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RimWorld => General Discussion => Topic started by: Pangaea on June 27, 2019, 03:08:08 PM

Title: Sad tidings
Post by: Pangaea on June 27, 2019, 03:08:08 PM
Things were going well and I was really enjoying this tribal colony. However, Cassandra can be right mean.

Despite Dan turning wild on a journey and leaving, we were back up to 9 people. Two people left for peace talks, and 0.1 days before sitting down at the designated table, the same buggers turn up at *my* door and siege us. Backstabbing arsehats. Most of the colony goes down because I had to try to fight them off instead of seeing everything go up in smoke from mortars. The very next day another siege shows up, with almost everybody still healing up. Thought I had forgot to click away the previous notification when I noticed a bunch of "red" dudes approaching from the map edge. We managed to fight them off, although one guy was so badly injured he had to stay in the make-shift hospital.

This was during winter, and during all this Cassandra decided to toss a cold snap at us too. But okay, we survived it all and a time of relative calm then followed.

Another psychic ship. I set up basic sandbag perimeters and a few traps we had lying about. Amazingly we managed to kill the five machines while only suffering one injury. Could barely believe my eyes. We're wrapping up the last pieces of a 37-unit war veil order and will soon set off. We have gained an ally from previous trips. They actually sent a huge army in a previous attack. But they came too late. We already killed most, and 2-3 stragglers were trying to break out of our base. They died at the hands of the allies. Our own guys were injured and on the way to the hospital. Thanks, I guess?

From previous sieges we had gained 3 mortars, which I had set up with shells nearby, and we had just learned how to build mini-turrets (and had two from previous journeys on the road). I hadn't made any more yet, though, nor set up those two others. Hard ot know where to erect them, and silly Cassandra never sent us any normal raids anyway. Grrr.

Oh great, another sapper raid. 13-14 guys with mostly clubs. I put two guys on the mortars and try to damage them before they get through the granite + wooden walls. All four shots I get off miss, and instead set the wooden wall on fire. And they're through. All of them. Meanwhile we've managed to set up some sandbags where they got through, and are firing at them with pretty solid guns. One assault rifle I bought in a neighbouring village, a couple SMGs, two melees, and the rest with bolt action rifles.

They're storming my guys, though, and one after the other is downed. It's mostly one on one combat, and one poor sod got five buggers beating him up. We've killed a fair few - and no help in sight this time - when I get the dreaded message about the raiders trying to kidnap who they can. Which is 7 guys.... We are 9. The last standing guy tries to shoot the slowly (injured) raiders trying to get off with my dudes. But he keeps missing. Thankfully one raiders gets hit and killed, so one more pawn is free, although he is down for the count.

But I can only watch in horror as 6 people are slowly dragged off towards the map edge, while the last semi-standing guy gets the others to hospital (which was thankfully right nearby). He's at 78% pain level, so darn close to passing out. He was one of the medics, though, so managed to heal up the others, before finally bandaging himself. One person was under an hour from dying, but we got there.

Feels a bit pointless now, though, with everybody badly injured and 70% of the colony kidnapped and gone for good. Unless future raids would be wildly less severe -- like one dude with a handkerchief for weapon, I'm wiped. May as well just give up really. RIP The Red Brook Union  :'( :'( :'(

Oh yeah. And we have two of those instant research gadget, and an anti-grain warhead. Like in every RPGs ever, I'm saving it for a rainy day that never comes. Or in this case, came and wasn't used and things went to hell in a handbasket.

(https://i.imgur.com/8jgsJnF.jpg)

It's actually the first colony I've properly LOST. Got off the ship once, and the others have been aborted before I got very attached to them. Farewell sweet princes and princesses -- with your Legendary poker table  :-\

Sure, I could reload at some previous point and do things differently, put everybody up north right away instead of the vain attempt with the horribly inaccurate mortars. Might have gone better. But it is what it is. Would feel tainted to re-do something like that. Given I always play at 1x it will take several weeks of hard play to get to the same stage, though. But it was fun, and that's the main thing. But sad too.

(https://i.imgur.com/te94c2G.jpg)


Haha, one more thing. After those double-hit siege raids Cassandra meanly threw at us, she tossed a pure gold meteor at us. Cheeky. I left it alone. A huge pack of gold would have spiked up wealth, and we might have died every earlier. Previously a uranium meteor landed too, which has also been left alone. Figured I could use it later when we got access to that kick-ass cannon.

Maybe I should have built a killbox after all? It was planned, but well... :-/ Such a nice spot to our west as well. A lake and bits of mud. Would have slowed them down a whole heap.
Title: Re: Sad tidings
Post by: Shurp on June 27, 2019, 07:39:38 PM
No need to give up.  Now that you've had your ass kicked, Cassandra will set mode to "easy" and you'll get raided by fluffy bunnies for the next year or so.  Although it might be helpful to first destroy any surplus valuables you don't need to further reduce the threat rating.

And you've learned a valuable lesson.  Mortars truly are useless except against a fixed target, and even then you're usually better just going out there and shooting them with bolt action rifles from a good distance.
Title: Re: Sad tidings
Post by: Pangaea on June 28, 2019, 11:02:18 AM
Quote from: Shurp on June 27, 2019, 07:39:38 PM
No need to give up.  Now that you've had your ass kicked, Cassandra will set mode to "easy" and you'll get raided by fluffy bunnies for the next year or so.  Although it might be helpful to first destroy any surplus valuables you don't need to further reduce the threat rating.

And you've learned a valuable lesson.  Mortars truly are useless except against a fixed target, and even then you're usually better just going out there and shooting them with bolt action rifles from a good distance.
Actually did end up playing the save a bit more yesterday. It was quiet for 10-12 days or so, when a 9-dude raiding party hit us. They came too fast to prepare properly, but my 3 guys took out 6, and the last 3 ran off, so all in all a big success. We got injured ofc, but survived.

Mortars do indeed seem useless. I've used them previously with some success against sieges. That's why I hoped to get off some successful shots this time before the raiders (sappers) got through the wall. But they got through fast as you like, and I missed. Then chaos and death ensued. Lesson learnt indeed. Next time I'll ignore them and try to get all pawns in position instead.

Damn shame to lose all those people though. Some of them were great too, a few even had kickass traits on top. Food won't exactly be a problem, although I lost all the good planters. Can't grow new healroot until they level up, or more likely I manage to recruit somebody capable. Since we could collect the healroots despite low skill, we should be able to collect devilstrand too I would think? First time I've ever grown those. Won't be able to replant them, but would be nice with some strong devilstrand clothes. Provided they don't all die in a cold snap or something naughty like that. I don't trust Cassandra any more! :D


Another almost funny event earlier in the game... Decided to buy two cows on the road, thinking the milk would be useful. Up comes the message that the caravan have entered the colony map. Not one second later another messages pops up. RAID! Please be in different places....

Yeah, you know what happened.

It was a "prepare" raid, so I tried to tip-toe the guys and animals around them. Then one raider started punching one of my cows, and all hell broke loose after that. Both cows died, one bleeding out and the other blown up by a grenade. They survived less than one minute on the map. Sad panda.

This game throws some really weird stuff and situations at us. Great work in that regard with the story aspects.
Title: Re: Sad tidings
Post by: Pangaea on June 28, 2019, 05:52:27 PM
Kept going.....


9 guys vs my 3.

(https://i.imgur.com/vGGd5D5.jpg)

We actually got them, and the last few ran off  :o


In fairness I probably shouldn't have taken this on, but I wanted a recruit (he could barely have been worse if I had tried to design him horribly myself, so I banished him, utterly useless)...

(https://i.imgur.com/ZayZi98.jpg)

Oh, this again, huh?

(https://i.imgur.com/3wkqVz8.jpg)

With that, I only have the man in black left (first time for me), which like the previous refugee, is utterly useless.

Just as the fleeing raiders are leaving the map, another raid message. Oh joy. Thank you Cassandra! :D

(https://i.imgur.com/HH90K9Q.jpg)

Strange thing is the useless git actually killed some of them, and the last 3 ran away. He went behind the walls and hoped it was possible to take them one by one. It sort of was, but that was pure luck. I had a bunch of chickens (they sure breed fast!), and they happened to be in the area of the assault. So the silly raiders were tossing motovs and shooting the chickens instead of Man in Black. Bright lads and lasses...

One raider survived and he captured him. But err.... 0 medic, 1 social. He's Sickly a Wimp, can't do research, is horrible at cooking and planting (1 and 2) and essentially can't shoot.

(https://i.imgur.com/lVHm4hW.jpg)

So with that, and fire possibly starting to consume the base, I will toss in the towel. Three guys was sort of okay, but one useless git? Sorry, that's just not going to work.

Hopefully the next colony survives better :)
Title: Re: Sad tidings
Post by: Pangaea on June 28, 2019, 05:53:59 PM
Oops, sorry about the giant pictures. I thought the forum would auto-resize them, as often happens.
Title: Re: Sad tidings
Post by: Limdood on June 28, 2019, 07:37:13 PM
Something i often do when i get a "chased refugee" event and the refugee is garbage, is draft the refugee the moment he enters the map...

...and leave him there.  Almost every time the following raid knocks him incapacitated (they seriously never seem to kill him, it's amazing) and decides to kidnap him and leave.
Title: Re: Sad tidings
Post by: Pangaea on June 28, 2019, 08:05:01 PM
Quote from: Limdood on June 28, 2019, 07:37:13 PM
Something i often do when i get a "chased refugee" event and the refugee is garbage, is draft the refugee the moment he enters the map...

...and leave him there.  Almost every time the following raid knocks him incapacitated (they seriously never seem to kill him, it's amazing) and decides to kidnap him and leave.
Nice, that's a good tip -- especially if it actually plays out like that. I have sometimes drafted him and tried to suicide him in battle, often without succeeding. Will try your way next. Though I do kinda like to take on these fights too, and it's a good opportunity to get prisoners. Just not when they kill or kidnap everybody and burn down your base :D
Title: Re: Sad tidings
Post by: Limdood on June 29, 2019, 12:02:33 AM
Additionally, you're getting big raids because your base has a wealth level for the large number of pawns you used to have, but only have the remaining pawns. 

So if you used to have, say 14 pawns, and were getting raids of 25, and now you have 3 pawns, but the same wealth, you end up with raids of like 13....it's nearly unwinnable.

So, you can avoid or cheese the raids - use traps and AI abuse or some such...OR you can remove some wealth.

Take some loot in a big caravan and gift it to another faction (that might be from the hospitality mod...dunno if it's vanilla) or just abandon the loot...or destroy it with a molotov cocktail....or put it in a building with propped open doors in front of your base (the next raid will loot the stuff and leave).
Title: Re: Sad tidings
Post by: Canute on June 29, 2019, 03:10:29 AM
In your case, you shouldn't mine that much steel. Just so much you will need for the next building and maybe 150-300 at the storage.
Same for wood, don't chop so much tree.

You got a growing zone at the wind turbine, basicly a good idea. But not when you didn't protect it. Then a raider just set the field on fire and before you got time for fire control the fire will pretty strong and destroy the turbine too.
You should either build (double) stone walls around the area (best choise) or don't have a growing zone next to the turbine.

Sandbag's are nice, but you will miss a fast retreat point. So a combination of 3x1 wall with sandbags are better. The 3x1 wall give 1-2 pawn to option to hide behind. Then you can play  hide&seek.
You can shortly retreat behind the wall out of side, so the raiders will move out of cover, then you can attack them again. Work's well with centipedes too.

The the chased refuge you can either leave at the border like Limdood suggest, or move it to your colony as target dummy, if he survived you still can banish him later.

Title: Re: Sad tidings
Post by: Shurp on June 29, 2019, 07:32:00 AM
BTW, never accept a refugee when your base is under strength.  The raid that follows is an "extra" raid -- it will be on top of whatever other raids will be coming your way.  And the refugees are rarely worth having.  They're just bait to draw in raiders who might actually be worth having.

And like Limdood said, if your colony is sized for 14 pawns and now you have 3, it's definitely time to downsize.  Tear down everything and build turrets to defend the rest.
Title: Re: Sad tidings
Post by: Pangaea on June 29, 2019, 09:59:04 AM
I'm going to start over, as having just one useless git feels pointless. Thanks for the advice, though :)

Don't really like to cheese things with burning down half the base or burning or gifting away all the gold and steel and suchlike. But these events and your advice shows that too much appears to be based on Wealth -- a longstanding issue from what I have gathered from other topics.

Loaded up the "Abandon this!" save just to show that the base is more protected than it looks. I have (had) a stone and wood wall around the whole thing, plus being quite well protected by hills. Obviously not enough in the end, but yeah...  :-\

The granite wall in the south doesn't show despite being fully zoomed out, but it's there. Next to a large cemetary. Yeah, right here there is the fire in one farm because I just quick-sped ahead to daylight, but never mind that.

(Click for the bigger version)
(http://i.imgur.com/B3Z7qHql.jpg) (https://i.imgur.com/B3Z7qHq.jpg)


PS: Obviously, if you had advice for how to improve the design or approach for my next colony, I'm all ears :) I may not adapt overly cheesy stuff (except maybe a killbox next time), but I'd like to hear your thoughts nonetheless. Typically I use an "open" base instead of one giant super-structure, but that's just a style choice that I like.
Title: Re: Sad tidings
Post by: Canute on June 29, 2019, 10:19:41 AM
QuoteBut these events and your advice shows that too much appears to be based on Wealth
You can change the difficult of the storyteller each time ingame (Option menu).
At this way you can reduce the raid strenght a bit.

Title: Re: Sad tidings
Post by: Pangaea on June 29, 2019, 10:22:43 AM
Quote from: Canute on June 29, 2019, 10:19:41 AM
QuoteBut these events and your advice shows that too much appears to be based on Wealth
You can change the difficult of the storyteller each time ingame (Option menu).
At this way you can reduce the raid strenght a bit.
True. I've not used the toughest. This was on Rough I believe. Can tune it down further, but wanted to try a little tougher setting this time. I like to build bases, but the combat side is fun too. Figured Rough would be a good balance, which it was really -- for about 3 years :D
Title: Re: Sad tidings
Post by: Shurp on June 30, 2019, 05:29:43 PM
Quote from: Pangaea on June 29, 2019, 09:59:04 AM
PS: Obviously, if you had advice for how to improve the design or approach for my next colony, I'm all ears :)

I don't see anything obviously wrong with your base structure, it looks pretty solid.  I think your decision to try to blow up sappers with mortars was the biggest problem.  If your forces had focused on defending the palisades you'd have been in better shape.

Also, I see plenty of doors and indoor opportunities to execute a running defense.  When the mob does break through, be prepared to scurry and hide.  Let them burn everything down while you pick them off from a safe distance.  (You did have bolt-action rifles, right?)

(Note that letting them burn everything down solves your wealth problem... and you'll still probably have enough to rebuild with afterwards)
Title: Re: Sad tidings
Post by: Pangaea on June 30, 2019, 07:43:19 PM
Quote from: Shurp on June 30, 2019, 05:29:43 PM
I don't see anything obviously wrong with your base structure, it looks pretty solid.  I think your decision to try to blow up sappers with mortars was the biggest problem.  If your forces had focused on defending the palisades you'd have been in better shape.

Also, I see plenty of doors and indoor opportunities to execute a running defense.  When the mob does break through, be prepared to scurry and hide.  Let them burn everything down while you pick them off from a safe distance.  (You did have bolt-action rifles, right?)

(Note that letting them burn everything down solves your wealth problem... and you'll still probably have enough to rebuild with afterwards)
Yes, I think the mortar move was the main problem. Could probably have held them off if not for that -- even if we took heavy injuries. It was just dudes with mostly clubs and knives after all. There just was a lot of them. Won't try that again. At least against invading forces. It may still be an idea against sieges -- though I try to take them on tbh. Just awkward without the usual defensive structures. And since I can't exactly let them pummel my base with mortars over and over, there is little time to build something myself (and leave builders open to potshots and sniper fire).

What I like with these somewhat open bases is that it's easier to deal with all the drop pod attacks. Depends a bit where they land, but often they take a little time to break out of bedrooms and such, and then I can take them on in the hallways and semi-open terrain. Which is why I went with 3-tile wide hallways this time.

However, I have started a new game now, where I hope to survive longer. It wasn't fun to try to keep going with one total dud. Bad luck with geysers and rich soil, but it's been enjoyable so far. Just need to take time and plan out how to build stuff. I tend to just start and then plan and expand as I go.

On bedrooms: Is 4x5 size too small? I've used 5x5 earlier, but figured I'd try to save some space in these games.
Title: Re: Sad tidings
Post by: Shurp on June 30, 2019, 09:50:07 PM
I use 3x4 all the time.  Lay some tile, stick two stone statues in, and you get a +3 "slightly impressive" buff.  I'm too lazy to go for more and it keeps the base size down.  But yes, if you want higher bonuses you'll have to go larger.

(That's 3x4 interior, 5x6 if you're including the walls)
Title: Re: Sad tidings
Post by: Canute on July 01, 2019, 02:44:45 AM
It depend how big i want to grow my colony.
Mosttimes i am doing 5x5 (no special reason, but leave enough room for interior), but 3x2 (double bed + endtable) works fine too if you are low on space.
Title: Re: Sad tidings
Post by: Limdood on July 01, 2019, 02:56:36 AM
When i mentioned cheesing the raids, i meant using things like long trap hallways or the like to abuse the AI.

From a story perspective, you're getting large raids because your colony is rich enough to support (just picking a random larger number here) 15 pawns, instead of the 3 you have.  If you're trying to avoid being robbed, and have no way to fight off a robber, then being or looking poor is a viable defense, or buying off the robber.

A robber isn't going to want to bother with me if i throw my wallet into a trash can and leave.  Similarly if a robber comes to rob me and i toss my wallet onto the ground in between us, he'll probably grab it and leave me alone.  Lastly, I can take the money I have and buy some protection from the robber.

For #1, make caravan, move one tile, and ditch the unnecessary stuff.  Alternatively, move a few tiles and make a new colony, drop the stuff there in a building and leave it.  You can come back later for it.  Raiders might raid it and take some stuff, or they might not, but they won't hit your main base considering that wealth anymore.

For #2, leaving your excess wealth unsecured out in front of your base is the Rimworld equivalent of leaving an offering for your oppressors in the hopes they don't murder you all.  It's actually a pretty common bit of advice from police forces on "what to do if you get mugged" in real life...you take your money out, throw it in one direction, then run in the other.  In rimworld, it means that you get to basically avoid one raid, and lose some of your wealth.

For #3, you could call up a friendly faction and trade with an exotic goods or shaman merchant and grab all the psychic insanity and psychic shock artifacts they have, and sell off your excess stuff.  Next raid, you still have some wealth, but even 3 pawns can stand against 12 if you have 3 each of psychic shock/insanity artifacts.  Alternatively, use all those resources sitting around and make walls with one entrance, and cover that entrance with every turret you have the resources to build (use some batteries and a switch if powering the turrets is an issue)....both of these solutions shore up your defenses with the excess wealth that your tiny 3-man colony doesn't actively need, and as you fight off raids using those defenses, and the defenses get destroyed or used up, your wealth - what the raiders want from you basically - will drop as well.
Title: Re: Sad tidings
Post by: Limdood on July 01, 2019, 03:05:05 AM
btw, to answer the "bedroom size" question - for my base layout, I do the whole thing in pods....13x13 rooms (11x11 interior space) with 3-wide hallways in between.

This means in any given pod i can easily stick:
-A lab with multiple research benches
-4 separate 5x5 bedrooms
-a large dining room/rec room capable of easily being made spacious and beautiful and holding 2 2x4 tables, a few chess and horseshoe pins and a billiards table
- a kitchen and butcher room and freezer
- workshops
- unroofed 121-tile growing zones protected from grazers (or a roofed growing zone that can fit the entirety of a sunlamp's area in it)
- any 2 of: 11x5 hospital, 11x5 guest room (hospitality), 2 4x5 mortar rooms with a 1x5 roofed shell storage in the middle, 11x5 crematorium, etc.

The 3 wide hallways make for good early fighting areas, with my pawns in doorways, and a small group of melee pawns that runs through the interior of pods to hit enemy raiders taking cover from behind.

It takes up a good amount of space, but I have good results with that building style.
Title: Re: Sad tidings
Post by: Pangaea on July 02, 2019, 12:37:57 PM
Thanks for the replies and advice. That "pod" idea sounds interesting, and is sort of similar to what I end up with. I have started a new game, though, and in this one I sort of ended up with a super-structure, bedrooms aside. But later I'll build a separate hospital and prison, and should probably have a barn as well.

(http://i.imgur.com/Xxo48ENl.jpg) (https://imgur.com/Xxo48EN)
(Oh bugger, just noticed some elements of the screenshot got torn off again. No idea why it happens, but it happens in any games irregularly. Maybe a Linux issue of some type - not sure).

Defenses aren't really up to requirements yet, but I've placed some traps in strategic locations here and there, which have worked well so far. Always feels cheesy. But then a large melee raids arrives, and almost kill me. Again. Hah. Easy to get overwhelmed. Shooters are easier to deal with because my cover is better, but when they bum-rush you it's easy to into one-on-one situations and then your pawns go down sooner or later.

There is a large-ish area of mud south of those sandbags, so if I set up a killbox it will likely be there. But right now I'm short on granite after expanding a lot from those meagre beginning (that I usually stick with too long).

Happened to get a mini-gun from a quest, and that thing is pretty mean. Well, it *can* be. Not precise ofc, but it's awesome to see my dude spitting bullets into a crowd of raiders when he gets going. It was *probably* a little overkill to hunt hares with it, but what the hey! :D
Title: Re: Sad tidings
Post by: Canute on July 02, 2019, 04:38:53 PM
I notice you build your base at the middle of the map (like most other players) again.
So you need to defend at any direction.

Maybe you should consider to build your base at the map border instead.
With just 2 entrances. And keep the front door allways open (or open it when the raid comes).
So raider (beside sapper) will path through the front entrance.
And you can fortify these entrance pretty well will traps, and later with turrets.

Title: Re: Sad tidings
Post by: Pangaea on July 02, 2019, 08:36:02 PM
Quote from: Canute on July 02, 2019, 04:38:53 PM
I notice you build your base at the middle of the map (like most other players) again.
So you need to defend at any direction.

Maybe you should consider to build your base at the map border instead.
With just 2 entrances. And keep the front door allways open (or open it when the raid comes).
So raider (beside sapper) will path through the front entrance.
And you can fortify these entrance pretty well will traps, and later with turrets.
Since I went with a slightly bigger map this time, I figured it was best to have it in the middle to prevent pawns doing overly stupid stuff (or rather reduce the consequences when they inevitably do stupid stuff). We can't build to the map edge, so how would you go about that? Fine if there are mountains, but that's not always the case. Do you have an example image for instance? Just so I can see how you do it.

What I do when raids come is to get people technically outside the base, behind the sandbags (and later killbox, if I build one). That way the (normal) raiders will head that way instead of trying to punch through walls. And when they move that way (mostly from the west in my case), they usually trip over some strategically placed traps.

This is quite early on tribal, so it takes time to get techs (what I like about tribal, plus no starting guns), but this is what the defensive spot looks like currently.

(http://i.imgur.com/sDxHacSl.jpg) (https://imgur.com/sDxHacS)

And here are some traps in the south-west, that have killed quite a few raiders. There happens to be a mountain-range further north, all the way up to the edge, so raiders have to walk around it, and then run into these traps -- unless they want to punch through some walls on the base's western end.

(http://i.imgur.com/eDrcYthl.jpg) (https://imgur.com/eDrcYth)

Overall it definitely needs to be improved, and it was a close call against a bunch of melee raiders, and three lancers. So far all attacks have come up here, but like always the bigger challenge is sappers, sieges and drop pod attacks. Hopefully I'm able to tech up to cannons and better weapons+armour this time without dying first.
Title: Re: Sad tidings
Post by: Canute on July 03, 2019, 02:14:13 AM
That's a my typical base design.
Yes you can't build straight at the border, but only very few raider would spawn at your backdoor.
And since the backdoor is allways closed and the frontdoor allways open, they normaly would path through the frontdoor to smash your furnitures.


[attachment deleted due to age]
Title: Re: Sad tidings
Post by: Limdood on July 03, 2019, 12:23:34 PM
I feel like building at the map edge makes some raids much much harder depending on their spawn location.

With a centered base, a sapper raid is a sapper raid, and a siege is a siege.

With a map edge base, a sapper raid on the far side of the map is easy to fend off, while a sapper raid spawning next to your wall will cause some serious damage before your pawns arrive.  A siege spawning next to your base is easy to deal with, while a siege on the far side of the map is MUCH harder to sally out to attack before they get established. 

Yes, some raids become easier, but some also become much harder, and in the case of those two, might cause otherwise preventable damage if you'd happened to be in the middle.

Obviously this is different if you can DENY them spawning on certain sides, such as with a coastline or mountains, but in a standard map where you can be attacked from any side, i feel the occasional "bad" raid of a nearby sapper or distant siege could cause unnecessary damage, and by association, more likely to cause avoidable pawn death.

Pangaea also brings up another important point that if you're using the standard game devices for hunting or fetching chunks/slag, or even mining rock, a map edge base means that pawns can (and inevitably will) be caught extra far from base in some sort of bad situation.  If my pawns are on the opposite edge/corner mining as a group (for protection) and a drop pod raid happens, my base is getting seriously messed up before those pawns get back, and any pawns back at the base are in serious danger.  Similarly, if a single pawn or two are out hunting alone and an "immediate attack" raid happens from a bad angle, those pawns might be cut off, and if the raiders choose to head for the exposed pawns rather than the base, they're in serious trouble.

It's not that these things DON'T happen in a centered base, in fact they happen with about the same frequency, but because there is no part of the map excessively far from the base, the negative impact of those situations is reduced.  Travel time back to base is faster from ALL points of the map, and the base pawn's ability to quickly sally out and aid a colonist in danger is improved.
Title: Re: Sad tidings
Post by: Pangaea on July 05, 2019, 11:27:21 AM
Quote from: Canute on July 03, 2019, 02:14:13 AM
That's a my typical base design.
Yes you can't build straight at the border, but only very few raider would spawn at your backdoor.
And since the backdoor is allways closed and the frontdoor allways open, they normaly would path through the frontdoor to smash your furnitures.

Thanks for the image. Looks very solid, at least once you get walls around it. Do you actually start out like this though, with a base pre-built on day 1?

As for the new base...? We have got hit very hard twice now. The first was my own mistake in fairness, as I took on another chased regugee raid. Didn't expect them to come with doomray device and triple rocket launchers  :o Took a direct him from the triple-whammy and I'm amazed nobody outright died. Maybe flak vests and pants on most of the crew saved them. Many lost limbs, though, and basically the entire base down.

Then 10 (!) scythers attacked us, with almost no warning due to where they spawned and their speed. A few got weakened from traps, but we had 9 guys bashing our heads in. We survived, without casualties, but damn did they hurt us bad. So many lost limbs... One dude lost both eyes. One guy is a body purist, so if I replace his lost arm he'll be mad.

What I'm trying to say here is that I needed better defenses. So here we go.... Killbox it is.

(http://i.imgur.com/QsRmoOJl.jpg) (https://i.imgur.com/QsRmoOJ.jpg)

A shame to miss out on that big field of rich soil to the east, but it felt way too far away when I started out, and there are some nice mountains around that helped early on.

(http://i.imgur.com/ywq91lRl.jpg) (https://i.imgur.com/ywq91lR.jpg)

Don't have any turrets yet, but if we survive long enough I'd like to get a few autocannons in there as well. That should help when more mechs turn up. Damn bullet sponges.

Oh, and thank goodness I had just built a few hospital beds for the splashing new hospital. Sure as hell needed it with 9-10 guys down and bleeding out.
Title: Re: Sad tidings
Post by: Pangaea on July 08, 2019, 12:49:36 PM
The "story generator" aspect of the game certainly checks out. Marriages, divorces, once-good friends becoming rivals and bashing each other's head in. Repeatedly. Then Cassandra. Oh, you so-and-so. Always worrying when the calm lasts. You know something bad is coming :D Probably sitting there rubbing her fingertips together, coming up with increasingly sinister plots.

Like a mech drop pod attack. Inside my kitchen which happened to store all the body parts and archotech stuff we had gotten in quests because the freezer and storage was filled to the brim with vegetables, because I panicked a little after running out the previous winter and went larger than life with new farming plots. Just as the last mech hits the ground dead, another message. 23 (!) manhunting arctic wolves. Thank goodness I did go with a killbox this time. And that we had turrets. Would have been a much bigger issue without it. Oh, what's that Cassandra? A toxic fallout? Oh well, at least we have plenty of meat now.

More calm ensues. We finish up the 22nd gladius for another trade mission. But it's been calm too long. I don't dare send out any guys now.

Ah yes, there we go Miss Cassandra. A raid. Mechs. Oh shit. 6 centipedes. Gulp.

Had forgotten how extremely durable these buggers are. Bullet sponges doesn't suffice. But it was fortunate they entered on the west side of the map. Gave us good time to wake up, eat and get into positions. Oh, and turn on the power for the turrets and autocannons. Hard-asses went through no less than 34 (!!) traps before entering the killzone. Not one went down. Quite a few of those were steel traps as well.

But we live to eat another day :)

(http://i.imgur.com/KLcJr9Dl.jpg) (https://imgur.com/KLcJr9D)

Honestly not sure how people survive deep into the game, when you start getting big mech attacks, without killboxes or some other somewhat cheesy tactic.
Title: Re: Sad tidings
Post by: Limdood on July 08, 2019, 01:09:58 PM
I just started playing without save scumming in my most recent game (I have a strong drive to "win" games, and I wanted to try to actually see what happens when I don't "cheat" in Rimworld to do so). 

It definitely improved the story of the game.  I'm feeling more connected to my pawns.  I had one situation where a psychic ship landed at a time when my defenses were down from an earlier raid, and mood was low so I couldn't wait to spring it.  I pinged the ship to spawn the mechs, then called allies for help. Knowing they'd not be able to deal with the whole raid, i sent my guys out to help once they were engaged, but two of the heavy charge blaster centipedes killed all their melee attackers and were drawing a bead on my guys, so i sent in my brawlers.  Took one centipede out and was focusing down the other when a nearby "friendly" rand up and "helpfully" chucked some frag grenades onto one of my guys, killing him instantly.

Normally, that'd be a save scum situation, but since I WASN'T doing that, I angrily grabbed all my guys and focus-fired down the jerk grenadier for what he did.  That made that faction hostile.  A little bit later they sent a peace talks request, which prompted my recent suggestions forum request to be able to attack peace talks instead of trying for peace (can you tell I'm still bitter?).  The whole situation had a lot more impact since the pawn death was permanent.

Also, Kala is a b*tch.  she directly or indirectly causes almost every mood problem in the colony.  She's cheated on 3 people so far, and is now engaged to a 4th...
Title: Re: Sad tidings
Post by: Pangaea on July 08, 2019, 03:03:46 PM
Funny you should mention bad mood, because that reminds me... We had some prisoners and a few people needed new equipment. Out with the knives. But holy cow did the mood take a swing for the worse! Okay, so we harvested 5 parts and killed one of them.

Most of the colony took turns with mental breaks. Not small stuff either. Berserk, killing spree, and one chick simply upped and left. I tried to deal with it by arresting them, but it was too much going on (and the option wasn't available, again, when it failed and they flipped out even worse). By the time my focus got back to the rec room, thinking everything was finally under control -- to my horror I noticed that the mega-widescreen TV we bought for most of our funds was smashed to smithereens. And the same was both snooker tables and one of the poker tables, plus a wide range of other stuff. And I was pleased I managed to save a hospital bed at 4 HP :D

What just happened now, though, was much harder to take. Sparkles, which is a unique backer personality, was south of the base to fix up one of the traps. A bear happened to be close, and aggroed on her. Maybe they were too close or something. The bear happened to be near the traps when she got there.

She tried to run as best as she could, and I hoped the bear would trigger some of the other traps and at least slow it down enough for her to get away. No such luck. Put a whole crew after the bastard, but it was too far away. Mauled the poor girl something fierce, and ate most of her limbs before the firing crew filled the bugger full of metal. God I hate bears right now!!  >:(

Sparkles had just got married to Red. Still in the honeymoon period. Naturally, Red is distrought beyond belief right now. -20 for dead wife. -10 for dead friend, and -3 for colonist dead. And the +40 for marriage is long gone.

All this while a few guys are on the road to hand over gladiuses in return for.... 2 resurrector mech serums.


So then to a big question. Will this actually be much use on her? I put her in the freezer, but errr... she's kinda lacking a few bits now. I don't assume they will grow back? The serum will just put life into her body?

Not a good way to go  :'( :'(

I was actually really attached to her, and am quite sad right now. First loss for this colony (apart from a sacrificial lamb earlier), and such a pointless death moments after defeating a horde of sapper pirate raiders.

(https://i.imgur.com/hIXdUGi.jpg)
Title: Re: Sad tidings
Post by: Limdood on July 08, 2019, 04:54:34 PM
Yeah, i had to replace a kidney, and mood shouldn't have been a problem....I had one colonist (that everyone liked) died in the same raid that blew out a kidney on someone else, so between the death and the organ harvested, there was a moderate mood penalty....a couple small mood breaks (I try to keep my moods high with 2 hours of recreation time on each side of the sleep schedule, and I make large dining rooms with recreation items and nice floors and art so they get "very impressive rec room" and "very impressive dining room" at once)....but that psychic ship would have caused problems. 

Letting the ship sit would have pushed a few of my more volatile pawns into major break range, and even just waiting a small amount of time (before the psychic drone amps up) would have pushed a handful more pawns into constant minor break risk, and That would mean possible dazes or sad wanders WHILE i'm trying to deal with the ship.

There were a few more breaks after the raid, because 2 more people died.  The poor brawler that took a grenade to the feet, and one of my shooters who took a single heavy charge blaster shot...in the heart.  The same thing that killed the first pawn in a previous raid.  At that point I took some leftover psychoid leaves sitting around (I have the hospitality mod, so visitors hang around and occasionally leave gifts when they leave...I end up with small amounts of drugs or raw drug plants often from them) and started making psychite tea, and altered my drug policy that anyone could drink up to 1 tea per day if their mood fell below 25%.  That helped a lot.  Over the course of 2 years in game since then, I've only gotten 2 pawns addicted to it, and both happened during "psychite binge" mental breaks - and I haven't had to change anything since...those addicted pawns just stay on the same drug policy (it also allows psychite tea to maintain addiction).

My list of mood modifiers I try to maintain is:
- 4 hours of recreation time, split 2 and 2 each day
- a "very impressive" dining room/rec room combination
- individual pawn rooms that, through a combination of size, flooring, and furniture, are at least "mediocre"
- psychite tea, available once per day, for mood below 25%
- fine meals, whenever possible, for everyone, all the time
- a few scattered tables with stools in the far corners of my base so random wandering pawns can still eat at a table.
- VERY large workrooms combined with stockpiles, with nice flooring or a couple statues, so the "spacious" mood buff and the beauty floor/statue more than offsets any beauty penalty from the stockpiles

That generally leaves me only temporary or situational negative moodlets on my pawns...like sick, sweaty, pain, rebuffed, insulted, or things like organ harvests or deaths.
Title: Re: Sad tidings
Post by: Shurp on July 08, 2019, 06:21:23 PM
Pangaea, is Sparkles any sort of body purist?  If not, reviving her and then attaching lots of prosthetic limbs could work.  What would be most interesting to see is if the marriage bonus returns.  She'd be a serious bonus for the colony (especially for Red!)

Quote from: Pangaea on July 08, 2019, 12:49:36 PM
Honestly not sure how people survive deep into the game, when you start getting big mech attacks, without killboxes or some other somewhat cheesy tactic.

You certainly have to use prepared defenses of *some* sort.  But it doesn't have to be a literal box.  I like to surround my base with two perimeters, the outer with a few holes to funnel attackers, and the inner with lots of holes with my colonists behind to shoot them from.  So it's more of a kill donut than a kill box.

If the range mechanic wasn't so stupid I wouldn't even need an outer perimeter.  The fixed range limit is what drives killbox behavior.  If you could use a pistol at range 50 (albeit with awful accuracy) you wouldn't need that outer wall at all.
Title: Re: Sad tidings
Post by: Pangaea on July 09, 2019, 01:21:00 AM
This felt like the right thing to do. I'd probably be pretty stressed out too, trying to resuscitate my dead wife with nary a limb left, with the aggressor just lying there... Not sure what to do with the bear yet. I'm thinking they should all take turns pissing down his throat or something.

(https://i.imgur.com/0vNXHHC.png)

(https://i.imgur.com/oerX3Ne.png)

She looks surprisingly whole! :)

(https://i.imgur.com/i0o56xN.png)

I can't vouch for what else Red did in the freezer or the hospital, but Sparkles woke up without pants and with the "Naked" debuff....  ;D

Quote from: Shurp on July 08, 2019, 06:21:23 PM
Pangaea, is Sparkles any sort of body purist?  If not, reviving her and then attaching lots of prosthetic limbs could work.  What would be most interesting to see is if the marriage bonus returns.  She'd be a serious bonus for the colony (especially for Red!)

Thankfully no need for a wide range of prosthetic limbs (she isn't a body purist btw, but Masochist + Night Owl -- the latter is one of the reasons I liked her so much, in addition to her very good skills as constructor, crafter and artist, with minor passions for all).

A little disappointing, but all the mood buffs for marriage is gone. Both for the now happily reunited couple, and everybody else in the colony (attended wedding), and also their honeymoon phase under Social. But -3 for dead colonist (for everybody) is also gone (but the counter for deaths under History is still a 2)

But the main thing is that Sparkles is back, Red won't be flipping out every so often over the next two quadrums (dead wife lasts 30 days), and the colony is back up to our lucky number of 13  ;D

All in all this went better than feared, I just hope she won't get horrible side effects now. I read on the wiki that it's possible to get the death sentence of "Resurrection psychosis", with a base 2% chance even if she's tossed right in the freezer.


As an aside, I kinda wonder how vindictive Cassandra will treat this. Is it counted as a colony death, and she will be merciful for a time? We'll soon learn I guess. Although raids are coming pretty thick and fast now, so it's harder to tell calm periods from "die you so-and so... DIE!"
Title: Re: Sad tidings
Post by: Shurp on July 09, 2019, 07:33:17 AM
Wow, that's weird that the resurrector serum grows all the bits back (I guess it executes a "replace torso" command).  So if you have a pawn that is mangled really badly (missing limbs / eyes / organs / etc.) it might be worthwhile to kill them and resurrect them rather than try to fix everything separately?

Or can you apply it to someone who is still alive?
Title: Re: Sad tidings
Post by: Canute on July 09, 2019, 08:51:42 AM
Good question !
I will test it out. :-)
I damaged a pawn with serveral missing parts (ear,eye,thumb,kidney,leg).
Ok, you can't use Resurrector Mech serum on a living pawn.
A Healer Mech serum just replace 1 missing part.
So i euthanize the pawn and rescurrect him.
A resurrection indeed restore all missing part at once.
But he will got the res. sickness for quite awhile (not sure how long it hold).


Title: Re: Sad tidings
Post by: Limdood on July 09, 2019, 11:35:27 AM
Killboxes are also less cheesy than a lot of people make them out to be.  They're historic.  MANY old castle designs used what we'd refer to in Rimworld as killboxes.  The idea is that the main point of entry and/or weakest or most vulnerable point in the complex has an extra layer of defense inside.  It's a common sense tactic that people have used since the dawn of strategic combat.

Your base SHOULD have openings so that attackers tend to bunch together and funnel towards those openings - after all, whether in game or real life, would you try to tunnel through a meter of solid stone, or walk 20 meters to the side to go around it?

Your base should have defensible positions at the point(s) of most likely entry.  After all, if someone is very likely to attack a specific point(s) of your base, it'd be stupid not to provide extra defense for it.

Along with the previous point, your base SHOULD have passive static defenses.  Your pawns are a finite resource and an investment, EVERY shot that comes at them, even from the blind, frail, bad back, 0 shooting awful shortbow wielder COULD be a brain hit -> insta death.  Thinning out or deterring attacks before they reach your pawns is a crucial strategy.  Place traps along mountain lines that pawns tend to path through on their way to your base, or place them in the openings in your defenses.  Steel traps are 1 or 2 per killed raider.  Placing 5 steel traps gives about 3-4 extra no-risk kills per raid....if they're attacking you with 10 guys, you only need to kill 5 to make them run away.  Same with turrets, place turrets on the inside of your walls, near the openings...that way snipers can't kill the turrets without coming into range (through the opening) and if your turrets are closer than your colonists when shooting, then either several enemies will shoot at turrets instead of colonists, or the turrets will be able to shoot the raiders unbothered while the raiders try to kill your colonists in cover.

You SHOULD stack cover as much as possible when fighting.  Only objects directly adjacent provide any protection, so stacking 20 layers of sandbags has no additional cover from shooters.  Colonists can also lean out from behind a wall to shoot - a colonist standing next to a single wall block still has 360-degree firing lines, and has cover from the direction of the wall piece.  Standing in open doorways containing a door also provides cover, even if they're shooting straight in.  You can stack BOTH of those kinds of cover AND sandbags for best cover.  Standing in an open door, with a wall tile next to you in the direction you're firing, and a sandbag on next to the wall on the side you're leaning out (so that when you lean, you're still covered by the sandbag) will add all 3 cover protections to you.

You COULD utilize melee pawns to great effect.  If you follow the above advice, then you are providing a route into your base for enemies.  If enemies are coming into your base, then they have corners and rooms and more to start dealing with.  Using plenty of doors and corners, it's quite possible to move a small team of 2-4 melee pawns around your base in relative safety to pop in and out of doors right next to enemy pawns who are trying to use your corners for cover.  Melee pawns can also serve to block 1-3 wide hallways in the case of an enemy melee pawn raid, which keeps your ranged people firing instead of trying to punch people while wielding a charge rifle.  Along those lines, melee pawns can also serve to lock down super dangerous ranged pawns.  I use them on centipedes with heavy charge blasters, but i imagine people that haven't modded it out might use them on rocket launcher pirates, or even just the occasional assault rifle or sniper rifle wielding raider in a good cover position.  Rushing in to engage ranged is risky since you're likely to take a lot of friendly fire too, but sacrificing a melee pawn to keep several ranged alive vs. a centipede is worth it...or just loot, trade, or eventually make some shield belts.
Title: Re: Sad tidings
Post by: Pangaea on July 09, 2019, 05:50:03 PM
Quote from: Canute on July 09, 2019, 08:51:42 AM
Good question !
I will test it out. :-)
I damaged a pawn with serveral missing parts (ear,eye,thumb,kidney,leg).
Ok, you can't use Resurrector Mech serum on a living pawn.
A Healer Mech serum just replace 1 missing part.
So i euthanize the pawn and rescurrect him.
A resurrection indeed restore all missing part at once.
But he will got the res. sickness for quite awhile (not sure how long it hold).
Cheers. Wouldn't have expected it to work on a living pawn. Not tested this myself as Sparkles had all her bits and pieces prior to getting eaten (few of those; my surgeon now has 1/10 on both eyes, which apparently makes him totally blind -- good luck with the knives!). Assuming the wiki is correct, if you jumpstart a dead pawn with prosthetics, these will still remain. So a prosthetic leg for instance won't turn into a new leg, even if it would have if he was just jumping around on one leg.

QuoteA resurrector mech serum can be used on any non-desiccated corpse, even rotting ones. To activate it, select a pawn and right-click the serum, then click a valid target. The colonist will use the serum on the corpse, returning it to life as well as restoring missing organs and eliminating all health problems except brain injury and Luciferium addiction. Replacement body parts are not affected.

Using it on an enemy corpse will not convert them towards your side. They will remain hostile. However, since they return to life incapacitated you can easily arrest and capture them.

That second paragraph is kinda interesting. Though it would be expensive if you use it on a great dead raider, they later break out of jail and wind up dead again.
Title: Re: Sad tidings
Post by: Pangaea on July 09, 2019, 06:01:28 PM
Quote from: Limdood on July 09, 2019, 11:35:27 AM
Killboxes are also less cheesy than a lot of people make them out to be.  They're historic.  MANY old castle designs used what we'd refer to in Rimworld as killboxes.  The idea is that the main point of entry and/or weakest or most vulnerable point in the complex has an extra layer of defense inside.  It's a common sense tactic that people have used since the dawn of strategic combat.

These are fair points to be honest. It's just that it also feels a bit "gamey", considering typically other parts of the colony is much more weakly defended, so the killbox isn't exactly the weak spot that therefore needs extra protection from moats and whatnot.

Having said that, Tynan could easily make an AI that would be nigh on impossible to survive from. By having mechs and various raiders analyse and break through the actual weak spots. Let them see traps (like our guys do) and criss-cross between them, and so on. And ofc, DON'T invade into killboxes and the like, but attack walls elsewhere and attack the actual weak spots.

But that would probably make open bases a total suicide mission and further strengthen mountain bases, and also make the game less fun -- at least for those of us who embrace the base building part of the game, and not just the sheer survival aspect. It's the whole package that makes this game so much fun.

A tangent here, and the game has apparently been abandoned, but this is why I liked the earlier builds of Timber and Stone better than later ones, where it was much more brutal and made it pretty hard to actually build a base.
Title: Re: Sad tidings
Post by: Shurp on July 09, 2019, 11:55:37 PM
Yes, the issue is more the AI than the killboxes.  We already know that sappers do a good job of avoiding killboxes.  It would help if every raid type made some effort to find a weak point in your defenses and break through there rather than just charge right into your guns.

But not every raid should be as good as the sappers are, otherwise turrets and traps would become completely useless, and what fun would that be?

Is it possible to reconfigure the pathfinding impact of various defenses?  So if you build a long windy maze, regular raids will try to just break through the walls?  (ie: reduce the pathfinding penalty for walls and increase it for turrets/traps/etc. so that regular raids are more sapper-like)
Title: Re: Sad tidings
Post by: Canute on July 10, 2019, 02:28:28 AM
QuoteBut not every raid should be as good as the sappers are, otherwise turrets and traps would become completely useless, and what fun would that be?
Then you need a 360° defence and killboxes become obsolete.
And i would build my base at the middle of the map again.
Not to forget more people would use Fertile Field mod, and build a deep water ditch around to force raiders to some entrances.
Title: Re: Sad tidings
Post by: Limdood on July 10, 2019, 02:41:58 PM
Quote from: Shurp on July 09, 2019, 11:55:37 PMIt would help if every raid type made some effort to find a weak point in your defenses and break through there rather than just charge right into your guns....{SNIP}...Is it possible to reconfigure the pathfinding impact of various defenses?  So if you build a long windy maze, regular raids will try to just break through the walls?  (ie: reduce the pathfinding penalty for walls and increase it for turrets/traps/etc. so that regular raids are more sapper-like)
I kinda disagree.  Theoretically, the enemy shouldn't know where your defenses are...especially behind walls.  After all, you can't see INTO their buildings when you arrive to attack them.  That's one of the two points with using killing fields in real life anyways.  1) they don't necessarily know what's behind those walls...surprise is one of the most effective tools there has ever been in battle.  2) the idea was that some fortifications were literally unassailable.  In medieval warfare, the technology just didn't exist to go THROUGH a wall without weeks or months of siege and building engines.  Going over walls was absurdly costly, so attackers made a crude battering ram and stormed the gate.  The gate HAD to be weaker because people needed to be able to enter and leave the fortification, so it was the best point to attack.  Even with additional defenses inside the gate, the defenders HAD to have gates in order to enter and leave, so even an additional layer of walls...would have another gate.

The only issue with killboxes in the game is that in game terms as they exist, they make less sense, BECAUSE an aspect of the game doesn't make sense - namely the ease at which a stone or steel wall can be breached.  That being said, if they COULDN'T be breached, the gameplay would suffer.  If EVERYONE broke straight through (such as if the pathfinding cost of walls was reduced significantly), then gameplay would suffer and walls would be relegate solely to the function of "room designators" rather than actual barriers of any sort...pathfinding calculations would be almost impossible, since it makes sense for a base to only have 1, maybe 2 entrances if you have to actually defend them, and a large base would have a LOT of perimeter, meaning a raid happening to hit from a side that doesn't contain an entrance would certainly have a significant pathfinding distance to even walk to a normal, no-maze entrance....certainly a longer walk than say a 25 tile maze with 13 traps in it.  It would force people to build entrances every 10 squares or so, or they'd be able to continue to make trap mazes.  The current setup of pawns only breaking through walls as a last resort (when no other path exists) or in certain circumstances (sappers) is the most logical way to handle it from a gameplay perspective - walls ARE breachable, and in a dangerously fast amount of time, but they still have significant strategic defensive value to block or redirect enemies in MOST situations. 

As far as redoing the movement cost of traps, well...traps are SUPPOSED to be invisible to the enemy, that's the entire concept behind them, and there already is a raid type that avoids traps and turrets, the "clever tactics" raids.  It says they try to avoid turret fields of fire and see some traps.  The only change I could see making would be to either allow "clever tactics" AI to be added to any existing raid, or to add "sapper" AI to "clever tactics" raids because while the clever tactics raids work rather effectively against open bases with no perimeter wall, if a base contains a single perimeter wall with a single, dangerous entrance, the "clever tactics" just become normal tactics.


I know this is at the end of a long post, but in addition to the "clever raid" AI change, the one thing I'd really like to see is doors made more vulnerable (or walls made less so) AND targeted.  Raiders targeting doors (which already have lower hp than walls, but IMO could be made even more vulnerable) makes common sense from a historical, strategic, and real life point of view (since, as stated above, the point where the defenders have to enter and leave through is the most vulnerable point, and as a bonus, with the existence of traps, also the safest point to attack).  They could even have a "force door" action that just takes time and opens a hostile door....similar to how a prison break holds doors open, but with a progress bar that made it take a little bit of time. 

Targeting doors would still keep the point and value of killboxes, and it would also force players to more carefully consider where they place doors in their layout, give raiders a more reasonable method of entry than blow/hack a hole in the side of the base, and somewhat nerf the value of trap mazes, since those pretty much have to be built with alternate doorways in and out of the base for traders and colonists to avoid the traps.  Doors could be treated as an alternate target for raiders, the way that early raids, or raids on open bases will have raiders attack exposed fields or structures to break or set fire to, unless they can "see" your colonists...they could simply add "force foors" to that list so some raiders will come at your colonists, and some will attack exposed doors/structures/fields...and since you can hide fields and structures, but doors are ALWAYS exposed, it means that there is always the possibility that a few raiders will go somewhere OTHER than your trap mazes, unless you only have ONE entrance/exit.
Title: Re: Sad tidings
Post by: Pangaea on July 11, 2019, 09:11:03 AM
Our surgeon angered yet another person with his loose lips, and paid the price. Please say hello to our Doctor, everybody.

"Hello, Dr Nick!"

(https://i.imgur.com/evAV34l.jpg)

See no evil, hear no evil -- right?  :-X
Title: Re: Sad tidings
Post by: Canute on July 11, 2019, 10:31:03 AM
I can't see anyone.
I can't hear anyone.
But i am still able to insult anyone if i remember his name ! :-)
Title: Re: Sad tidings
Post by: Limdood on July 11, 2019, 12:04:34 PM
uhhhh, that shouldn't be a doctor anymore.  Blind doctors don't have the best hand-EYE coordination...
Title: Re: Sad tidings
Post by: Shurp on July 11, 2019, 08:27:31 PM
Weren't we just talking about how to fix pawns with ressurector serum?

Looks like we have our first euthanasia-ressurector candidate...
Title: Re: Sad tidings
Post by: Pangaea on July 12, 2019, 04:00:39 AM
Quote from: Shurp on July 11, 2019, 08:27:31 PM
Weren't we just talking about how to fix pawns with ressurector serum?

Looks like we have our first euthanasia-ressurector candidate...
Haha, that's a good point actually. Didn't think about that. BUT, I do have archotech eyes lying about. It's just that I wanted to save them in case somebody else got mauled. This chap is annoying everybody quite routinely, so although it's a good pawn, I'm worried he'll get himself or somebody else killed, or otherwise become even more hated. One divorce, one rejected proposal, and countless social fights. And he doesn't even have bad traits for that.

Thankfully I do have another doc. He too has a wobbly eye, but it's at 8/10, so manageable. Masahiro (in the above picture) has 1/10 on both eyes, which apparently turns him utterly blind.

Since that picture I have made two cochlear implants for him, though. Seems suitable he should hear what people yell back at him when he lashes out :D

One thing I've noticed with this pawn, and another utterly blind I had that upped and left in a total breakdown, is that they really struggle with recreation. There were times I set the entire schedule to recreation, and it was still at rock bottom. Guess they don't get all that much joy out of viewing art... :P
Title: Re: Sad tidings
Post by: Shurp on July 12, 2019, 07:30:35 AM
Quote from: Pangaea on July 12, 2019, 04:00:39 AM
Guess they don't get all that much joy out of viewing art... :P

They're probably not that good at playing horseshoes either.

"Ow!  That hurt!  Aim at the pin, not the back of my head!"

No wonder everyone hates him!
Title: Re: Sad tidings
Post by: Pangaea on July 12, 2019, 10:19:28 AM
Quote from: Shurp on July 12, 2019, 07:30:35 AM
They're probably not that good at playing horseshoes either.

"Ow!  That hurt!  Aim at the pin, not the back of my head!"

No wonder everyone hates him!

;D

As one of my two melee guys, he's been oddly inefficient at it lately. Looking at his stats, dodge chance is almost out the door, and DPS is at 1.something. Truly a staggering foe.

I've had some nasty bouts of animal plague and food poisoning as well. I sure hope he didn't take a wrong turn somewhere when his bowels needed emptying  :-\
Title: Re: Sad tidings
Post by: Limdood on July 12, 2019, 09:34:06 PM
Hey, there's something to be said for a throwaway pawn.

1) everyone hates him, so if he dies, it's a colony mood boost...unless you kill him in a way the colony dislikes
2) all he has to do to lock down shooters is stand next to them and try to swing.  It doesn't matter if he hits
3) Sending him into melee will make it likely he'll get downed or killed, while providing distraction and decoy for the enemy.  If he's downed, set him to doctor care with no medicine and he's free doctor training to replace him

Net result - makes 1 or more raids easier, provides a mood boost upon death, and provides doctor training on failed death.
Title: Re: Sad tidings
Post by: Pangaea on July 13, 2019, 03:46:16 AM
Sounds like I should avoid researching the Geneva Convention for a while longer   ;D

But at least he's more useful than this 32-pawn chased refugee.

(https://i.imgur.com/BnxT5WW.jpg)

Drafted and left IT there. Some raiders went into my killbox, one died, but they kidnapped the husk and ran off. Didn't expect that to actually work.

That said, I kinda like these raids. It's a challenge with so many dudes at once, and they are normal raids, so will channel into the killbox, where it's easier to deal with such overwhelming numbers. Only need to kill half as well, and may get a prisoners or two.
Title: Re: Sad tidings
Post by: Limdood on July 13, 2019, 11:04:37 AM
see? now you're getting it!

With the hospitality mod, I'd keep that colonist actually.  16 social means another recruiter (even if staggeringly ugly means interactions with guests are starting at a negative, the interaction success rate will be high), she can hold a gun, and she can hold a broom and haul.  Also, at 16 social, that's probably the highest discount trader in most colonies.
Title: Re: Sad tidings
Post by: Pangaea on July 14, 2019, 10:36:27 PM
Sheeesh. Not having the best of luck with wild animals. Tamara is in a daze after a siege where the whole colony was in hospital. She's now wandering about far up north, close to where the siege occurred. So there is a veritable mountain of corpses.

A cougar is hungry. Free food? Neh, screw that. Live bait is better.

(https://i.imgur.com/u63R1yC.jpg)

At least she fought back despite the mental state, but in truth she never stood a chance. I sent some guys up to save her, but like the bear incident, it was too far away.

She's a pretty decent pawn, with 15 shooting, so... enter resurrector mech serum.

Wish we were able to produce the stuff. We might need more!  ;D :o
Title: Re: Sad tidings
Post by: Canute on July 15, 2019, 04:22:21 AM
QuoteWish we were able to produce the stuff. We might need more!
You can either use a mod that allow you to produce them, but the research and resource requirement's are still pretty high so you can't produce them at early.

Alternative, Rim of Magic mod, the Priest class can have the ability to rescurrect dead pawn's like the serum.
Title: Re: Sad tidings
Post by: Limdood on July 15, 2019, 11:25:59 AM
Quote from: Pangaea on July 14, 2019, 10:36:27 PM

Wish we were able to produce the stuff. We might need more!  ;D :o

I dunno...kinda like saving and reloading on any mishap, unlimited or consistent access to resurrection feels like it'd make the game a LOT less interesting.
Title: Re: Sad tidings
Post by: Pangaea on July 15, 2019, 05:29:33 PM
Quote from: Limdood on July 15, 2019, 11:25:59 AM
Quote from: Pangaea on July 14, 2019, 10:36:27 PM

Wish we were able to produce the stuff. We might need more!  ;D :o

I dunno...kinda like saving and reloading on any mishap, unlimited or consistent access to resurrection feels like it'd make the game a LOT less interesting.

That sentence was meant more as a tongue-in-cheek joke really, and not an actual wish of mine. Considering my pawns are going down, nay, getting killed so frequently, we could have used more of the stuff. I have one left, though, so there is that.

Usually I prefer to play games mostly vanilla, without a ton of mods, and I'm doing the same now. A couple quality of life mods, but that's it. I like the plain game as it is, and it was the same with Banished. Loads of mods tend to unbalance the gameplay, whether by choice or accident, and I prefer to keep things mostly as they were planned by Tynan. At least for now. Maybe I want to be more adventerous on the mod side later. Easily being able to chop down mature trees is great though, and likewise with searching in Bill tabs.
Title: Re: Sad tidings
Post by: Limdood on July 15, 2019, 10:18:39 PM
Fair enough....as someone who tended to play primarily with save scumming, and having just given the game a good run without using it (or dev mode) to rewind what i saw as "unfairness" - I was just so amazed at how much more i got attached to that colony.

I think I'm the guy who just finally realized he was making a "mistake" (not really...play how you want...but I definitely suggest trying it both ways at least once) and is now an outspoken advocate for avoiding the type of "mistake" I'd been making all along.
Title: Re: Sad tidings
Post by: Pangaea on July 16, 2019, 11:37:22 AM
That is totally understandable. I've made the same mistake in the past, and sometimes still have an inclination towards it. But just like you have experienced, I have more fun by just dealing with the cards I'm dealt. If I reload after 'bad' events, the save feels tainted somehow.

There is always the next save :)

That said, when I get so attached to my colony and people in it, it would also be hard to take a total colony wipe, especially this deep into the game. But now I've set up with triple-walls around everything, and quite a few autocannons and mini-turrets throughout, so I hope we will survive a bit longer. Would be fun to launch these guys too. As always, though, the big issue is sieges and drop pod attacks. A bunch of mechs dropping on top of you, and there may not be time to flip on the power for the turrets. Can't have them on all the time, especially since I don't have cheap geyser power.

To be honest, I have a slight fantasy about equipping everybody with heaps of bionics -- just because. Means the body purist will flip out, but it would be kinda fun. And some people are almost there anyway...

Kinda sucked to lose the bionic spine in a botched operation though. That thing is NOT cheap! Excellent hospital bed with vitals monitor, doc alone had 103% success chance. And yet it failed "hilariously" and the spine was lost, and the patient got cut up in all sorts of ways. Wasn't the blind doctor either! :D
Title: Re: Sad tidings
Post by: Shurp on July 16, 2019, 09:45:09 PM
Yeah, I tend to save scum on bionic installation... certain extreme events I'm not willing to leave up to a roll of crazy dice.  But I'll tolerate the random colonist getting killed or raid burning down half my solar cells.  Everyone has their own comfort level with how much chaos they're willing to live with.