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RimWorld => General Discussion => Topic started by: mc858 on June 16, 2015, 02:02:02 AM

Title: do mechs/evil ships kinda ruin the game for anyone else???
Post by: mc858 on June 16, 2015, 02:02:02 AM
i appreciate the added difficulty - but my problem is-
1- fights take too long and ruin the pace of the game IMO
2- they just arent as fun to kill as tribals/humans
3- evil ships just suck lol

anyone else ???? lol i caught myself just quitting after getting invaded by a buncha mechs.....its wierd because i actually look forward to big human raids but i seriously cant stand these robots anymore lol
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Euzio on June 16, 2015, 02:38:22 AM
They can be a pain in the early stage when you don't have sufficient defences or weapons to deal with them. But there are still methods to take them on. They just might require more effort than usual.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Axelios on June 16, 2015, 02:49:35 AM
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Tynan on June 16, 2015, 03:03:28 AM
Quote from: Axelios on June 16, 2015, 02:49:35 AM
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)

That is so genius; I never even thought of using the evil ship like that :p
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: milon on June 16, 2015, 06:20:10 AM
Wait, Tynan, you missed The Cult of the Gift?   o_O

EDIT - Link:  https://ludeon.com/forums/index.php?topic=5570.0 (https://ludeon.com/forums/index.php?topic=5570.0)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Adamiks on June 16, 2015, 07:37:29 AM
Quote from: Tynan on June 16, 2015, 03:03:28 AM
Quote from: Axelios on June 16, 2015, 02:49:35 AM
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)

That is so genius; I never even thought of using the evil ship like that :p

Wait, wait! Tynan is a creator of evil ships and he don't even know about Evil Temples? :O

What what what?! ;D
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: mc858 on June 16, 2015, 04:26:52 PM
Quote from: Axelios on June 16, 2015, 02:49:35 AM
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)

wow thats awesome...i wouldnt have thought of this in a million years lol
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: RickyMartini on June 16, 2015, 04:45:07 PM
I think this is an appropriate crosspost. (https://ludeon.com/forums/index.php?topic=13762.0)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: slamo on June 17, 2015, 04:13:05 AM
Evil ships are pretty easy to kill. Build six sentry guns around it, each at a distance of 1 or 2 tiles. After the last one is built have them all target the ship. When the mechs spawn, they attack the guns, which blow up and destroy the ship.

The trick is to have just enough guns to blow up the ship but not so many they also blow up the very valuable AI core.

Next experiment: surrounding ships with IEDs instead of sentry guns.

Way to stop this exploit: update the game so there's a 5-tile no build zone around ships. =)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: lusername on June 17, 2015, 08:23:18 AM
Quote from: Axelios on June 16, 2015, 02:49:35 AM
Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)
Yeah, in the IRC, I've named this the "Jattenalle Defense" after the guy who came up with it there months ago.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Darkfirephoenix on June 17, 2015, 08:35:36 AM
I for my part love the tin foil helmets (are they added with a mod?), I have a ship part on the other side of the map for 3 years and tbh it's far more helpfull than any kind of defense (ofc you get mad animals etc. but the fact that sieges solve themselfes without me stepping in is pretty nice)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: lusername on June 17, 2015, 10:46:14 AM
Quote from: Darkfirephoenix on June 17, 2015, 08:35:36 AM
I for my part love the tin foil helmets (are they added with a mod?), I have a ship part on the other side of the map for 3 years and tbh it's far more helpfull than any kind of defense (ofc you get mad animals etc. but the fact that sieges solve themselfes without me stepping in is pretty nice)
Are mad animals actually a PROBLEM, though? Is it really BAD that critters will charge the turrets and convert themselves into meat, saving you the bother of hunting them?
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Nasikabatrachus on June 17, 2015, 03:03:24 PM
At one point about six months ago I was working on a mod to have a player-built building with the same properties as the evil ship part, with the idea that it would defend a colony's cryptosleep tomb indefinitely. Of course, one can get the same results by putting everyone in their pods while a ship part is on the map, so that's no big deal.

To address the original question, I like the evil ship part, but if it occurs more than once I just go to dev mode and destroy it with the dev tools. I vastly prefer even sieges to getting more than one ship part simply because I find the idea of it happening more than once implausible.

My favorite thing, though, is getting raiders and mechanoids to fight, and a ship part is a very good way to do that.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: TheNewNo2 on June 17, 2015, 04:20:46 PM
I lost my last game because the ship landed in an area almost entirely surrounded by mountain, making an assault impossible. My colonists slowly went mad and eventually I gave up.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: slamo on June 17, 2015, 09:49:42 PM
I've also had it land on my farm, freeze-destroying 100% of my crops.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Cdr.Keen on June 18, 2015, 06:21:31 AM
long range artillery and mortars, no problem at all.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: lusername on June 18, 2015, 06:43:15 AM
Quote from: slamo on June 17, 2015, 09:49:42 PM
I've also had it land on my farm, freeze-destroying 100% of my crops.
If the loss of a single crop is an existential threat to your colony, it won't survive the nearly-weekly crop blights that do the same thing.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: CheckSix on June 26, 2015, 01:21:04 AM
Well, I just had my first "evil ship" experience. I built 6 turrets within 1 - 2 squares as was suggested, but this didn't destroy the ship, nor did it kill the centipedes. I went back to my save, and built more turrets. but they also were not enough to destroy the ship and kill the centipedes. I went back AGAIN, and this time, I had 20 turrets specifically targeting the evil ship and whatever emerged from it (that is apart from the other turrets already defending the base [and sadly out of range]). Well, I had to mine every bit of steel on the map, and sell my soul to the trader to buy all his steel, but in the end, the 20 EXTRA turrets worked. In the meantime, all my colonists went berserk, bashing each other, and most are beaten pretty badly. I got the "valuable AI core" but it's damaged (hope I can repair it). Now to deconstruct everything, and sit back and count the total cost. Then major repairs everywhere, then we can see where we're going.
YES, IT RUINED THE GAME FOR ME. Please remove this from the game, or de-buff it or make it easier to kill.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: keylocke on June 26, 2015, 08:52:06 AM
cyborg snipers + shielded bait = mech killers.

seriously, even with just cyborg snipers focus firing on a single target can easily wipe it out usually less than a minute/ per centipede. (assuming your snipers are careful shooters with high shooting skills)

focus fire your snipers on scyther > incendiary > charge rifles > minigun and then use a shielded pawn as bait and let him bunker on the side of a mountain.

mechs are only dangerous when they're going on a raid. mech ships are just sitting ducks when you have at least 1 sniper, just shoot and let the mechs spawn, get out of range, then start sniping the scythers > centipedes. then when the mechs are dead, send someone with high dps to finish the job.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: NemesisN on June 26, 2015, 09:23:45 AM
When a Evil Ship lands I just place mines all around it and build one turret near by to shoot the ship (or you can use a colonist with sniper)

Once I force shoot couple of times at the ship with the turret the bastards get out and blew the f* up

those who get lucky and survive get heavily damaged and are near death so its easy to finish them off with Mortar, turrets or snipers

8)
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: TLHeart on June 26, 2015, 12:28:57 PM
Quote from: CheckSix on June 26, 2015, 01:21:04 AM
Well, I just had my first "evil ship" experience. I built 6 turrets within 1 - 2 squares as was suggested, but this didn't destroy the ship, nor did it kill the centipedes. I went back to my save, and built more turrets. but they also were not enough to destroy the ship and kill the centipedes. I went back AGAIN, and this time, I had 20 turrets specifically targeting the evil ship and whatever emerged from it (that is apart from the other turrets already defending the base [and sadly out of range]). Well, I had to mine every bit of steel on the map, and sell my soul to the trader to buy all his steel, but in the end, the 20 EXTRA turrets worked. In the meantime, all my colonists went berserk, bashing each other, and most are beaten pretty badly. I got the "valuable AI core" but it's damaged (hope I can repair it). Now to deconstruct everything, and sit back and count the total cost. Then major repairs everywhere, then we can see where we're going.
YES, IT RUINED THE GAME FOR ME. Please remove this from the game, or de-buff it or make it easier to kill.

Built your turrets too close to the ship, and probably too near too each other. 5 spaced turrets will destroy the mechs that spawn with ease, then you destroy the ship, with the remaining turrets, forced target, or with colonists... you have days of in game time before the psychotic drone causes problems, if you have some positive moods. 
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Euzio on June 28, 2015, 11:47:27 PM
As long as it comes at a good time (not too early in the game and when my colonists have sufficient equipment to fight), then I see Evil Ships as a quick and easy way to earn silver (The AI core sells for loads).

Usually I have 2 ways of dealing with them.

If they fall near a power conduit line or one of my outside geothermal generators, I built a row of turrets within range of the ship, a sand bag row slightly behind (at least 3 blocks away in case turret explodes), line all my colonists with ranged weapons behind and fight it out with whatever spawns.

The 2nd option, is for when I have sniper rifles for my colonists. Those with sniper rifles would pop the ship from far to bring the mechanoids out, at which I would engage in hit-and-run tactics with them. If they chase me, I lure them to my base turrets and let them get killed. If not, I simply snipe them till they are dead.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: christhekiller on June 28, 2015, 11:59:31 PM
I usually don't have too big of a problem. Typically I'll have it surrounded by all my colonists. The only time I've ever had problems is when it spawned when my colonists were still stuck with pistols and a survival rifle
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: mc858 on July 08, 2015, 06:30:47 PM
Quote from: milon on June 16, 2015, 06:20:10 AM
Wait, Tynan, you missed The Cult of the Gift?   o_O

EDIT - Link:  https://ludeon.com/forums/index.php?topic=5570.0 (https://ludeon.com/forums/index.php?topic=5570.0)

im doing that next time for sure lol
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Serviette Union on July 08, 2015, 06:44:35 PM
Last time an evil ship crashed I mortared it until the mechs popped out then left it alone for a while. After some time it sent out a psychic wave that drove nearby animals mad. Two packs of elk/deer and a load of boars that had been wandering around in the snow then converged on the mechanoids and wiped them out within seconds, since they were getting hit so much they couldn't even get a single shot off! Turrets dealt with the animals when they turned towards my colony and I was free to destory the crashed ship at my leisure. That was kind of fun.
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: Barley on July 08, 2015, 11:00:09 PM
Split your colonists into two groups:
1) Rodeo Clowns
2) Grenadiers

The Rodeo Clowns are equipped with shields. They run back and forth in front of the Mechaniods to attact fire. Try to find a balance between aggro range and safety: Too close and the shields will die, too far and the Mechs will engage the grenadiers. Hopefully you'll have multiple shields so if one guy loses his shield he can run to safety while the other pawn(s) distract.

Grenadiers use fragmentation grenades. Frags do high damage to multiple organs/components, but have a short range compared to guns. Since the Rodeo clowns are distracting the mechs, the short range isn't too bad. Three grenadiers will kill a centipede in 3 or 4 volleys if your really unlucky. If your lucky they'll die even faster.

Supplement with ieds: They're grenades you don't have to throw!
Supplement with Turrets: make good distractions, and if you hook the turrets up to a switch, you can wait until the mechs get into close range before they register the threat, then turn all the turrets on at once. Now you have 4 to five shots per turret to further distract/hurt the mechs!
Title: Re: do mechs/evil ships kinda ruin the game for anyone else???
Post by: antibodee on July 09, 2015, 02:06:15 PM
I use the evil ships.  I never kill the mechs myself.  I send one guy to snipe the ship till they pop out...then block off routes so invading armies have to pass through them.  Then I worry about comfort for my guys, start every war I can, and let them do the work.  You have to accept that you won't make many friends like this, but I kill the ship once they've don't all the work for me. 

Evil ship Mechs end up with thousands of kills on my maps lol.