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Topics - night777

#1
Just lost a great game I was really enjoying when the colonist deconstructing the wall into an ancient danger blitzed into the mechanoid den right after the deconstruct job completed.
#2
Hey maybe you'll like the video, I show and tell about each mod, these are great introduction mods for those who just want to spice up the variety ingame.

https://www.youtube.com/watch?v=GofWDU4phJg

Let me know what you like about what you see!
#3
Hi ya'll,

I am playing the scenario OP Elite Team Six Rescue! on Randy Random Intense.

So I'm nearly done with the first season and at the beginning I had to build my base next to a mountain. And I had to mine into that mountain. Now I'm at risk for infestations and its really concerning me! The bugs could just pop up and kill someone quick or cause some other chaos.

So I'm thinking of moving my base into a new area, but it is a lot of work, and I want to make sure my plan is good.

Do me a favor and watch this video (its in Lets Play style with commentary) and give me some advice on how to get away from this infestation risk!

I'm going to hold off on making major changes to the base until then..

Check it and leave your tip for me!!
Vide here:
https://www.youtube.com/watch?v=_F_KtBnPpPg
#4
Hi check it out ^^

https://www.youtube.com/watch?v=qyFT2mibZqs

Playing the workshop scenario "OP Elite Team Six - Rescue!" -- this playthrough will last 1 in-game year assuming I survive that long!
#5
Suggestion in subject
#6
Hi,

Here's the steam workshop link
http://steamcommunity.com/sharedfiles/filedetails/?id=763237011

I attached the scenario, no mods required, but is compatible with any mod that doesn't overhaul the base game, like the medieval mod that takes guns out.

Here's the description
"Not everyone agreed that a remote research colony in semi-hostile space was going to be a good idea. But commercial interests want to know how the so-called "Jade Planet" came to be. Perhaps the unusual weather patterns generate the abundant jade.

Now we've encroached on hostile territory and the planet is being bombarded by a mechanoid faction. Toxic weapons and lightning missiles deployed by the hostile mechanoids are causing widespread sickness and fire.

Your rapid deployment means sufficient precautions weren't taken to entirely prevent toxic build up while traversing the alien atmosphere.

No trade ships will venture here.

Electrometallicexpansive properties discovered in silver over 2,500 years ago make it the optimal choice for bunker material during this emergency mission.

More supplies are enroute from the homeworld.

Lead Off-Planet Elite Team Six to rescue as many colonists as possible before the Planet Killer arrives.."
<< Tons of incidents and things designed to keep things rolling >>

The scenario's planet killer arrives in 66 days, can you get Team Six off the planet with their rescued colonists?

Start:
Start with:
-Silver x40001
-Packaged survival meal x60
-Glitterworld medicine x40
-Power armor x4
-Power armor helmet x4
-Charge rifle x3
-Sniper rifle
-EMP grenades
-Personal shield
-Red foxskin parka x6
-Red foxskin pants x6
-Plasteel gladius x2
-Medicine x40
-Pistol x4
-Plasteel x1150
-Component x50

Map is scattered with:
-Jade x17894




[attachment deleted by admin - too old]
#7
Bugs / Rimworld opens on 2nd monitor in dual monitor setup
September 13, 2016, 12:28:32 AM
Hi

Rimworld is opening on my 2nd monitor rather than on the first monitor. This was not the behavior prior to A15, although my memory of this is from a few months back, as I wasn't running dual monitors when I reinstalled Rimworld during the late part of the A14 cycle.

Anyhow, now its opening on the 2nd monitor which isn't where I'd like it to! I wouldn't mind having an option to send the program to display from a certain monitor, but as it is now, its not choosing the primary monitor.
#8
Mods / Please help me bring my scenario into A15c
September 12, 2016, 02:55:20 PM
Hi all and skilled modders and Rimworld developers Tynan & Co,

I formulated and developed a scenario that is among the most complex I have seen created for Rimworld. Its formulated for fun and to be a somewhat unique experience in this game, by not only having a Planet Killer timer but some light-story motivation tied into it and all of the pieces of the scenario work together to create a fun experience.

I created the scenario in A14 and was playtesting it when A15 came out. I hadn't uploaded it to the workshop yet. When I completed my playthrough, tweaked a few scenario settings, and clicked upload to workshop I get a problem. The problem is total failure to create the workshop page. I get "404: File Not Found" error in-game as soon as I attempt the upload. And yet I can open the scenario, see it in my Ludeon folder, and create a new colony under the scenario conditions.

Please help me put this scenario in the workshop. I'd like to give others the opportunity to play it and give me their feedback.

I have attached the scenario.

BTW I have tried the following fix:
1. I noticed the Planet Killer parameter in the scenario file was named Worldkiller in A14. So I updated the Worldkiller to the new form of the parameter, Planetkiller.
However this did not resolve the problem with the upload.

2. I attempted to paste the scenario parameters into a blank scenario file generated in A15. I also shed all mods to make it more simple. The scenario has no parameters related to any mod. The 404: File Not Found error persists.

I think there may have been other scenario parameters who's call tags (or whatever you call them) were modified, and what's happening is that one of the 50 different parameters along with Planet Killer also had its name tweaked. If that's the case, unless someone has noticed a parameter in the scenario operating with a new call tag. Or maybe if Tynan or another developer saw this post and happens to know which parameters were renamed along with Worldkiller - Planetkiller (for instance "start with red fox skin pants" may have changed its call tag, going from RedFoxPants to RdFoxPants, like Planetkiller became Worldkiller).

Please help me get this scenario into the workshop without having to click through every dang setting again!!

Off-Planet Elite Team Six Rescue! scenario file
http://www.fast-files.com/getfile.aspx?file=121300

Easy map start save file
http://www.fast-files.com/getfile.aspx?file=121299

(edit: the scenario may or may not work with just Core, I just remembered I opened it with my standard assortment of (simple, like furniture) mods)


P.S. I haven't played through the whole scenario in A15, but it loads up a new colony just fine. My main focus is in getting the scenario working for the workshop upload without having to reclick every setting in the scenario editor gui, because its a lot of clicks..

If there is a developer reading this and you may be able to recognize which parameter was changed off-hand please review the scenario parameters pasted here.


<scenario>
<name>OP Elite Team Six Rescue!</name>
<summary>You're leading Off-Planet Elite Team Six to save the inhabitants of a remote research colony marked for death by hostile mechanoids. Radar is picking up a Planet Killer class weapon en route to your position. Extreme difficulty Cass or Randy is recommended for Vets.</summary>
<description>Not everyone agreed that a remote research colony in semi-hostile space was going to be a good idea. But commercial interests want to know how the so-called "Jade Planet" came to be. Perhaps the unusual weather patterns generate the abundant jade.

Now we've encroached on hostile territory and the planet is being bombarded by a mechanoid faction. Toxic weapons and lightning missiles deployed by the hostile mechanoids are causing widespread sickness and fire.

Your rapid deployment means sufficient precautions weren't taken to entirely prevent toxic build up while traversing the alien atmosphere.

No trade ships will venture here.

Electrometallicexpansive properties discovered in silver over 2,500 years ago make it the optimal choice for bunker material during this emergency mission.

More supplies are enroute from the homeworld.

Lead Off-Planet Elite Team Six to rescue as many colonists as possible before the Planet Killer arrives.. </description>
<publishedFileId>750459148</publishedFileId>
<playerFaction>
<def>PlayerFaction</def>
<factionDef>PlayerColony</factionDef>
</playerFaction>
<parts>
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>6</pawnCount>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>DropPods</method>
</li>
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
<chance>1</chance>
<context>PlayerStarter</context>
<hediff>ToxicBuildup</hediff>
<severityRange>0.1246667~0.2823333</severityRange>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Silver</thingDef>
<count>40001</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MealSurvivalPack</thingDef>
<count>60</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>GlitterworldMedicine</thingDef>
<count>40</count>
</li>
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>A research colony established a few years ago on this planet in contested space has been marked for death by a hostile mechanoid faction.

Long range radar has detected a planet killer class mechanoid weapon will be in range after about a year's time.

Get inside right away and escape the toxic fallout! It'll pass soon enough.

Buy plasteel from the locals to build your ship.

Gather as many of the surviving colonists as you can and get off the planet before you and the rest are annihilated by the planet destroyer.

Quick! Build a bunker before toxic build-up cripples Off-Planet Elite Team Six!</text>
<closeSound>GameStartSting</closeSound>
</li>
<li Class="ScenPart_PawnFilter_Age">
<def>PawnFilter_Age</def>
<allowedAgeRange>24~40</allowedAgeRange>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>0.99</chance>
<context>PlayerStarter</context>
<trait>Industriousness</trait>
<degree>1</degree>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>0.99</chance>
<context>PlayerStarter</context>
<trait>SpeedOffset</trait>
<degree>1</degree>
</li>
<li Class="ScenPart_StatFactor">
<def>StatFactor</def>
<stat>ShootingAccuracy</stat>
<factor>1.07</factor>
</li>
<li Class="ScenPart_StatFactor">
<def>StatFactor</def>
<stat>PsychicSensitivity</stat>
<factor>0.9</factor>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>GunTurrets</project>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PowerArmor</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PowerArmorHelmet</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_ChargeRifle</thingDef>
<count>3</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_SniperRifle</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Weapon_GrenadeEMP</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_PersonalShield</thingDef>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_Parka</thingDef>
<stuff>FoxRed_Leather</stuff>
<count>6</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Apparel_Pants</thingDef>
<stuff>FoxRed_Leather</stuff>
<count>6</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>MeleeWeapon_Gladius</thingDef>
<stuff>Plasteel</stuff>
<count>2</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Medicine</thingDef>
<count>40</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Gun_Pistol</thingDef>
<count>4</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>WandererJoin</incident>
<intervalDays>5</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipComputerCore</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipCryptosleep</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipReactor</project>
</li>
<li Class="ScenPart_MapCondition">
<def>MapCondition_Planetkiller</def>
<durationDayS>66</durationDayS>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ShipEngine</project>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Eclipse</incident>
<intervalDays>58</intervalDays>
</li>
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
<chance>1</chance>
<hediff>ToxicBuildup</hediff>
<severityRange>0.242~0.3593333</severityRange>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ShipChunkDrop</incident>
<intervalDays>5</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ResourcePodCrash</incident>
<intervalDays>13</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>OrbitalTraderArrival</incident>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>PoisonShipPartCrash</incident>
<intervalDays>28</intervalDays>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>Flashstorm</incident>
<intervalDays>3</intervalDays>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ComponentAssembly</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>ElectricSmelting</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>GeothermalPower</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>Stonecutting</project>
</li>
<li Class="ScenPart_StartingResearch">
<def>StartingResearch</def>
<project>MicroelectronicsBasics</project>
</li>
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Jade</thingDef>
<count>17894</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>PsychicEmanatorShipPartCrash</incident>
<intervalDays>42</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>HeatWave</incident>
<intervalDays>17</intervalDays>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ColdSnap</incident>
<intervalDays>58</intervalDays>
</li>
<li Class="ScenPart_ScatterThingsNearPlayerStart">
<def>ScatterThingsNearPlayerStart</def>
<thingDef>Plasteel</thingDef>
<count>1150</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ToxicFallout</incident>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RefugeePodCrash</incident>
<intervalDays>14</intervalDays>
<repeat>True</repeat>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>Component</thingDef>
<count>50</count>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RaidEnemy</incident>
<intervalDays>60</intervalDays>
</li>
</parts>
</scenario>
#9
In the trailing 20+ colonists I have had generated by the game I don't think a single one has had one of the names I put into the options menu.

Any colonists in your game using your "last names you'd like to see ingame?"

Rimworlders, report!
#10
Hi

The scenario-given wealth of a colony is not being taken into account when Raids are generated.

This is easy to confirm on your end. Create a scenario and add 45000 silver, go into the game and Execute a RaidEnemy.

You'll see one little dude sent at you.

Same thing happened with raids I didn't trigger via debug. Also, a RaidEnemy command may simply fail to produce a raid. The debug log returns the error (paraphrasing) "Couldn't produce a raid for threat level 18.3458345"

This bug makes scenarios a lot less fun, because no raids of any significance come, especially since many scenarios have a starting condition that opens the game in a mid-game or late-game stage of colony wealth level.

!!!!!!!!!!!
#11
I hit on two bugs when I went to update my scenario.

I created the scenario is 15b and had not uploaded it to the workshop yet.

When I updated the scenario in 15c (tweaked some settings), here are the two issues I ran into:

1. When I uploaded to the Workshop, the scenario title overwrote a different scenario I had created and uploaded last week.

So it just overwrote the title in the Workshop, and left the scenario as the old one. Then weirdly, the result is I still have just 1 scenario in the Workshop.

2. Raid Bug: This scenario gives the player a lot of wealth (over 200k). When first raid comes, I get the lowest tier raid possible (one dude with a club).

I went into Dev mod to trigger a couple of raids. When I tried to trigger a second raid, I actually got an error log mentioning that the game couldn't produce a raid worth 17 points (lol).

Somehow the game isn't registering my player's wealth, despite it displaying the wealth on the History tab.

Very short video with error log for 17 point raid here: https://youtu.be/Osn4GGCPc-Y

No mods activated.
#12
Scenarios are an area of growth for Rimworld. But they are presently in an undeveloped stage. Folks are looking for interesting scenarios but developers are heavily restricted by limitations in the scenario engine.

Give scenario developers more control.

1. Users can't make the same type of incident happen "irregularly" and also cannot make the same incident happen more than once without using the repeat-every-X-days-Forever-And-Ever function. Receiving "create incident. create incident. incompatible" error.

This would also allow more scenario stories of interest. "You land on the planet where in five days the 4 survivors arrive.." (Wanderer event x4)

See attached picture.

2. Allow scenario developers to repeat incidents only a certain number of times

3. Allow scenario developers to repeat incidents in a variable timeframe. It seems more interesting if the wanderer joins every 4-8 days, repeating, than if they join every 5th day on the dot.

4. Allow scenario developers to make simple rules to start and stop events or incidents that are also scripted. This way we can develop scenarios that evolve in stages.

For example, if I am creating a tribal scenario. The tribals are in a haunted land, and the diseased spirits hate large fires. The start-stop objective and mission is "So long as 5 campfires are burning, stop causing Gut Worms incident every 4 Days".

I'm looking forward to seeing a bit more power in the scenario editor! Could be huge, IMO, and tweaks 1, 2, 3, along with the suggestions in the CRITICAL: More Win Conditions For Scenarios, seem to be relatively simple and easy to implement. I recognize the 4th suggestion starts delving into creating a scripting system and may be shooting too far right now, but please install the simple control variables and some winning conditions!

I think some great scenarios will cause the game to enjoy further success beyond its otherwise great potential. Unleash the community!

Read:CRITICAL: More Win Conditions For Scenarios  https://ludeon.com/forums/index.php?topic=24923.0

[attachment deleted by admin - too old]
#13
Tribes aren't raiding, just idling on the map. They attack if a pawn stands next to one of them but don't give chase.

Pirates came in drop pods right after the video I recorded and attacked normally.

In the video I review the debug log as well as the scenario settings, and attack a poison ship part to see if anything changes (spoiler: nothing changed after I take care of the poison ship part).

Its a scenario and I have a few mods going.

Mods: http://imgur.com/a/agnR0
I'm using the normal Randy storyteller, not the Double Population modded.

Video: https://youtu.be/N63d9uiO2ug

Weirdest thing about the scenario off the top of my head is I have regular wanderer joins (that's how my population is so large), and regular ship part crash, and a few incidents set to fire at various times. Also, toxic build up for all characters.
#14
How do I stop this planet destroyer count down now that I'm ingame?

thanks
#15
Ideas / Replays would be tremendous
August 31, 2016, 11:00:05 AM
May be practically impossible or surprisingly easy to give us REPLAYS.

Its like this, man, things get real tough in this game and I'm trying to record my footage for post-production. But I can't both observe the cool parts of the action while triaging or managing other incidents.

It would be great to have a simple replay, where we get a free camera. We don't need the 1st person perspective, the mouse movements, and stuff, but a replay where we can watch and hear things go down after the fact.
#16
Mods / Troll mod gave siege raid nuke for a mortar?
August 30, 2016, 07:50:31 PM

Which trollmod did it? My permadeath colony was just wrecked.


http://imgur.com/plaRVSk I paused and caught the nuke on video, you can see everyone around get wiped out. My dudes were sniping the siegers.

http://imgur.com/LD03a42 one of these mods did it
#17
Ideas / CRITICAL: More Win Conditions For Scenarios
August 23, 2016, 07:59:22 PM
Hi

Scenarios are cool.

Please brainstorm on winning conditions that people can put into scenarios.

So far we have:
1. Ship off the planet before Planet Destroyer
2. Nothing Else

So, here are some ideas to get you going:
A. Create A City-State Class Colony: Reach Wealth Level/Building/Item Wealth
B. Get Off The Rock: Don't Lose The Ship Pilot (Pawn must survive)
C. Feng Shui: Create a room with 200 Beauty, (& optionally, 200 Spaciousness)
D. Thin Their Numbers: Kill 500 Members of X/Y/Z Enemy Factions
E. Capture Exotic Beasts: Tame 20 Animals/3 Thrumbos/9 Muffalo
F. Artisan Masters: Craft 8 Masterworks

...

G. A Sovereign, Sensitive Bunch: Don't let the colony's mood drop below 35 for more than 10 days or they will find a new master
H. Restock The Home Planet: Send 10 Colonists away by ship
I. Contract: Accomplish A/B/C/D/E/F/G/H by Year 3 or your client will comm you to inform they are sending your.. replacements. (EMP/Solar Flare+Strong Raid)
J. Famine Savior: Send 5000 potatoes off world before X/Y/Z


K. Some ability to give rewards for execution of objective would also be welcome -- For instance, "Complete "Send 5000 Potatoes" and receive 250 Gold." These could provide for different build-up trees and optionality in more widely and narrowly engineered scenario experiences.


These types of settings will make for more fun scenarios.

P.S. As I wrote these objective criteria, I often said stuff like "Send 5000 Potatoes" and by that it could be any item and any number of them.
Scenario makers need to be able to mix, combine, the objective criteria, like we can anything else.

Bump thread with the alphacodes of your favorite criteria suggestions, or make a suggestion of your own.
#18
Hi

I know the animal hauling was nerfed several versions ago, and I don't expect them to be constantly hauling like a pawn might do.

However I trained a Timber Wolf to haul and he hasn't hauled anything in 10 or so days, except about 7 days in I built some equipment racks and he started hauling stuff to the racks (rapidly picking up the next haul to the rack).

I believe animal hauling is bugged and the creatures don't pick up new hauling jobs.
#19
I found the menu to change whether events happen, personality traits, remove loot items.. but didn't see how to add new loot/starting items. Thanks.
#20
What's up. This thread is about inventing scenarios for you and I to play.

We are all aware of Crashlanded, Rich Explorer, and Lost Tribe modes.

I created another scenario using Prepare Carefully. The concept is:

------- Remote Luxury Development

Scenario: Remote Luxury Development Corporation (RLDC)

Goal: Land on a remote planet and develop it into a luxurious and 'secure' remote colony for rich people and their servants to move into. You have two years to get your full pay bonus.


You are the leader of a Remote Luxury Development company's Team. Your goal is to have at least one Masterwork+ Sculpture and preferably more by year 2, cozied up in a really nice "Luxury Building". The building is separate from your Team's quarters, workshops, living room, etc.

Hopefully you choose a coastal region because a view of the water is beautiful. Your team and especially your luxury development must not be inside of a mountain.

Here are custom conditions:
In these for-profit expeditions, company's want to keep the very expensive space launch and travel time down to a minimum. Weight is the most important thing to keep down in a space launch, so you are sent with zero materials outside of one: Silver. You arrive on the planet with 20,000 silver, medicine, armaments and armor, packaged meals, and that's about it.

In the scenario universe, Silver is a unique ingredient that weighs very little but can be used to build the starting shelter and objects you require.

You arrive on the planet with a team of 3 experienced developers and 2 rookies who are well-trained but not yet masterful. You bring one Legendary Artist with limited skills outside of that to establish the most beautiful premises.

Randy Random on Challenge is the default difficulty for this scenario.

Night's comments having played this scenario:
I have had a lot of fun on this one. I'm playing on permadeath which has its drawbacks (pawns scurrying and getting themselves killed while I am trying to finagle certain game mechanics...), but I made 1 year very comfortably until I went to assault a bug hive I ran into when mining. When I initiated the pesticide mission, mistakes were made and everything went to hell from there. The colony died two seasons later.

Anyhow, you start with a certain amount of Wealth, which will increase raid size immediately. I bring three suits of power armor kits and charge rifles, so I recommend bringing armaments. Since "weight" is an issue, I don't bring full power armor kits for all 6 colonists.

I lost relatively quickly 4 or so times before the run that lasted a year. It seemed as if I were on track to win until I was busted up by the insects. I'm not building my base inside of mountains as an additional challenge.

-------


Do you guys have any scenarios? Will you describe it using a somewhat similar or the same format I have here? Improvements on the RLDC challenge?