, 2022 21:06 |
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I turned infestations down to 0% and still had to fight off like five of them by now
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# ? Oct 25, 2022 21:19 |
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Danaru posted:I turned infestations down to 0% and still had to fight off like five of them by now If you want them entirely gone you can just remove the Insectoid Geneline faction during game setup. You'll still see the occasional insectoid during ancient complex raids but they're otherwise gone.
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# ? Oct 25, 2022 21:26 |
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Is Simple Sidearms still the go-to to let my dudes carry a knife or anything other than uselessly bashing targets with a rifle? Not planning to change mods at all until I'm done with my current 1.3 run, so "compatibility isn't ironed out yet" isn't a barrier, just seeing if there's anything newer that does it better.
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# ? Oct 25, 2022 21:35 |
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Jack Trades posted:Thanks for the information everyone but I gotta say, I'm really not a fan of the idea of a raid spawning inside my base, rather than at the edge of the map. you can simply disable the bug faction at start you know, no one will get mad Deketh posted:Drop pod raids really brought an end to my last colony. How do you guys deal with those? I feel like you need to keep your colonists armoured at all times to be prepared but that is an issue in itself there are mods that disable these raid strategies - I don't like them either, I use Turtle Friendly Raids https://steamcommunity.com/sharedfiles/filedetails/?id=2873687151&searchtext=turtle oddly I like and am OK with a bunch of bugs and goop wrecking some interior things but I don't like the shooty mans falling from the sky and making GBS threads up my interior, go figure Flesh Forge fucked around with this message at 21:48 on Oct 25, 2022 |
# ? Oct 25, 2022 21:44 |
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Mr Luxury Yacht posted:I vaguely recall reading that Biotech was also changing how pawns interacted and got romantically involved but it seems basically the same as before. Am I missing something? The previous system is unchanged but there is now also a "romance" button in the social tab that allows you to force a pawn to make a romantic advance on a pawn you choose. It shows you the % chance of success too. There's a 15 day cooldown so you can't have them spam romantic advances but it's extremely useful for kicking off relationships.
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# ? Oct 25, 2022 21:44 |
SkyeAuroline posted:Is Simple Sidearms still the go-to to let my dudes carry a knife or anything other than uselessly bashing targets with a rifle? Not planning to change mods at all until I'm done with my current 1.3 run, so "compatibility isn't ironed out yet" isn't a barrier, just seeing if there's anything newer that does it better. I'm sure there are others but Simple Sidearms seems to work well for me.
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# ? Oct 25, 2022 21:44 |
SkyeAuroline posted:Is Simple Sidearms still the go-to to let my dudes carry a knife or anything other than uselessly bashing targets with a rifle? Not planning to change mods at all until I'm done with my current 1.3 run, so "compatibility isn't ironed out yet" isn't a barrier, just seeing if there's anything newer that does it better. I like Pocket Sand as a replacement, it's a lot simpler so it tends to be more compatible with everything.
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# ? Oct 25, 2022 21:49 |
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Mr Luxury Yacht posted:I vaguely recall reading that Biotech was also changing how pawns interacted and got romantically involved but it seems basically the same as before. Am I missing something? there is now a mechanic to micromanage them if you want, you can look at each pawn's social tab and there's a couple of UI additions to manually make them flirt with another pawn (composited together in one pic, normally you wouldn't see both of these at once) e: and no those do not require dev mode to be enabled
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# ? Oct 25, 2022 21:55 |
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My "human computer" fell in love with the grizzled old prospector incapable of doing thinky jobs while they were cowering together in the rec room from an invasion of yorkshire terriers and I think that's a story that can only happen in Rimworld and why I keep coming back after all these years
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# ? Oct 25, 2022 21:59 |
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Deketh posted:Drop pod raids really brought an end to my last colony. How do you guys deal with those? I feel like you need to keep your colonists armoured at all times to be prepared but that is an issue in itself Are you NOT supposed to have all your colonists battle-ready at all times?!
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# ? Oct 25, 2022 22:03 |
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Accidentally turned my researcher into a vampire because "extract xenogene" was further up the list than "carry to gene extractor" and I wasn't paying attention, so now my computer boy is going to get very very interesting!
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# ? Oct 25, 2022 22:07 |
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I did it, I found the most defensible map funnel every single enemy through a lake while they eat a hail of gunfire
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# ? Oct 25, 2022 22:13 |
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death cob for cutie posted:Ah, now I remember my biggest annoyance with RimWorld. Is there any way to automatically restrict pawns to an area when hostiles are on a map? I don't need you to go out and rearm that trap right now, buddy. You don't need to walk into grenade fire. it's not worth it! 1. Define some safety area. I usually have one called "Compound" which is everything inside the walls and one called "Inside" which is everything inside the residence. You do this by going into the zone menu, clicking Allowed Area, then clicking "Manage allowed areas", which is the button that lets you actually create a new safety area. 2. When a baddy shows up, go into the Schedule menu (I know, I know) and slide the cursor down, sending everybody into Compound except non-combatants, who go into Inside.
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# ? Oct 25, 2022 22:13 |
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Telsa Cola posted:Is there like a how to guide to draw in the rimworld art style? it's not exactly in tutorial format but tynan has talked extensively about the rules of art style he set and is pretty helpful: https://www.youtube.com/watch?v=VdqhHKjepiE
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# ? Oct 25, 2022 22:14 |
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Reik posted:Is there a gene for Nimble in biotech? I wonder if melee pawns will be more viable with the right trait setups. there's one that reduces damage, and one that reduces pain, but not one for reducing hit chance.
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# ? Oct 25, 2022 22:16 |
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There's also the Unstoppable gene which makes them not get staggered when taking damage.
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# ? Oct 25, 2022 22:18 |
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# ? May 30, 2024 23:49 |
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Danaru posted:I turned infestations down to 0% and still had to fight off like five of them by now you want this, a mod that disables and enables incidents post-start (imo it's a great mod to have anyway because there are things the game will do to a tribal colony with bows and clubs that are complete bullshit, but with some research and gear they can handle it) https://steamcommunity.com/sharedfiles/filedetails/?id=2347633285&searchtext=incident e: vvvv deep dish peat moss posted:There's also the Unstoppable gene which makes them not get staggered when taking damage. yeah that is tremendously useful Flesh Forge fucked around with this message at 22:21 on Oct 25, 2022 |
# ? Oct 25, 2022 22:18 |