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- August 10, 2022, 07:48:00 PM
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2800 Silver is way too much for a early game tribal. You can not sit on that kind of money without issues. Better to spend it with a trader. The markups and item wear will mean you loose overall wealth with every transaction.[snip]The latest infestation that made me have to reload a save was on a fairly early-game tribal society. I had maybe ~2800 silver, and like 3000 wool adding value because I raise sheeps because the tribe has the Rancher idealogy. I can't really destroy the wool, so it accumulates extremely fast. I got 4 hives, each with about 3 megaspiders, in addition to spelopedes and megascarabs. When I reloaded, I got a mechanoid raid instead, at the same time, with the same wealth, which consisted of exactly two scythers, both of which died easily to bows before ever closing to melee range. I had 5 tribals and 1 slave. I did not have smithing or electricity. Usually in tribal playthroughs, my first 2-3 years are spent getting the food supply stable.
The thing that makes them feel imbalanced to me is primarily comparing them to other raids. When my pirate raids contain 3 enemies (who flee after 2 are defeated), my tribal raids contain 6 people (who flee after 3 or 4 are defeated), my mechanoid raids contain 2 of the weaker mechanoids (who fight to the death), why do infestations contain ~12 megaspiders and ~20 total bugs when they ALSO all fight to the death? If it's because they stay still: That would make sense if they didn't expand their hives faster than my people can recover from their injuries, but that's not the case.
You can see your total wealth in history tab.I definitely always pick Randy, but insectoids in general always seem to be signfificantly more numerous than much easier enemies in the same colonies, so I feel like it's more than that. For a while I played with infestations off entirely because of how broken they've always felt to me, but I'm trying to not turn off the number one main threat for a tunneling faction (especially since they demand insect meat!)
Well, if you are 2-3 years in, 4 hives is not to be unexpected to say the truth.
Also, which storyteller do you use? Randy give variable raid strength from 50% to 150% points to raid.
So maybe, you got unlucky and had a 150% raid strength the first time with the insectoid.
That being say, I agree with you that 2 scythers is much easier than 12 megaspiders ^^;
The latest infestation that made me have to reload a save was on a fairly early-game tribal society. I had maybe ~2800 silver, and like 3000 wool adding value because I raise sheeps because the tribe has the Rancher idealogy. I can't really destroy the wool, so it accumulates extremely fast. I got 4 hives, each with about 3 megaspiders, in addition to spelopedes and megascarabs. When I reloaded, I got a mechanoid raid instead, at the same time, with the same wealth, which consisted of exactly two scythers, both of which died easily to bows before ever closing to melee range. I had 5 tribals and 1 slave. I did not have smithing or electricity. Usually in tribal playthroughs, my first 2-3 years are spent getting the food supply stable.Capes are neither good armor nor good thermal resistance. They have a glaring lack of Blunt protectionInfestation are not OP. They die like any other raid.Well it depends. Most of the time when I first encounter them, I have pants, shirts, and maybe some capes with bows and clubs for weapons.
What are your armors?
What are your weapons?
Not unless you wait for seasons for them to spiral out of control first! And if you do that, you can always pack up and resettle the same hex.
One way to avoid infestations is to have the base be very cool. Like "need a Parka just to work" cool. This might cause issues with "Sleeping in the Cold", but it is a valid tactic to deter them.
But my big fear revolves around later-game experiences where the people in plasteel plate armor with warhammers and teams of chain-shotgun people behind them not even being able to put a dent in the starting population of a hive.
For armors, you want dusters made from leather or full plate armor.
As for the lategame: Initial Infestations scale to colony wealth and population, same as all others. You success is what makes them powerfull.
I appreciate the tips, but I also know how things scale. My issue is that compared to other raids on the same colony, Megaspiders alone are usually more numerous than enemy soldiers. And a single megaspider, alone, is more difficult to fight - even with blunt damage focus, than three enemy soldiers combined.
I guess the issue I have is that when fighting bugs, melee is guaranteed. When I am fighting literally any other raid type, my goal is to whittle it down with sniper rifles before it can get close enough to be a threat. Infestations and mechanoids are usually the only raids where any colonists get hurt, but mechanoids feel conquerable, while infestations feel like I just need to get everyone in a caravan and leave.
I suppose what I really want to know is how to engage 3-4 megaspiders per colonist in melee without anyone losing their eyeballs or limbs.
I'm currently hoping my tunneler tribe will be able to use the leader combat bonus and melee specialists to do it, but starting out, my tribe is too small to justify having a melee specialist since they have so many restrictions on work type and we need a LOT of mining, growing, and constructing being done.
3-4 Megaspider per colonist while you haven't researched electricity seem a lot.
Do you still have 5 pawns at this stage? So, we are talking about 15-20 mega spider infestation here, right?
The first infestation I get are usually 1-2 hive, 3 max. And each Hive spawn 1 or 2 megaspider plus few smaller insect. No more than that.
Maybe your colony wealth somehow get out of control? How old is the colony? What is your wealth ? Which difficulty level ? Do you use any mod?
Anyway, at this stage, all you can do is fight at the door. You can use tamed animal (Just zone the area in front of the door and force all your animals that can go there. For exemple, elephants are pretty good damage soaker if you can get your hand on one) so it's not your colonist that is going to lose eyeball or limbs. =oP
Important note: 0.5 vegetarian is NOT fine. The other .25 needs to be either meat or eggs/milk.
untyped fine is 0.25 vegetarian, 0.25 any. (which I read as 0.5 vegetarian is fine).
Capes are neither good armor nor good thermal resistance. They have a glaring lack of Blunt protectionInfestation are not OP. They die like any other raid.Well it depends. Most of the time when I first encounter them, I have pants, shirts, and maybe some capes with bows and clubs for weapons.
What are your armors?
What are your weapons?
Not unless you wait for seasons for them to spiral out of control first! And if you do that, you can always pack up and resettle the same hex.
One way to avoid infestations is to have the base be very cool. Like "need a Parka just to work" cool. This might cause issues with "Sleeping in the Cold", but it is a valid tactic to deter them.
But my big fear revolves around later-game experiences where the people in plasteel plate armor with warhammers and teams of chain-shotgun people behind them not even being able to put a dent in the starting population of a hive.
For armors, you want dusters made from leather or full plate armor.
As for the lategame: Initial Infestations scale to colony wealth and population, same as all others. You success is what makes them powerfull.
Weird, I had no trouble drafting them. I used them as bait for attackers while unarmed and drafted. Maybe your slave was bugged?Did they change it in one of the small patches thus far? The first two slaves I had could absolutely be drafted and fight and be given weapons. Their likelihood to to rebel went to once every ~8 days from once every ~3.1 years when they had a weapon, so I only recommend giving them a weapon at the moment you need them to fight.I could not draft them while unarmed.
Infestation are not OP. They die like any other raid.Well it depends. Most of the time when I first encounter them, I have pants, shirts, and maybe some capes with bows and clubs for weapons.
What are your armors?
What are your weapons?
Not unless you wait for seasons for them to spiral out of control first! And if you do that, you can always pack up and resettle the same hex.
One way to avoid infestations is to have the base be very cool. Like "need a Parka just to work" cool. This might cause issues with "Sleeping in the Cold", but it is a valid tactic to deter them.
I don't get paid to give out ideas, but hey maybe some off the top will inspire.I like some of these ideas. Aliens would be breaking from the Fiction primer however, so while they are great for mods, I'm not a fan of them (at least as something commonplace) being in vanilla.
- Storytelling events expanded - Instead of using the same events in a royal way, make a ton of new creative events altogether, to keep the colony always wondering what unique could happen next. A singular unique rogue robot/mechanoid you can either kill or adopt. A colony on the run with the chance being from multiple things varying on chance of difficulty. A new person joins colony but starts on an ally's base and has to make the trip. I can come up with a hundred more if I'd take the time.
- Auto-generated alien races - Mods bring specific races, vanilla DLC should be able to auto-generate various vanilla alien types.
- Planet changes - The planet looks the same - why not add new planet changes or variations?
- Item expansion - This is a no brainer and I get that Royalty will bring some, but let's face it, there's way too many mods for simple expansion of simple vanilla items like "more floors". Floors are way too few when everyone is building bases, most of us building giant bases.
- The "middle steps" between cowboy and space - The "wheel": vehicles, war between factions outside of colony homes, better vanilla base designs, "cities", encountering small trade caravans on the go, ability to go from vanilla storytelling/population to middle civilization then to spacer civilization each profile supporting each play era.
- Ability to get off the planet - Let's face it, this is the DLC we want since Vanilla endgame is to get off the planet.
Left-clicking the Royal Favor icon doesn't use the ability, it brings up a menu which includes the cooldown. This is how I have been checking the timer. I wish the timer was displayed right on the icon or that the icon displayed the royal favor cost, which would drop to 0 once the cooldown was complete.Thanks for the tip. This is a bit awkward, but knowing it exists is helpful.