I was 2 seasons into a colony on Rough Randy (no mods) with 4 colonists and a total wealth of 32,000. Next thing I know, I'm hit with a 5-man pirate siege. I manage to drive them off, but the last colonist alive dies to one of our huskies, who went into a Maneating Rage after her master died.
Is this expected for Randy? Or was the difficulty borked somewhere? (This colony was started before the last hotfix, so that might have changed things, but I don't recall the patch affecting Randy.)
Nothing strange. Randy is, by definition, random. As you can expect anything from him, a 5vs4 situation is dtill a good situation!
Yeah, I had a similar situation with Randy sending a 7 pirate siege against my 1 season old, 5 person colony. Then a tribal raid 16 deep. The tribals broke the pirate siege, but they broke my little colony, too. Randy is just nuts.
You got off lucky, I ragequit when randy sent a 5 man raid against my 5 man colony, then before they even got a quarter of the way to my base sent another 5 man raid from the same faction....
That being said, Randy does seem to be much harsher in the later builds of A15. I was playing rough randy before and it was almost leisurely, but in the later A15 builds he just hammered me constantly with difficulties in the early game. Then again, could just be good and bad rolls and that is the way it is meant to be.
That raids are bigger than your colony is nothing special though, the other storytellers do the same.
My experience with Randy ended when I drove off a 10 man siege with 5 colonists (had 3 other colonists at base that were incapable of violence) just to get at the moment the siege party fled another raid from the other side of the map with personal shields and shit.
Everyone of my guys was severely wounded and I suspect some only stood because they were high on yayo and wakeup.
That was the moment I was really upset with Mr. Random.
I played Randy's game for a few days thinking "random means I won't have the same carp happening over and over again..."
What it really meant was all bets were off and you could almost set your watch by the second raid happening just after you got into it with the other armed meat.
It seems all of the story tellers have become touchy no matter what I set the game on. The only difference is whether I face 3 raiders or 6 and whether 2 people come down with malaria or all of 'em. They all follow the same pattern and they all want your nuts and the sack they come in. Even Chillax seems like a PBS drive for grief. I like challenges, just not every minute of every day never ending let's do another one just because we can. Heck typing this I keep expecting the Solar Flare to kick in so I have to retype it... ;D
Be nice to actually have some "random" for a change. I hope that will come as the game fleshes out and the number of things we can do and/or face becomes more diverse.
_
Quote from: Doc Savage NDMF on August 30, 2016, 06:17:10 AM
Even Chillax seems like a PBS drive for grief. I like challenges, just not every minute of every day never ending let's do another one just because we can. Heck typing this I keep expecting the Solar Flare to kick in so I have to retype it... ;D
Be nice to actually have some "random" for a change. I hope that will come as the game fleshes out and the number of things we can do and/or face becomes more diverse.
_
Well on Chillax it's not as bad as events are far more drawn out but on the other tellers: yes.
It's like: Ohhhhh not ANOTHER mech shippart, I already cleared 8 of them *sigh*
The problem is that some events just don't pose any challenge once you have the routine but you still need to do the set up and fight which is mostly exhausting. (I am looking at you godamn shipparts!)
The problem is that I have no solution for that really, maybe some bigger events with foreshadowing so you can prepare, like huge siege with an added assault from the other side of the map or pods.
Or different kinds of raids, not just the "we burn everything down because we hate ya" type of raid but also "we just want to steal some stuff, best without any casualties"
No idea, just something different so not the same events happen after each other.
It is not just randy.
I had an alpha 12 colony, half a year in, 7 man seige against my 5 person colony. And it was Cassandra on Challenge.
Quote from: Mossy piglet on August 30, 2016, 08:35:30 AM
It is not just randy.
I had an alpha 12 colony, half a year in, 7 man seige against my 5 person colony. And it was Cassandra on Challenge.
Well, I could see Challenging Cassandra pulling that off. Just seems a bit overpowered for Rough Randy.
You guys are all complaining about a 5 v 4 attack, I've had pirate sieges where they send 25 vs my 6 colonists. You just have to play smart and if it is too much, turn down the difficulty.
Quote from: PotatoeTater on August 30, 2016, 10:50:48 AM
You guys are all complaining about a 5 v 4 attack, I've had pirate sieges where they send 25 vs my 6 colonists. You just have to play smart and if it is too much, turn down the difficulty.
You're missing a lot of info there, like how well they were outfitted, how many years in it was, and what the colony's wealth level is.
Even so, I really don't think a 5 vs 4 is a huge amount of raiders in any shape or form, even in the early game vs a high tech group considering you only need to take down 2-3 to make the rest flee.
Also, Randy is a lot more balanced than he used to be, he don't have insane tops and lows like he had in the beginning. Only way I can find this situation to be tricky is if it's talk about 5 shielded brawlers vs all your 4 only having bows - but it's still not a hard enough situation to warrant colony casualties imho.
Quote from: MikeLemmer on August 30, 2016, 02:01:13 PM
Quote from: PotatoeTater on August 30, 2016, 10:50:48 AM
You guys are all complaining about a 5 v 4 attack, I've had pirate sieges where they send 25 vs my 6 colonists. You just have to play smart and if it is too much, turn down the difficulty.
You're missing a lot of info there, like how well they were outfitted, how many years in it was, and what the colony's wealth level is.
1 year in, most had survival rifles and pistols, some nades. I tend to have low wealth, but I play on high difficulty.
Quote from: ShadowTani on August 30, 2016, 03:02:55 PM
Even so, I really don't think a 5 vs 4 is a huge amount of raiders in any shape or form, even in the early game vs a high tech group considering you only need to take down 2-3 to make the rest flee.
Also, Randy is a lot more balanced than he used to be, he don't have insane tops and lows like he had in the beginning. Only way I can find this situation to be tricky is if it's talk about 5 shielded brawlers vs all your 4 only having bows - but it's still not a hard enough situation to warrant colony casualties imho.
I might have gotten bad RNG. 3 of my colonists immediately died from just 1-2 hits. I did manage to chase them off with the survivor, but it was rough.
Yeah, that sounds very unlucky, which can happen. Curious though, how open where you? Sandbags and rocks aren't too good on their own, you would ideally want to stay behind corners.
Quote from: ShadowTani on August 31, 2016, 08:55:11 AM
Yeah, that sounds very unlucky, which can happen. Curious though, how open where you? Sandbags and rocks aren't too good on their own, you would ideally want to stay behind corners.
I had pillboxes set up at every corner of my base consisting of a row of 1x1 granite columns behind sandbags. I decided not to wait for them to assault my base; their incendiary mortars scared me because I was still at the point where 80% of my buildings were wooden. They set up next to a small hill I used as cover. I had my pistol-wielder build a sandbag near the corner and take potshots at that while my survival-rifle took shots from further back.
They downed my pistol-wielder first. Before I could save him, he got killed by a stray bullet from the survival-rifle. I had my 2 melee try to flank around a random wall; one got insta-killed behind the wall due to some weird quirk with LoS, the other one got insta-killed rushing them. My last colonist died because the pregnant husky halfway across the map went Manhunter upon her master being killed and chased her down.
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Ouch, sounds like you did everything you could then. In DF that would be a loss that the dwarven bards would sing songs about. x3
What surprises me is that apparently mortars can shoot over natural hills? They were hitting me from the north, over that small hill just north of my base. Does that mean they can shoot mortar straight into the center of mountain bases, too?
Yeah, I believe they can hit through mountain roofs as well, but I haven't really played mountain bases since the infestation mechanism came out so I can't say for sure (as I might remember wrong, or it may have changed since then).
Quote from: ShadowTani on August 31, 2016, 09:27:59 AM
Ouch, sounds like you did everything you could then. In DF that would be a loss that the dwarven bards would sing songs about. x3
Not quite. I had 3 huskies back at base I could've taken with me, but one had a missing leg, the other was pregnant, and frankly pets in combat seem more trouble than they're worth unless you're just kamikazing them; they keep wandering out of cover and getting shot.
Animals in Rimworld are like potions in RPG's, you don't use them just in case you may need them more later. x3
One of the most heroic moments I've had was...
My 7 man colony was rolling along. It was Winter in the Boreal Forest, and everyone was locked up inside because a pack of 24 manhunting Wargs were in our courtyard. My only friends, my best friends, the Peaceful Rest Valley outlanders decided to send me a helpful raid of five men during this time..
The wargs took them all down right outside of my doors. I was sure none of us were any match for the Wargs, but after a few hours I couldn't just watch these men bleed to death outside my wall.
The crazed Wargs seemed to migrate a full screen south, and I thought, now is my chance to mount a rescue. My men geared up and we rushed out the door in an effort to grab 'n go with the colonists. I figure worst comes to worst I'll fight these Wargs in my one-door choke point I've opened.
Good god, the Wargs just all turn and assault as soon as my boys started picking up the wounded. My soldiers are caught in the open field, getting thrashed by Wargs. A few men made it inside; I had to drop a survivor on a workbench so that pawn could help our three full power armored body guards fight off the massive swarm. Wargs went down. My boys went down. Everyone in the rescue fought valiantly, with rifle and gladius... The colony seems doomed, visitors and residents alike.
All of the men are down with bleeding wounds.. except one.
Howell the surgeon. He was in the operating room waiting to bandage the rescued, as they had been bleeding for a long time and would need immediate care.
But it came down to something else altogether: Howell versus ten wargs.
Howell, with no weapons training picked up our elite bodyguard MaceySOL's Charge Rifle.. and marshaled our two Dromedaries, a few Elk, our half dozen trained turkeys, and our two Timber Wolves.
With over half a dozen colonists laying wounded Howell and his band of furry and feathered creatures went into that dark wintery night..
And saved the colony.