Post Your Base

Started by thestalkinghead, November 05, 2013, 03:35:40 AM

Previous topic - Next topic

Grateful42

This is my 3rd settlement. Started off with a very awesome scientist (midworld nerd + Navy Scientist = sci level 15) thats able to do all other work. My first 2 settlements got obliterated by raiders with grenadiers in the 2nd wave. This is a 250x250 map and when i saw the natural funnel and geyser i was all over it. so far i've had zero friendly losses, 2 turrets got blown up (Grenades instantly pop them from full health) and raiders have a casualty of 44. I have not had a single solar flare or crop blight ever ???
[spoiler] [/spoiler]

Ashigaru

Oh wow, great spawn dude! I haven't had a defensible spawn with a geyser yet, will give it a crack again tonight I think.

I'll take a screenshot of my previous base and upload it for everyone :)

Lechai

those are some big bedrooms...

Riker13

Congratz on getting 4 pages....c:
Pirate Teir. Save the Muffalos!

Tynan

Some of these are amazing. Living off just agave powered by sun lamps is something I never thought was even possible.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Dragula

Appearently solarpanels have come a long way.

Keep those based coming, lots of ideas for a new base.
@sixnew: How's that large hallway doing in terms of defense?

ShadowDragon8685

#51
So, I started a game on Cassandra Classic, and... Well, my very first map. I figured I'd get myself super-murdered figuring it out, so I went for broke and tempted fate.

I named my colony Boatmurdered.

To my great surprise, only one rampaging, man-eating muffalo ever bothered me. To my even greater surprise, once I realized I needed to have a drafted militiaman escort drifters to my settlement and I needed enclosed prison rooms... Things went... Well, they went swell!

How swell?

Well, I solved the map. All 40,000 squares revealed, all but three mineral squares mined (those three are forming part of the colony's natural wall.) My colonists live in the finest dwarven hall that can be hewn by human hands in the current build, and my bonehoard is so large it looks like I've been running an extermination camp with unusually well-armed "guests."

For bonus points, at various times whilst building this, I was listening to the Dwarf Fortress game music, March of Cambreadth, Johnny Cash's "God's Gonna Cut You Down," My Chemical Romance's "Welcome to the Black Parade," Elton John's "Hello, Hello," and Prodigy's "Invaders Must Die."



This is an overview. The steam generator on the left was revealed to me at the map's start, and was what I rushed to complete early on - it was, quite honestly, invaluable. Theo red prison room next to the green rooms was my original bedroom, sleeping three colonists (and later it became my first dining room, with a small table and four chairs crammed in, and the food dispenser across the hall from the door,) and the two prison rooms across the hall from it were my original prisons, sleeping three prisoners on the stone floor with a single lamp for company.

Then I expanded, in stages, and occasionally demolishing to rebuild - that prison dormitory was build so that when I demolished several original bedrooms to make way for the larger 5x5 bedrooms, my colonists wouldn't suddenly be homeless. You can also see my many armories, and most of my huge warehouse of weaponry above the hydro farms.



This is my primary killbox. As you can see, it's set up as an education - specifically, to educate raiders about the word "Enfilade." (Look it up - it's fun!) The lights are on in the northern pillbox so it can be seen, but I left them off once I realized there was a bonus to hit well-lit targets (or rather, a penalty to hitting dimly-lit ones; note the lanterns illuminating the kill zone at the south! Bandits get to be illuminated even at night. Yes, there is a roof over all of that.)

The killbox went through several iterations - what you see here is the final version of the third-to-last iteration. The second-to-last iteration was a straight-up tower-defense snake-way of hydroponics tables - they can't go over them and can't take cover behind them, forcing them to run the gauntlet to get to the turrets' sandbags to seek shelter, but maintaining them was just too much of a PitA.

As you can see, I've helpfully supplied incoming invaders with sandbagged fighting positions. In the heat of the moment - crawling over a waffle of sandbags only to immediately come under heavy fire - the only natural response is to charge straight over that nicely paved terrain to get into cover. Unhelpfully, of course, they'll be coming under fire from three directions, and only a select few lucky contestants will actually get to have cover from those three directions, and even less helpfully, if they manage to get a mob into position, I'll just trigger the 'splosives and blow them all to hell. Assuming missed shots haven't done that already.

There's two pillboxes, north and west. The north pillbox gets snipers with M-24s, the west one gets assault gunners with R-4 pulse rifles. The west pillbox also has a lovely set of hydroponics planters preventing it from being easily rushed. You can plant potato plants and then forbid the planters so as to have a nice row of greenery, but eventually they wilt if not harvested, so that becomes more micromanagement.



This was my latest innovation in the field of slaughtering the idiots who somehow get it in their head that coming in packs of 16-20 where hundreds have failed is a good idea. The turret opens fire on anyone who comes in from the east or the southeast, forcing them to take cover and try to kill it. And conveniently for them, cover has been provided in the form of several rows of sandbags, aren't I thoughtful?

Less conveniently for them are the blasting charges provided as part of the package deal, which get lit off either when the sandbags are fully-manned or when the turret starts fizzing, whichever is first. This typically pulls the teeth out of the incoming waves completely, as it almost always takes all of their grenadiers out and most of their everything else, leaving only the snipers, and sometimes it puts a raid over their retreat threshold in one double-blast. And if they keep coming, well, I can keep lighting off the other blasting charges.



This is my original killbox, and it remains my emergency fallback position for the unlikely event the bandits manage to overwhelm the killing fields to the south. Early on in the southern killbox's existance, I did have to stage a few retreats, but once I instituted my policy of providing my unexpected guests with sandbag bunkers and blasting charges as a package deal, it never happened again.

You can also see my armories. My many, many armories.  The row of weapons to the sides of the lamp at the north side of the pillbox was my original armory. The armory south of the turrets was my second armory and also my flanking position. The armory to the west of the western edge of the pillbox was my third armory. The one to the south of that was my first grow-op made from my first fields, and which was converted into my fifth armory later on when I implemented the super-productive hydroponics field in the north. (The armory south of the batteries was my original batteries, and became a new armory.)



My living quarters in close-up. At one point I had weapon racks in all of the bedrooms, but I didn't get around to placing new ones in the expanded, 5x5 rooms, and I demolished the ones in the green rooms after I realized they were making it impossible to repair that wall. You can also see my grow-op, which is of course positioned right next to my stockpile for immediate depositing of foodstuffs.



Just a close-up of most of my armory. Seriously, finding the metal to keep building racks to keep storing all the guns those jackasses keep littering my killboxes and blocking my constructions with became the biggest challenge towards the end! This game badly needs a recycler so you can toss weapons and slag in rather than having them occupy ever-expanding dump sites and armories.



Lastly, a glory shot of my killing fields and my primary and secondary bonehoards. A few of those interred at mine. Not many. I counted for you: there's 367 filled graves on this screen. I'd say another about 50-75 corpses were destroyed by grenades and blasting charges, both intentionally and accidentally, in addition to the graveyard south of this, so...

I'm pushing 500 corpses in the ground here. Maybe ten of them were mine. Honestly, at some point, you'd think the raiders would just say "No matter what they've got in there, it's not worth it."

Anyway, that's Boatmurdered. There's nothing left to mine, and until I can get the version which is patched so traders start coming again, the only way for me to get more metal to continue my construction would be to use CheatEngine. They came. They saw. I conquered.
Raiders must die!

baronskippy

My impregnable (so far) base.

[attachment deleted by admin: too old]

m0n4rch911

#53
Just starting off. Randy Random. I surrounded the outside w/ debris to slow the raiders down and keep them away from my walls since they always burn them down. I kept it as compact as possible to neutralize those snipers since my Colonist are built for close range. All Lvl 20 Shooters :D. Yeah "LVL 20" M-16's, R4's and Shotguns for stun effect.

Since Life in Rimworld is currently "Lifeless" I made a recreation room of my own. I call it "Whoop their a$$ and scare them to death make them wish their dead room". All rooms have Cages :D Personal trophy and Hey right. Hard to be happy when your stuck somewhere so Settle w/ FEAR for now :D " A HAPPY COLONY IS A SCARED COLONY " ^.^ I keep everything Squeeky Clean. To hide the stench of suffering and death since that's "SAD :("

I hate turrets since they always blow up anyway and waste of VALUABLE ENERGY. Waste of METAL. Waste of space. Better to waste metal on well placed explosives and just kill the rest that lived ^.^.

I will expand and aim for 100 Colonist. And yes. 100 :D.

[attachment deleted by admin: too old]

Ember

heres my randy random base
i had somewhere around 38 colonists



an a successfull defense before i got bored with the map

http://www.youtube.com/watch?v=u6jR411oLfA

SteveAdamo

Dragula, your "welcome mat" was just about the funniest thing i've seen all day...

well done! ;)

sparda666

Here is a base I just started up. Its pretty minimalist


the mine corridor weeds out groups of raiders so that only one or two get through. after the corridor there is a small shooting range (which I normally make longer and full of turrets but this is working fine for now).

2 mines is enough to kill a raider so if timed correctly, the corridor can wipe out 2 groups.

close up of battery array. connect each column of 10 batteries to my main power one at a time and disconnect them once the batteries are charged. that protects against power surges and I can reconnect them when power catastrophes occur.

Dobbs

I'm terrible at the game and pretty new (traded once, had up to 6 people I think).  I saw 2 research tables in ShadowDragon... but so far as I've played, there doesn't seem a need for a 2nd one.  Or is more research available later in the game than I've played?

Galileus

There is no new research (yet). 2 tables can speed up researching or... can just look pwetty <starry eyes>

Mansen

I've had some rotten luck with sudden massive raider parties taking out my bases before I can get a good set up.

I did see something funny today - The cows had managed to move themselves into a small "canyon" with just a single tile opening to the outside. I was hoping to build them a proper stable for the heck of it, but frag grenades put a quick stop to that :(