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RimWorld => General Discussion => Topic started by: piranha on April 07, 2017, 08:24:04 AM

Title: New challenges?
Post by: piranha on April 07, 2017, 08:24:04 AM
Hi,

I am looking for some new extreme challenges to survive!
I already managed to create stable colonies in the following scenarios:

- Sea Ice
- Extreme desert
- Mountain Bunker (directly dig into a mountain after game start and never come out again)
- Isolated Sect (attacking and killing everyone trying to join the colony)

Now i'm running out of ideas, so maybe someone has a cool and crazy idea for another extreme scenario?

Cheers!

=====================================

Since there came up some pretty nice ideas in this thread, i compiled a list of challenges. I will update the list frequently.
So if anyone is looking for some new experiences, try one of these:


- Sea Ice: Well known, start on a sea ice biome, average temperature about -100c (-148f)
- Extreme Desert: The opposite of sea ice, start on an extreme desert biome. For extra challenge, heat up the planet to maximum.
- Bunker: Dig into a mountain right after gamestart and never leave it again. Since drops from orbital traders are always placed outside, you might be allowed to leave the bunker to collect them.
- Lone Wolves: Just 2 colonists, anyone who joins will get killed (in A17, just one colonist)
- Melee only: Only melee combat allowed (except EMP Grenades and EMP Mortar), no turrets (b0rsuk)
- The Run: As soon as you get raided (by raiders or wild animals), you have to abandon your colony and move to another place. No combat at all! Goal is to reach the spaceship location. (keylocke)
- Madhouse: Recruit and keep everyone, do it on a small map. (JimmyAgnt007)
- Beastmaster: Pawns are not allowed to attack, but you can tame animals who will do the attacking for you. Collect as many different animals as possible. (keylocke)
- Invasion: Start with 6 pawns and 4 muffalos, all good in combat and well equipped. Try to raid as many settlements as possible, you are not allowed to build or harvest anything. Only attack, sleep, heal and eat.

more to come..

Title: Re: New challenges?
Post by: NinjaDiscoJew on April 07, 2017, 08:41:13 AM
If you have time, you can make a VERY customized scenario.
Tutorial on how to do this-https://ludeon.com/forums/index.php?topic=1963.0 (https://ludeon.com/forums/index.php?topic=1963.0)
Title: Re: New challenges?
Post by: piranha on April 07, 2017, 11:25:47 AM
Thanks for the tutorial, really good one and great for creating clean replayable scenarios instead of using savegames!

I guess there is no way to actually paint a map? That would be awesome!
Title: Re: New challenges?
Post by: b0rsuk on April 07, 2017, 02:01:59 PM
Pure melee colony:
Title: Re: New challenges?
Post by: Canute on April 07, 2017, 04:12:54 PM
Play Hardcore-sk mod, and fight zeon with mellee ! :-)
Title: Re: New challenges?
Post by: keylocke on April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.
Title: Re: New challenges?
Post by: Hans Lemurson on April 08, 2017, 05:53:03 PM
Quote from: keylocke on April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.
Pacifist colony! I like it.
Title: Re: New challenges?
Post by: minimurgle on April 09, 2017, 11:05:52 PM
Allow me to do some shameless self promotion here and say that my jumble of mods includes a story teller and difficulty Quite a bit harder than vanilla

https://ludeon.com/forums/index.php?topic=31573.0
Title: Re: New challenges?
Post by: piranha on April 11, 2017, 11:18:22 AM
Quote from: keylocke on April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.

I tried this, and yeah, its a lot of fun!! Finished it on the second try, but i was lucky because the escape point was pretty near. Will definitly do it again, thanks a lot!

Only problem is when your caravan got raided, because you have to fight them off, i did not found a way to flee from a caravan raid..
Title: Re: New challenges?
Post by: Hans Lemurson on April 11, 2017, 09:00:05 PM
Quote from: piranha on April 11, 2017, 11:18:22 AM
Quote from: keylocke on April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.

I tried this, and yeah, its a lot of fun!! Finished it on the second try, but i was lucky because the escape point was pretty near. Will definitly do it again, thanks a lot!

Only problem is when your caravan got raided, because you have to fight them off, i did not found a way to flee from a caravan raid..
Do the raiders leave once they steal enough loot from your caravan?
Title: Re: New challenges?
Post by: piranha on April 12, 2017, 09:07:50 AM
Quote from: Hans Lemurson on April 11, 2017, 09:00:05 PM
Quote from: piranha on April 11, 2017, 11:18:22 AM
Quote from: keylocke on April 08, 2017, 07:51:06 AM
everyone is incapable of violent/scary and all skills except hauling/cleaning, everyone is abrasive/volatile/bloodthirsty, no turret, extreme mode.

the only way to survive is to keep running away in an exodus towards the freebie spaceship.

I tried this, and yeah, its a lot of fun!! Finished it on the second try, but i was lucky because the escape point was pretty near. Will definitly do it again, thanks a lot!

Only problem is when your caravan got raided, because you have to fight them off, i did not found a way to flee from a caravan raid..
Do the raiders leave once they steal enough loot from your caravan?

haven't tried that, i was always pretty low on resources with the caravan, only carrying food and medicine.. but will test it next time.
Title: Re: New challenges?
Post by: JimmyAgnt007 on April 12, 2017, 09:28:13 AM
Recruit and Keep EVERYONE.  All the useless bed ridden people, firestarters, and when you down people in raids, recruit them regardless of how low your chances are.  And do it on the smallest map possible.
Title: Re: New challenges?
Post by: piranha on April 12, 2017, 12:14:09 PM
Quote from: JimmyAgnt007 on April 12, 2017, 09:28:13 AM
Recruit and Keep EVERYONE.  All the useless bed ridden people, firestarters, and when you down people in raids, recruit them regardless of how low your chances are.  And do it on the smallest map possible.

Don't know why, but this reminds me of the Simpsons episode in which Homer clones himself over and over (https://www.youtube.com/watch?v=6_1D73LjpAU) ;)

But thanks for all the suggestions, keeps me busy for the next days!
Title: Re: New challenges?
Post by: b0rsuk on April 13, 2017, 07:46:23 AM
Piranha, is pure melee too easy for you ?
Title: Re: New challenges?
Post by: piranha on April 13, 2017, 12:17:05 PM
Quote from: b0rsuk on April 13, 2017, 07:46:23 AM
Piranha, is pure melee too easy for you ?

No way, i think its actually too stressful, especially in later game when raids become larger.. I like the non combat related scenarios more.
It would probably be more enjoyable if the raids would also use melee only..
Title: Re: New challenges?
Post by: b0rsuk on April 13, 2017, 01:49:46 PM
So see how long you can survive ! Also note war beasts are still allowed. I've done this, you need well over 100 herbal medicine to last until the next harvest.

Devilstrand minimizes limb loss in melee before you can get power armor for everyone. My highscore is 453 devilstrand in Fall 5500, temperate forest, on rich soil, harvest prematurely as temperature is dropping towards -10*C (when plants die). Lost Tribe, two average researchers to research Devilstrand early, one skill 8 grower. The grower reached skill 10 before it was researched by planting other needed things, healroot, rice, potatoes, cotton. Lost Tribe is also good because tribal backgrounds disable few jobs and often get +Melee bonuses.
If you want to do Crashlanded instead, plant cotton and save synthread jackets for raids. They have good 1.3 Sharp damage multiplier, nearly as good as devilstrand.
Title: Re: New challenges?
Post by: Sola on April 13, 2017, 09:11:15 PM
Deadfall traps make melee more tolerable.
Title: Re: New challenges?
Post by: piranha on April 14, 2017, 09:57:38 AM
Quote from: b0rsuk on April 13, 2017, 01:49:46 PM
So see how long you can survive ! Also note war beasts are still allowed. I've done this, you need well over 100 herbal medicine to last until the next harvest.

Devilstrand minimizes limb loss in melee before you can get power armor for everyone. My highscore is 453 devilstrand in Fall 5500, temperate forest, on rich soil, harvest prematurely as temperature is dropping towards -10*C (when plants die). Lost Tribe, two average researchers to research Devilstrand early, one skill 8 grower. The grower reached skill 10 before it was researched by planting other needed things, healroot, rice, potatoes, cotton. Lost Tribe is also good because tribal backgrounds disable few jobs and often get +Melee bonuses.
If you want to do Crashlanded instead, plant cotton and save synthread jackets for raids. They have good 1.3 Sharp damage multiplier, nearly as good as devilstrand.

ok, started a lost tribe yesterday (cassandra extreme), the first year went well, but now the fun begins ;)
colonist setup is totaly not optimal, 2 alcohol addicted, only lvl 5 farmer... they all gonna die :)
and i wish there would be an option to assign hunting with melee weapons..


Title: Re: New challenges?
Post by: b0rsuk on April 14, 2017, 11:29:48 AM
Thrumbo horns make decent melee weapons. Good luck!
Title: Re: New challenges?
Post by: t3ff13 on April 17, 2017, 03:28:28 PM
Have you tried extreme heat? Set the temperature to the highest setting and land somewhere with an average temperature 180F+, it's kind of challenging.
Title: Re: New challenges?
Post by: blub01 on April 17, 2017, 04:35:16 PM
2 person colony, no recruits.
Title: Re: New challenges?
Post by: piranha on April 18, 2017, 06:08:51 AM
Quote from: b0rsuk on April 14, 2017, 11:29:48 AM
Thrumbo horns make decent melee weapons. Good luck!

Well.. challenge came to an abrupt end on winter 5001 when an infestion hit me totaly unprepared.. it took only seconds for them to wipe me out..
Everything else went pretty well, lots of food, medicine, even melee only combat was not as hard as i thought it would be, except those mechanoids..

Currently thinking of restarting again or resuming a save before infestion, because that ending was so stupid ;)

Quote from: t3ff13 on April 17, 2017, 03:28:28 PM
Have you tried extreme heat? Set the temperature to the highest setting and land somewhere with an average temperature 180F+, it's kind of challenging.

Yes, did all kind of extreme temperature scenarios. They are always challenging, but you get used to it.

Quote from: blub01 on April 17, 2017, 04:35:16 PM
2 person colony, no recruits.

One of my first ones ;) Not too hard unless you get too wealthy.
But looking forward for the next patch when finaly people can heal themselves so i can play my favourite setting: just one colonist with his dog, starting with nothing and dying with nothing :)

Title: Re: New challenges?
Post by: Shurp on April 18, 2017, 07:33:20 AM
Quote from: piranha on April 18, 2017, 06:08:51 AM
Well.. challenge came to an abrupt end on winter 5001 when an infestion hit me totaly unprepared.. it took only seconds for them to wipe me out..

Maybe the melee challenge should permit all grenade types -- that way you can lob Molotov cocktails at the insects and run.
Title: Re: New challenges?
Post by: piranha on April 18, 2017, 10:03:06 AM
Quote from: Shurp on April 18, 2017, 07:33:20 AM
Quote from: piranha on April 18, 2017, 06:08:51 AM
Well.. challenge came to an abrupt end on winter 5001 when an infestion hit me totaly unprepared.. it took only seconds for them to wipe me out..

Maybe the melee challenge should permit all grenade types -- that way you can lob Molotov cocktails at the insects and run.

I guess i should have researched the explosive traps for this situation, they might have helped..
Title: Re: New challenges?
Post by: b0rsuk on April 19, 2017, 07:56:29 AM
Building under overhead mountain is not mandatory. I assume you did that for extra challenge.
Title: Re: New challenges?
Post by: piranha on April 19, 2017, 10:28:40 AM
Quote from: b0rsuk on April 19, 2017, 07:56:29 AM
Building under overhead mountain is not mandatory. I assume you did that for extra challenge.

Ehm... nope.. i did it because of... extra stupidity ;)
It was just a small storage room i built into the mountain because it just suited well.. haven't thought of these disgusting bugs in that moment..

But i wonder how you managed to kill a Thumbo with melee only.. tried it 2 times, yeah, it was dead, but also two colonists and another two who lost most of their limbs.. maybe with power armor, but had no chance in early game..
Title: Re: New challenges?
Post by: keylocke on April 19, 2017, 01:04:41 PM
try beast master challenge.

your pawns are not allowed to attack, but you can tame animals who will do the attacking for you.

now go out and conquer the world with your minions (100% map generation). travel through different biomes collecting different animals.

i'll leave it up to you how to choose which animals to tame. (ie : a combo of boomrats + bears seem nice) send the bears to act as vanguard, then unleash the boomrats. mwahahahaha..

etc.. somewhere along that line.
Title: Re: New challenges?
Post by: piranha on April 20, 2017, 07:53:34 AM
Quote from: keylocke on April 19, 2017, 01:04:41 PM
try beast master challenge.

your pawns are not allowed to attack, but you can tame animals who will do the attacking for you.

now go out and conquer the world with your minions (100% map generation). travel through different biomes collecting different animals.

i'll leave it up to you how to choose which animals to tame. (ie : a combo of boomrats + bears seem nice) send the bears to act as vanguard, then unleash the boomrats. mwahahahaha..

etc.. somewhere along that line.

This sounds really interesting! Thanks, will try as soon as i got time :)

I edited the opening post and added a list of all the challenges mentioned here for reference.

Keep up posting your crazy ideas!
Title: Re: New challenges?
Post by: omally on April 22, 2017, 04:47:39 AM
Quote from: b0ersuk on April 19, 2017, 07:56:29 AM
try beast master challenge.

your pawns are not allowed to attack, but you can tame animals who will do the attacking for you.

now go out and conquer the world with your minions (100% map generation). travel through different biomes collecting different animals.

i'll leave it up to you how to choose which animals to tame. (ie : a combo of boomrats + bears seem nice) send the bears to act as vanguard, then unleash the boomrats. mwahahahaha..

etc.. somewhere along that line.

Crazy idea indeed. Crazy fun that is! I can't wait to try it out as well.
Title: Re: New challenges?
Post by: Barazen on April 23, 2017, 09:53:33 PM
Make a pirate faction. Grow to sell drugs, only sell drugs and slaves. Balance relations with other factions and keep them neutral  (so you can still visit to sell stuff but they still raid you from time to time.)

Must steal food and cannot cultivate more then a weeks food for 5 pawns. (As pirates don't want to be farmers.)

Oh and here's the kickers,
1: you can make a compound but it must be styled like a town. Meaning mostly open air.

2: you must commit to a raid at least once a season, a raid may be on a town but traveling encounters also count (think of them as catching a caravan/ group off gaurd)

I feel that would be a good RP style challenge that allows enough freedom while denying a few of the most common tactics i've seen. Might try it myself.
Title: Re: New challenges?
Post by: b0rsuk on April 24, 2017, 03:53:45 AM
Quote from: piranha on April 19, 2017, 10:28:40 AM
But i wonder how you managed to kill a Thumbo with melee only.. tried it 2 times, yeah, it was dead, but also two colonists and another two who lost most of their limbs.. maybe with power armor, but had no chance in early game..

I even managed to kill two at a time. Not feasible without kevlar helmet, vest, and devilstrand everything. Even with those things you can lose an arm or leg. Maybe if I had all plasteel weapons, but I had a mix of plasteel and steel.
Title: Re: New challenges?
Post by: Sian on April 24, 2017, 05:20:19 AM
customize a scenario to not have any chance of an event adding to your initial 2 colonists (change to 1 when A17 comes around when they can medicate themselves) and try to escape the world
Title: Re: New challenges?
Post by: piranha on April 24, 2017, 06:19:44 AM
Tried this yesterday, and it was pretty fun, i call it "Invasion":

Start with 6 pawns and 4 muffalos. The pawns are all good in combat, don't care about other skills, equip them with best armor and weapons of your choice.
Goal is to attack and destroy as many settlements as you can before all your pawns die.
You are not allowed to build something, harvest or dig. You must only attack, heal, sleep and eat. You are allowed to use the remains of a successful raid.
Creating a new colony is also forbidden, so you only have 24 hours to fix yourself up after a raid.

I only made it till winter, but destroyed 12 settlements in this time. But I guess with better planing you can make way more.
Title: Re: New challenges?
Post by: Shurp on April 24, 2017, 06:06:48 PM
I'm inadvertently playing a melee only colony at the moment.  I decided to try a tribal start in tundra.  I have electricity and greenhouses up and running but no spare resources for making weapons and haven't researched turrets, so my choices are to try to have shootouts with pirates using shortbows and scavenged shotguns, or...

...have all my guys hide inside when the pirates show up, wait for them to split up, then grab shivs and dogpile them one at a time.  *slice slice slice* pirate dies *quick run back inside!*
Title: Re: New challenges?
Post by: Superteej1996 on April 26, 2017, 10:08:33 PM
You could always start with like 100 luciferium and make all your colonists addicted and when you run out that's a game over. True hardcore mode haha. Any biome too.
Title: Re: New challenges?
Post by: Shurp on April 27, 2017, 06:42:28 AM
Almost sounds like the end-of-world scenario.  Get luciferium production up and running before your stockpile runs out or you die.

How long would it take two competent researchers to climb the tech tree to get luciferium production going?
Title: Re: New challenges?
Post by: ChristopherLymon on December 07, 2020, 01:04:31 PM
Quote from: omally on April 22, 2017, 04:47:39 AM
Quote from: b0ersuk on April 19, 2017, 07:56:29 AM
Building under overhead mountain is not mandatory. I assume you did it's called Testogen (https://www.the5x5project.com/testogen-review-results) for extra challenge.

Crazy idea indeed. Crazy fun that is! I can't wait to try it out as well.
I also want to try because it is really very amazing. I enjoyed it and I want to try it myself as well. Thanks for writing this post.