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Messages - Spocklw

#1
Because there is no AI, just a set of basic algorithms. The whole game is balanced around pawns being "dumb as a bricks", that's why  you are able to defend raid with many times more raiders than your colonists.
#2
General Discussion / Re: Mechanoid Rant
October 25, 2018, 02:31:26 PM
Generally yes, human raids are much better, because there are ways of dealing with them. AOE works on them very well. Not at those centipede bastards though. They just shrug mortar shells...
#3
General Discussion / Re: Mechanoid Rant
October 25, 2018, 01:21:47 PM
I really think you didn't understand what I'm trying to say. I'm not complaining about not being able to deal with them, I'm complaining about that they come every few days and in order to deal with them, I have to micro for at least 1 HOUR REALTIME!!! to get them killed. And few minutes after I'm done, there goes another raid full of them! It's really no fun to deal with that and basically only that late in the game.  IWhy would anyone think that it's ok to put nearly indestructible thing in the game and then send dozens of them down players lane? All other enemies are ok to deal with, even fun. Not this thing late game. When this appears it literally means either spend massive time microing it or lose your base. You apparently never experienced it and don't know what I'm talking about (which is bit weird with that badge you have), otherwise you wouldn't try to advice those things you did. E.g. uranium turrets can deal with few of them, not with ▼

[attachment deleted due to age]
#4
General Discussion / Re: Mechanoid Rant
October 25, 2018, 06:50:24 AM
Quote from: Shurp on October 25, 2018, 03:18:34 AMMaybe hit them with mortars?  They're slow enough that they should be easy to target, and if there's that many your mortars should hit something.

To this I would like to point out, that single centipede is able to survive 40+ direct mortar hits with HE. Tell me how viable this strategy is, when you account for forced miss radius on mortars and raid of 20+ mechanoids.

I mean not even orbial bombardment will kill all of those things (usually few of them die, but the others are not that much damaged).

The bottomline is, I'm not looking into ways how to destroy them, I am *able* to destroy them, I just don't enjoy the game anymore because every huge mechanoid raid takes ridiculously long time of extremely boring microing. And they also destroy around 20 autocannons and uranium slug cannons in the process if I have them up at the time.
#5
General Discussion / Re: Mechanoid Rant
October 24, 2018, 06:28:38 AM
The biggest problem with mechanoids I see now is that they are completely not fun to deal with. Sure, first raids with few of each are fine, but as the game progresses it becomes huge nuisance. I don't enjoy purposeful wealth reduction, so I don't do it, and when I get yet another mechanoid raid with 30 or now even more centipedes, which are incredibly hard to kill and I would have to micro for like an hour just to deal with this, I'm just like... oh, okay... f.. this game then.
#6
General Discussion / Re: Give up leave?
October 23, 2018, 06:01:56 AM
Quote from: Shurp on October 23, 2018, 05:35:27 AM
Pawns with mental breaks usually move slower, so you should be able to catch up with him and beat him down, right?
Usually yes, unless he's been hunting / taming at the edge of map or he is the only one with bionic legs in your colony.
#7
Also when you bought the "Ludeon site" version, you got possibility to "get" the game on steam for free as well:
https://rimworldgame.com/getmygame/
#8
General Discussion / Re: Making armor useful again
October 08, 2018, 09:08:15 AM
I'm much more concerned that in this armor system we currently have, even partially mitigated damage (converted to blunt) can easily kill your pawns. I have seen multiple times situation like that guy in excellent marine armor got hit in the chest with charge blaster and the round got mitigated, but he had bruise on the torso and crush on some internal organ like heart, quite often sending it to the "red", sometimes even destoying it...
#9
It occured to me that another reason for this migh be that these are animal previously sold to other colonies, which somehow wander back. I don't have any savegames to test this right now however.
#10
This has happened to me few times as well. It seems that some animals sometimes revert back to being wild - I noticed it few times with muffalos and alpacas (I also have many bears, labs and huskys - never noticed it with them though). It seems the only time that happened was when I had much more animals than animal beds. Other symptom might be that one of the trainers is currently away with a caravan, but I don't know if the affected animal was under his command.
In attached screenshot there is muffalo gone wild. It's easy to notice for me as I use the option to always display tamed animals names. This muffalo changed color of his name - it's no longer colony white. I don't know if it's a bug or WAD.

[attachment deleted by admin due to age]
#11
This is the result of one (1) raid countered with mortars. Oh joy, how many more will we kill next, for quarter year debuffs.

[attachment deleted by admin due to age]
#12
General Discussion / Re: Slapping the Sappers
June 13, 2017, 10:55:06 AM
When you can get them, mortars seem to be the answer now, at least on large maps.
Raiders usually start going towards your base in a long string, when you manage to land one hit on anyone there, every one of them will return to the person wounded and start wandering around him for a while. When you make sure you are aiming in the middle of the group, you usually kill several of them and subsequently, the rest of them "will start assaulting the colony" in normal way.

Basically on Cass extreme no non-mechanoid raid has gotten past defences so far (and I dont' use killboxes per se, just funnels with few deadfalls and few sandboxes for shooters behind them).
#13
I noticed, however, that the AI is a lot worse against mortars. When the pawns are marching towards the base and anyone of them gets hit by the mortar, all of them will fall back and start wandering around the on who was hit for a while. If you manage to land two or more hits near the center of their group, it's usually the end of that raid.
#14
Well, or you can just abuse animalss, like in previous versions. If you are playing on maps, which can support lots of animals, you can just make a meat shield out of them and just don't care anymore, including infestations. With 100+ fight-capable animals, you just draft your handlers, release the animals and watch or provide firesupport. Combined with mortars, you are basically untochable in mid+late game, plus you usually have enough meat form killed animals and occasional manhunters.
#15
Bugs / Re: [A17] Faction Loss During Raids
June 05, 2017, 06:37:10 AM
Just to add more symptoms - the same happens, when you bombard attacking tribals with mortars and when they bleed out, you get the same relations hit.