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Messages - dd0029

#31
General Discussion / Re: Alpha 4 observations
June 04, 2014, 02:58:09 PM
What's the deal with the survival meals being prioritized over simple meals?

Also, things don't seem to get repaired if they aren't in a home region. I don't remember that.
#32
General Discussion / Re: POLL: Alpha4e difficulty
June 04, 2014, 02:19:51 PM
Still working on b to see if I can work it. Just had 3 mechanoids at day 54. I survived. That was hair raising, but not as difficult as a giant mass of tribal weapon people. Had 3 people come from another settlement to help. They distracted one of them. I never did figure out what it had weapon wise. The other two had the charge rifle on steroids and that god awful fire cannon. I had my standard kill box. Stone walls with sandbag waffles. They seem really content to stay out and destroy stuff outside. Mechanoids really like to back off and shoot from range. One beat a hole in the wall and backed up to rifle my guys. It got one, maybe two volleys off that I saw before we killed it. Had they rushed like pirates or, please no, tribals, I would have been hosed. As it was, they are tough but beatable. I had 9 colonists. 1 charge rifle, 2 M16s, 1 uzi and the rest pistols. Everyone survived but I had to rescue one guy. Then I had a mental break and had to arrest that guy before I could get things put back together.

Here's my colony before I started rebuilding, but after major repairs. The power was out and all sorts of stuff was damaged.



That hole by the door hall is where the charge cannon one broke in and then got gunned down. The hole to the left is where the flame cannon guy broke in and then went out the left hole that his friend broke open - the one mostly killed by the helpers.
#33
General Discussion / Re: Alpha4d difficulty
June 03, 2014, 01:58:49 PM
Which is D? I have 460, which was easy and now 461. This has been a challenge. At 35 days I have a wave of 13 pirates coming in. I already beat a wave of ~10, killing 6 and running off 4 by sacrificing most of the inside of my base and abusing the fact that the raiders would rather beat on things instead of kill people. This one has me a bit concerned.
#34
General Discussion / Re: Alpha 4 observations
June 02, 2014, 07:36:40 PM
Cassandra seems a whole lot less aggressive now.

I like the wood lots, though they take a comparative eternity.
#35
General Discussion / Re: Base Design
May 30, 2014, 05:29:10 PM
He asked.

Quote from: CounterFact on May 30, 2014, 02:32:50 PMAnyone tips? I had +-10 colonist, +-7 with LMG and 3 with miniguns. 4 HMG turrets, 3 sniper turrets.

I answered. You can tell from his setup, that's the way he was playing that round.

There are harder ways to do things, most notably play outside with all separate buildings, all metal construction and outdoor farming. That really makes you have to plan out building/room/stockpile placement for the most efficient little man movement. You can then make it harder by making sure that you upset the neolithic factions.
#36
General Discussion / Re: Base Design
May 30, 2014, 03:56:12 PM
First and foremost, your killbox isn't deep enough. You need to have it so that they have to walk to you under fire before they can stop to start throwing stones or shooting.

Second, you would be best served by having an open door out of the back of the killbox. This is sort of an AI exploit though. The AI will often walk past you if they can freely get to their target without stopping. I have a kill box, then an atrium area then the base itself. There is no door between the kill box and the atrium. My doors are also off to the side, funneling the raiders to the right or left of the killbox.

Additionally, the whole kill box is built over with standbags. Raiders have to walk over the sandbags to get to me and have to stand on them - thus denying themselves cover - to shoot me while I still have cover from the bags.
#37
General Discussion / Re: Base Design
May 29, 2014, 03:11:12 PM
One thing I might suggest is a secondary access tunnel paralleling your kill box for quick colonist exit when not under attack. You want to have your kill box be difficult terrain to slow attackers and deny them cover while your guys have cover. If the kill box is your only means of egress from the colony, it can be slow going get out. I solve that by a parallel hallway of doors. Attackers have to bash through them while your colonists can move through them freely. Additionally, you want to have a clear exit through the kill box to encourage raiders to enter the box. The AI will pick the "clearest" path to the base.
#38
From a game perspective - ie me doing something to entertain myself -, I find batteries rather annoying. Though I really did like the note I got after my first explosion. It seemed rather impressed with how big the explosion was. I very rarely use them. I will at the start if my nearest geothermal isn't close enough for the initial build, but once I have the generator hooked up, I will dismantle them.

I did not realize you could charge and then disconnect to keep them from exploding. I just thought they were an explosion waiting to happen. There wasn't anything obvious to do to mitigate that risk. All of the other events, there's generally something obvious to do to hedge against that risk. The thing about batteries is that they are a hedge against a risk which opens you up to a further risk. By forgoing solar, you mitigate the eclipse/fog risk for early pain/expense. Solar flares only last a day and batteries are useless then.
#39
Support / Re: RimWorldgame.com inaccessible
May 28, 2014, 07:26:10 PM
Working now from home. Nifty.
#40
Support / Re: RimWorldgame.com inaccessible
May 27, 2014, 01:13:38 PM
I am having this same problem when trying to access the site from home with Comcast.
#41
General Discussion / Re: RimWorld change log
May 12, 2014, 08:52:55 AM
Quote
Created basic colony wealth counter and colony recent damage record.
Created statistics overview page

Be still, my beating heart. Oh beautiful day. There needs to be a hooray smiley!
#42
This is neat, but what's the deal with boomrats? They seem to just randomly explode. Or is someone hunting that I don't see?

It was someone hunting I didn't see.
#43
I wonder if some of these are "outdoor" bases. I know I've switched to non dug in bases to up the challenge and am finding all sorts of new challenges.
#44
The thing that gets me about tribals is that there are just so many of them and because of their rocks, they are perfectly content to charge right past and around obstacles to get to their target. I haven't figured out a good way to deal with them yet until you get everyone packing high damage, multi-shot weapons where each volley is knocking down several people at a time.

At the moment, I kite them around the base, stopping only to get off one good volley and hoping to take down one guy at a time. I had an attack yesterday where they got tired and left before I could even whittle down half of the force with my 9 guys. Fortunately I'd had time to stone clad most everything and only half of my outdoor town burned down.

If thrown weapons were less variable in their targeting, I might see using them for these types of attacks.
#45
This is my most recent Cassandra colony. About the only real challenge anymore is a raider drop in that area to the right of my trade beacon. Even then, 11 mini guns kills everything. I just need to remember not to use the prison room door for cover. Rich nearly got sawed in half doing that last time.

I am using Better Power for lighted walls and buried conduit. I also used the Workplaces mod to arm up earlier than I really should have.