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Messages - BetaSpectre

#1156
Stories / He He idiots
July 13, 2014, 01:40:10 AM
A group of out of towners wanted revenge for me "arresting" a 150 Hp runner of theirs. They decided on keeping half of their siege base inside of my own and half on the outside the result becomes two lines of enemies walking along my base defenses and to boot when they begin shelling my base they always send someone to try to repair the damage caused by their own shells.

Hillarity ensues as the force soon gives up the siege, and I walk away with no losses instead the siege bolsters my stock of prisoners, power armor, and end tier guns.
#1157
General Discussion / Re: Defense strats/tips?
July 13, 2014, 12:52:08 AM
Stone and 3-4 layers of it, use wood early on and don't worry about layers early on its when you start making stone that you should try to upgrade the walls.
#1158
Ideas / Re: Hostile Trading/Negotiations
July 12, 2014, 06:37:50 PM
Support for more varied trading and relations. Albiet a far future thing
#1159
Ideas / Re: Turret Event Suggestion
July 12, 2014, 06:36:50 PM
Turn off power = Threat negated
#1160
I'd love to see a clothing/armor mod in the future xD
#1161
You can already do a variation of this, starvation haven, trap em inside your colony with lots of dead bodies but away from your deepest places, they'll kill one another and be ripe for the capturing as they all become incap'd

But now you've got a new faction as an enemy.
#1162
General Discussion / Re: Operation Weasel Stomper
July 12, 2014, 06:24:35 PM
Just like the front lines of any no man's land. With hundreds of raiders besieging basically each day I see why things have gotten so bad.
#1163
General Discussion / Re: Defense strats/tips?
July 12, 2014, 06:23:09 PM
Klaatu's set up is ideal IMO, I'm surprised the raiders didn't seem to target the doors on the left. Probs cause its more open south.

OP if you can keep your main walls 3-4 thick since raiders will target them. Also incorporate natural mountains when you can raiders never target those on purpost.

Laying slag like Klaatu does will make raider weapons pop outside the trap making it easier to pick up, bodies may do the same.
#1164
Video / Re: RimWorld Tips&Tricks
July 12, 2014, 06:13:16 PM
I'm more like a nub around here so TBH I'm just going with what I think works or has for me in the past.
#1165
General Discussion / Re: Defense strats/tips?
July 12, 2014, 03:01:54 PM
make a fence around your base and preferrably beyond make any entrances narrow with little nooks for turrets and fill the entrances with slag

Later replace the walls with stone and scatter walls around if you want to slow enemy advances, but I fine it best to concentrate enemy forces with doors in a hallway, large entrance up front tiny hall with turret "mines" power need not be needed

if you make any secondary halls when a raid starts build a wall to trick the AI in avoiding the potential entrance and if you need to enter fast just deconstruct the wall.

Also make use of cover and take assualt rifles when you can they're the best due to fire rate vs wait time.

Wait time means death often unless you micro.

Sieges will counter and nullify the benefits of the death hall and are impossible to defeat without mortar luck and calling allied reinforcements both will need copious amount of luck, although I hear snipers can turn sieges into easy chores if your colonists can keep it together.

Late game work on keeping at least someguy with molotovs to light corpse walls on fire and work on terraforming the land to prevent "ugly ness" from causing colonist meltdowns.

Burrow into a mountain if you can the areas that can't be made into no roof zones are mortar proof if you have the resources you can build ship reactors inside for power if geothermal isn't available. Remember to save and test out enemy AI if you can during a siege they'll ignore you unless you fire the first shot or if they've built the mortars

For Psychic drones if you can build walls and turrets close and around it, and hope that the ensuing boom takes the 20-30 mechanoids out and call some cannon fodder I mean friends if you can.

And keep a room with roses or some such decoration to improve mood also make it pretty big for all the bonuses you can draft and stand = happy room. nobles will help out here alot.

Most fights will devolve into turtle defenses or call buddies if you want to survive. Slug fests are unsustainable since resources are limited.

Vendor Trash
-Miniguns (frindly fire and long charge with no accuracy)
- Bows/pistols/low range rifles (once you have everyone armed)
- Incendiary rifles (slow fire rate but could be handy, could be)
- Med kits, altilery shells, missles, and uranium

Warning
If you over kill the crashed ship you risk destroying the AI core granted its not too useful but if you want to make a ship fly then this is bad
#1166
Video / Re: RimWorld Tips&Tricks
July 12, 2014, 02:19:25 PM
Ancient and Outdated.

Defenses like that would allow you to survive from Mortars a little but you'd need to get lucky with geothermal energy or with ship reactors. Some maps don't even spawn with any deep mountains.

Regular raids would wreck such tiny defenses. Better placement in a hallway of death is a better trick, choke points don't seem too effective anymore especially since raiders scale with your defenses and over time

so far a long tunnel of death with a giant fence with random walls seems to do the trick for me. Random exterior wall placement causes the AI to go nuts and spread out to destroy the walls leaving my defenders at chokepoints able to fight off raiders for any that bypass my turret mines, I find making a long hall with turret mines to be really effective if the raiders are concentrated enough like 80 per 3 squares is a great concentration

Against sieges pray for accurate mortars or allied intervention is about all I can say, snipers work well enough though I've never had to try due to luck with mountains or huge mortar/suppressive fire.

#1167
TBH I'd like ships to work like in starbound. Except once you make a ship you'll be able to colonize other planets, book it when the going gets tough, and keep some resources in your ship
#1168
General Discussion / Re: Operation Weasel Stomper
July 12, 2014, 01:26:00 PM
But you sure can burn em
#1169
Keep em around as cannon fodder!
#1170
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 12, 2014, 01:21:42 PM
It'd be cool if there was a mod that let you have a tiny portable shield that is charged at the base but lasts a long time. for individual use.

BTW thanks for the mod