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RimWorld => Bugs => Topic started by: nils on December 15, 2014, 09:08:56 AM

Title: [W|0.8.651] Attackers - balancing
Post by: nils on December 15, 2014, 09:08:56 AM
The group of attackers I mentioned with the starvation bug was 10-ish attackers strong, at least two guys with powered armor, one with a charge rifle, and two or three with bionics. This was the second group that spawned for my colony, the first one was a lone guy with a pistol.

Needless to say there was not a snowball's chance in hell to survive.

Cassandra Classic on Challenging.

On the plus side, the attackers burning down your colony is a nice change of pace from the usual slaver raids. Kudos.
Title: Re: [W|0.8.651] Attackers - balancing
Post by: nils on December 15, 2014, 09:34:00 AM
I've left the game running for a while. Next attack wave is a single guy again.

My colony was not big, so I do think there's something fishy going on...
Title: Re: [W|0.8.651] Attackers - balancing
Post by: nils on December 16, 2014, 02:52:34 AM
I think I found out what happened. One corner of the map had cryosleep chambers that have popped.

I have not touched any of them myself yet, so I am unsure about the exact mechanics; what I assume happened is that NPCs got too close - perhaps even the raider spawn - and popped the chambers, from which these super nasty hostile NPCs emerged.

This obviously doesn't change the fact that it's a balance problem. One (presumably relatively easy) way to fix this would be to have the spawns from cryo chambers be hostile to whoever released them.
Title: Re: [W|0.8.651] Attackers - balancing
Post by: porcupine on December 16, 2014, 05:15:13 PM
Quote from: nils on December 16, 2014, 02:52:34 AM
I think I found out what happened. One corner of the map had cryosleep chambers that have popped.

I have not touched any of them myself yet, so I am unsure about the exact mechanics; what I assume happened is that NPCs got too close - perhaps even the raider spawn - and popped the chambers, from which these super nasty hostile NPCs emerged.

This obviously doesn't change the fact that it's a balance problem. One (presumably relatively easy) way to fix this would be to have the spawns from cryo chambers be hostile to whoever released them.

I'm not sure this is a balance problem at all, it's a randomness "problem", which isn't really a problem if you ask me.

I've had several cryosleep chambers open, where the occupants were hostile to everybody.  Heck, I'm reasonably sure I got saved by one, where they were hostile to each other no less.  There was one at the northern edge of my base, butted right against a mountain, during an invasion it got flung open, and the occupants started shooting *everybody*.  I cleared my guys out of there, and let the pirates, the sleep chamber occupants battle each other and the pirates :D
Title: Re: [W|0.8.651] Attackers - balancing
Post by: christhekiller on December 16, 2014, 07:14:25 PM
Aye the occupants are generally hostile to everyone. Had a grouping caught between myself and mechanoids and the space warriors and mechs and megascarabs dooked it out for a bit. But the scarabs eventually ate all the living tennants of the pods and they seemed less interested in mech flesh than the flesh of my colonists.
Title: Re: [W|0.8.651] Attackers - balancing
Post by: nils on December 18, 2014, 02:22:30 AM
Quote from: porcupine on December 16, 2014, 05:15:13 PM
I'm not sure this is a balance problem at all, it's a randomness "problem", which isn't really a problem if you ask me.

It is a balance problem.
Title: Re: [W|0.8.651] Attackers - balancing
Post by: skullywag on December 18, 2014, 03:56:01 AM
They only open if they take damage or are opened by you. Just one of the many ways the rimworlds getcha! Laugh it off and carry on. Or wall/roof em off in the first place. Also dont they only spawn underground now so less risk of this even happening...
Title: Re: [W|0.8.651] Attackers - balancing
Post by: FridayBiology on December 18, 2014, 04:14:23 AM
heater inside cryo room, wall off and build solar panel.
Leave for abit and return for loot once cooked.