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Jack Trades
Nov 30, 2010

Flesh Forge posted:

what is your theory as to why that many centipedes were generated?

Mods?
That raid is way beyond what the game should be spawning ever.
Unless it was a quest "raid"? Those don't follow the same constrains as normal raids.

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OwlFancier
Aug 22, 2013

Flesh Forge posted:

yeah this is a problem for me as well, I tech up very slowly because I just prefer that, but I accumulate gobs of wealth from skilled pawns and high quality furniture and large piles of extremely good-smelling corn

The big trouble I have is I disable most of the pawn join events so it can be quite hard to actually get enough bodies. I usually end up relying on children.

Lt. Lizard
Apr 28, 2013

Jack Trades posted:

Maximum amount of wealth that can contribute to raid points is 1 million, which contributes 2400 raid points modified by your Difficulty, which is x1.0 at "Strive to survive" and Adaptation Factor, which is at most 1.5 if you have handled your previous raids perfectly without even getting anyone injured.

A Centipede is 400 points.
(2400 * 1.0 * 1.5) / 400 is 9, times x1.5 assuming the worst case scenario of Randy giving you a max strength raid, is 13.5 Centipedes.

All of your bling contributed to only 1/6th of the Centipedes in that screenshot.

Expensive items are much less of an issue than what people imagine it being.

At least according to wiki, 1 million of wealth gives you 4200 raid points. Those 4200 raid points can be further increased by pawn points (that take into account both the number and value of pawns, colony animals and mechanoids) and further multiplied by difficulty level. So the theoretical max number of points a raid can have is significantly higher than 2400.

(Also non-wealth mode is far more adaptable then I thought, it takes basically all the same things as default mode into consideration, like pawns and adaptation (ie. how well or how badly are you doing) , and the time scaling is just the game assigning you a fixed wealth level that increases in time for the purposes of game difficulty, instead of taking your colony wealth into account)

Jack Trades
Nov 30, 2010

OwlFancier posted:

The big trouble I have is I disable most of the pawn join events so it can be quite hard to actually get enough bodies. I usually end up relying on children.

If you use the Ideology DLC you can just have a ritual that gives you free pawns.

Complications
Jun 19, 2014

isndl posted:

Gee thanks, I'll install a mod to make raiders avoid killboxes. This will surely fix how I'm fighting a hundred pirates with ten pawns every other raid.

Complications posted:

You're looking for Combat Readiness Check, that'll let you turn down the amount that building, item, and art wealth impacts raid size versus pawn, weapon, and armor value.

Fight a handful of raiders with your handful of pawns without needing a killbox! It's just that easy.

OwlFancier
Aug 22, 2013

Yes or I could just not disable those events. The point is that I enjoy small populations and having new pawns be something rare and valuable, I also like being picky, so the child route works well as I can usually spec them into something I want.

I could also not turn down research speed, but I again like a quite slow paced game, but this means that either I end up not doing very much, or I tend to balloon wealth because it remains fairly easy to accumulate good stuff from quests and farming even as I am not gaining much in the way of defensive capabilites. So adjusting the difficulty to match the way I play the game works well.

It's also why I like using self preservation, as being able to scare off raids at the expense of not getting any loot out of them is fun for me and also further makes pawn acquisition difficult as I have to specifically chase down anyone I want to recruit.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Complications posted:

Fight a handful of raiders with your handful of pawns without needing a killbox! It's just that easy.

Wasn't it outright broken in 1.4? Maybe they've fixed it for 1.5, I haven't checked.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Mederlock posted:

So I'm new to Rimworld, and I'm about 10 hours into my vanilla playthrough and didn't disable any of that, is that going to completely gently caress up my mid to late game progression?

Nah you are fine and playing as intended. My comment was directed at people complaining that they like to play low tech colonies but mechanoids and spacer level enemies can absolutely destroy you and the solution to that is just to turn em off.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Kanos posted:

Ancient old dude was just enjoying a joint when you yanked him through a hell portal.

!!! THE DEVILS LETTUS CLAIMS ANOTHER VICTIM !!!

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Telsa Cola posted:

Nah you are fine and playing as intended. My comment was directed at people complaining that they like to play low tech colonies but mechanoids and spacer level enemies can absolutely destroy you and the solution to that is just to turn em off.

well there's more nuance to it, there are mods that adjust this behavior in ways that some people (complete weirdos, absolute loving losers etc) like

Broken Cog
Dec 29, 2009

We're all friends here
I'm curious, what is the biggest hurdle to fighting lategame enemies as low-tech? Piercing?

Do you allow yourself to use high-tech stuff looted of enemies?

Complications
Jun 19, 2014

isndl posted:

Wasn't it outright broken in 1.4? Maybe they've fixed it for 1.5, I haven't checked.

The original's long since abandoned but there's always somebody who makes a compatibility update. Just hit the checkbox by the patch you want and it makes finding the right one easy.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Broken Cog posted:

I'm curious, what is the biggest hurdle to fighting lategame enemies as low-tech? Piercing?

Do you allow yourself to use high-tech stuff looted of enemies?

if you are equipped with stuff like power armor and assault rifles and whatnot you can handle it, but you've stopped being low tech. yes you can trade for that stuff, sure you can build 50 spike traps and collect that stuff, ok. you're now playing the high tech game. what if you didn't want to do that? the game is packaged and billed as a storytelling game but it's essentially impossible to delay that particular arc in the vanilla content unless you just disable it entirely.
e: or use mods, which is what I've been saying :shrug:

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
https://steamcommunity.com/sharedfiles/filedetails/?id=2554423472 - Ignorance is Bliss (most raid types are throttled by your researched topics)
https://steamcommunity.com/sharedfiles/filedetails/?id=3212648847 Arcane Technology (you're a dumbass cave man wtf are you doing equipping a charge rifle)

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

OwlFancier posted:

The big trouble I have is I disable most of the pawn join events so it can be quite hard to actually get enough bodies. I usually end up relying on children.

I do this too, for the same reasons :mad::hf::mad:

Broken Cog
Dec 29, 2009

We're all friends here

Flesh Forge posted:

if you are equipped with stuff like power armor and assault rifles and whatnot you can handle it, but you've stopped being low tech. yes you can trade for that stuff, sure you can build 50 spike traps and collect that stuff, ok. you're now playing the high tech game. what if you didn't want to do that? the game is packaged and billed as a storytelling game but it's essentially impossible to delay that particular arc in the vanilla content unless you just disable it entirely.
e: or use mods, which is what I've been saying :shrug:

Yeah, if that's how you want to play, I can see tuning the experience to be the best way to go with it.

worm girl
Feb 12, 2022

Can you hear it too?

Broken Cog posted:

I'm curious, what is the biggest hurdle to fighting lategame enemies as low-tech? Piercing?

Armor. Ultratech weapons do shitloads of damage and baseliners in tribalwear can't handle it. You get wiped out before you can get close.

But that changes if you're using psycasts, psychite, neanderthals, yttakin, base designs that force enemies into melee bottlenecks, traps, animals, lances, plate armor (plasteel!), uranium maces, sanguophages, void rituals, fire rooms (via firebows or impid breath), cave-ins, ally reinforcements, etc. Ideology gives you gauranlen, melee specialists, insect summoning, better mountain bases, and blindsight.

It is a lot harder to play without industrial tech, but it's by no means impossible. You just can't stand in a line and bow people to death or run at a centipede squad in an open field.

I usually wind up getting frustrated at the infections more than anything else. Tending Grug with herbal medicine in a wooden room where the torch keeps going out is pretty tough.

Asimo
Sep 23, 2007


Wealth scaling is Fine. You never need to think about it unless you're doing an offbeat play with a handful of low tech tribals and a bunch of art or something but even in cases like that you have the resources to deal with it (art can be traded for goods and services!) if you really wanted to. If you're going around obsessing over every masterwork stook or smoothed floor tile you're stressing yourself out for absolutely no reason.

Similarly you are going to need defenses, and ideally sooner rather than later. You don't even need the dreaded killbox, just some strategically placed sandbags or walls and some relatively open areas where invaders can't abuse cover. If anything, having a big over designed killbox with embrasures and a dozen turrets and whatnot will make you under prepared for when raiders drop pod into your kitchen, sap through a side wall, or otherwise bypass it all.

And don't forget that even the base game gives you consumables for dealing with things you aren't prepared for. A psychic insanity lance quickly used on a pirate with a rocket launcher can give you a fairly big head start, a orbital strike can soften up a giant centipede raid, and so on. And if you have expansions and mods you probably have even more options to work with; a psycaster with berserk pulse can trivialize human raids, and if they have invisibility and/or skip you probably won't even need to draft up the rest of your colony.

And sometimes you're going to lose limbs and lives to bullshit. It's Rimworld. It's an intended feature!

Everything comes down to personal preferences and some folks are going to be annoyed by things that don't bother others. The game ultimately isn't really about playing a low tech tribe or medieval castle or that sort of thing in long term, and if you really want to do that you're going to have to be aggressive in your storyteller and world settings, grab mods that support the playstyle, or both.

Eiba
Jul 26, 2007


Flesh Forge posted:

https://steamcommunity.com/sharedfiles/filedetails/?id=3212648847 Arcane Technology (you're a dumbass cave man wtf are you doing equipping a charge rifle)
This could be a fun one for game balance or RP reasons, but in every real life example I know of where there was long term contact between people with different "tech level" weapons, everyone used as much of the more effective weapons as they could get their hands on. Native Americans were constantly trading for rifles and using them quite effectively at every opportunity they could. You really don't need to know how to manufacture a rifle to understand how to use one. You could make the argument that future tech might work differently, and it might require... some sort of understanding to function, but honestly I don't see why a member of an uncontacted tribe couldn't learn to use a touch screen. People aren't dumb, even if they don't use fancy technology.

Now some sort of taboo against high tech weapons- an ideologion meme for instance- would be a lot more sensible way to get to the same end. It would even lead to some interesting gameplay choices if it was just like a mood hit or something, where you have to balance the desire to stick to your values against the utility of a fancier weapon.

HelloSailorSign
Jan 27, 2011

That's simply the preferred weapon neolithic/ultratech ideology choice at the bottom.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Eiba posted:

This could be a fun one for game balance or RP reasons, but in every real life example I know of where there was long term contact between people with different "tech level" weapons, everyone used as much of the more effective weapons as they could get their hands on. Native Americans were constantly trading for rifles and using them quite effectively at every opportunity they could. You really don't need to know how to manufacture a rifle to understand how to use one. You could make the argument that future tech might work differently, and it might require... some sort of understanding to function, but honestly I don't see why a member of an uncontacted tribe couldn't learn to use a touch screen. People aren't dumb, even if they don't use fancy technology.

Now some sort of taboo against high tech weapons- an ideologion meme for instance- would be a lot more sensible way to get to the same end. It would even lead to some interesting gameplay choices if it was just like a mood hit or something, where you have to balance the desire to stick to your values against the utility of a fancier weapon.

it actually lets you use conventional firearms at default settings, but not the charge rifle or other spacer tech stuff :ssh:

Gadzuko
Feb 14, 2005
Are there any mods that add psionic weapons/armor? Like a sword or gun that becomes more powerful based on your psi sensitivity?

Eiba
Jul 26, 2007


Flesh Forge posted:

it actually lets you use conventional firearms at default settings, but not the charge rifle or other spacer tech stuff :ssh:
Oh, well that checks out then.

Though the issue then becomes that none of the spacer stuff is strictly speaking an upgrade on the assault rifle. That would be a really cool mod to combine with something that buffs the heck out of the charge rifle and actually makes it a clear upgrade rather than a similarly nice weapon with some tradeoffs.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
yeah the assault rifle has always been the best all around gun imo, just because it's so accurate at max range


Gadzuko posted:

Are there any mods that add psionic weapons/armor? Like a sword or gun that becomes more powerful based on your psi sensitivity?

there's a bunch, here's one I like
https://steamcommunity.com/sharedfiles/filedetails/?id=2913257502

search for psychic or psionic and you'll get a bunch

Taeke
Feb 2, 2010


Is there a mod that can give me a map with a river delta like setup, or loads of small islands? I want to build a base that's a lot of little islands connected with bridges, preferably on the coast. I've got the mod that lets me customize the map size, and I know the island biomes mod mentioned earlier but that only gives you 3 or 4 big islands at most when I make the map really big (like 400x400 or even larger) but with a lot of water. Closest to what I want is the map designer mod where you can have a river oxbow that sometimes curves in on itself but that only creates one or two islands at most.

I could use dev mode to create it myself but that's a huge hassle.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i funneled a poo poo ton of zombies through an alleyway created by my base and a quest construction. there were 44 of the drat things and it took so long to kill em all that some of my guys got pretty bad rot gas exposure:


Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




Taeke posted:

Is there a mod that can give me a map with a river delta like setup, or loads of small islands? I want to build a base that's a lot of little islands connected with bridges, preferably on the coast. I've got the mod that lets me customize the map size, and I know the island biomes mod mentioned earlier but that only gives you 3 or 4 big islands at most when I make the map really big (like 400x400 or even larger) but with a lot of water. Closest to what I want is the map designer mod where you can have a river oxbow that sometimes curves in on itself but that only creates one or two islands at most.

I could use dev mode to create it myself but that's a huge hassle.

Have you tried this one?

https://steamcommunity.com/workshop/filedetails/?id=2773943594

It has an archipelago setting, and there's also an option to go into the config and mess around with the settings yourself.

Edit: it also makes kinda nicer/more interesting maps for raids and events.

OwlFancier
Aug 22, 2013

Taeke posted:

Is there a mod that can give me a map with a river delta like setup, or loads of small islands? I want to build a base that's a lot of little islands connected with bridges, preferably on the coast. I've got the mod that lets me customize the map size, and I know the island biomes mod mentioned earlier but that only gives you 3 or 4 big islands at most when I make the map really big (like 400x400 or even larger) but with a lot of water. Closest to what I want is the map designer mod where you can have a river oxbow that sometimes curves in on itself but that only creates one or two islands at most.

I could use dev mode to create it myself but that's a huge hassle.

Geological Landforms may have something like what you want, though I don't think it has a delta specifically. It does have an archipelago setting you might like.

Combine it with Map Preview by the same author.

Xerol
Jan 13, 2007


Yeah that's certainly a state for the tech tree to be in.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Lead out in cuffs posted:

Have you tried this one?

https://steamcommunity.com/workshop/filedetails/?id=2773943594

It has an archipelago setting, and there's also an option to go into the config and mess around with the settings yourself.

Edit: it also makes kinda nicer/more interesting maps for raids and events.

that's a pretty good mod (I've used it before too) and tbh I should be using that instead of the "Biomes!: Islands" mod because it comes with kind of a lot of baggage I wasn't really looking for

Oscar aint no Slouch
Apr 29, 2014
yeah geological landforms (and the author's accompanying mods biome transitions and map preview) are top tier mods that are universally compatible with other custom content and have no reason to ever leave off your mod list

on the topic of mods, it seems like the prettier map and set up camp mod which have yet to get their 1.5 updates have now been rolled into regrowth core https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569

which is nice and all but at the same time gives me a bit of scope creep unease

DarkLich
Feb 19, 2004
Completed my first Anomaly victory. Wheweeee that last stretch is a doozy

Sad because I never had the warm embrace of cube in my colony

Viscous Soda
Apr 24, 2004

Facebook Aunt posted:

Your caravans try to leave the map? Usually mine mill around the form caravan spot getting mad while waiting for something until someone breaks. I have no idea what was going wrong, but eventually I got annoyed enough to turn on dev mode purely so I can form caravans instantly.

Do you have Simple Sidearms installed? Because I was having a similar problem due to that mod. I think what happens is their sidearm is considered part of the caravan equipment, but they can't load it because it's already on their person.

CheaperThanTwitter
Jul 3, 2023
Can I get this guys consciousness any lower without killing him?

Only registered members can see post attachments!

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

CheaperThanTwitter posted:

Can I get this guys consciousness any lower without killing him?



Anesthesia caps it to 1%!

OMFG FURRY
Jul 10, 2006

[snarky comment]

CheaperThanTwitter posted:

Can I get this guys consciousness any lower without killing him?



this prisoner still has a full set of lungs and kidneys, what a waste

death cob for cutie
Dec 30, 2006

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

Viscous Soda posted:

Do you have Simple Sidearms installed? Because I was having a similar problem due to that mod. I think what happens is their sidearm is considered part of the caravan equipment, but they can't load it because it's already on their person.

ooh, that would explain the problem I had with vehicles just refusing to leave the map

it does not explain how I had a pawn completely disappear when having them get in a vehicle, including being scrubbed from other pawn's memories, but I haven't been able to reproduce that yet

OwlFancier
Aug 22, 2013

isndl posted:

Anesthesia caps it to 1%!

Recovering from anasthesia however I think just reduces it, so it is possible to knock someone out and then have them die when they wake up from zero consciousness :v:

Inadequately
Oct 9, 2012




Hell yeah, time to roll that gacha.




...well, this blows. Might as well reroll a few times since I'm just messing around, see what I can get.



Boss of the Garbage Party, not bad...



Libertarian Neanderthal, neato...



uh



The dark psychic shock from the ritual left her in a coma, but one brief burst of unnatural healing from the creepy blind man we keep around for his magic powers, one inspirational pep talk later, and here we are. I'm not actually sure what a Stellarch is and I feel like this is going to cause more problems than it solves in the long run, but it was getting a little too comfy anyway. Going to have to figure out all this vampire noble poo poo now so that's going to take a bit.

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President Ark
May 16, 2010

:iiam:

Inadequately posted:


The dark psychic shock from the ritual left her in a coma, but one brief burst of unnatural healing from the creepy blind man we keep around for his magic powers, one inspirational pep talk later, and here we are. I'm not actually sure what a Stellarch is and I feel like this is going to cause more problems than it solves in the long run, but it was getting a little too comfy anyway. Going to have to figure out all this vampire noble poo poo now so that's going to take a bit.

congratulations, you kidnapped the leader of the local imperial faction!

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