RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep61 Sell & Sell Again

Started by Pursuit, June 11, 2015, 07:26:33 AM

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Pursuit

RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep01 Overview, Setup, & Layout
Episode 1 - Alpha 11 Sappers and Traps excitement, overview, & new colony start. World creation. Location and colonist selection. Initial setup plan of new base with colonist designated priorities.

Playlist: RimWorld A11 Sappers & Traps LP-Gamble's Salvation -Cassandra Classic -Challenge
AI Storyteller= Cassandra Classic | Difficulty= Challenge | Biome= Temperate Forest

Ep61-Sell & Sell Again
Ep60-Knife to Gunfight
Ep59-Skyfall Pirates
Ep58-Fortify & Compensate
Ep57-Copycat Sappers
Ep56-Trapping Raiders
Ep55-Sell Sell Sell
Ep54-Sappers Sapped Out
Ep53-Crashed AI Inside Base
Ep52-Welcome Zurine
Ep51-Turtle Attack
Ep50-Unlucky Visitors
Ep49-Kill The Mechs AI
Ep48-Pirate Sniping
Ep47-Bad Omen
Ep46-Py Enhanced
Ep45-Sleepy Warg
Ep44-The Knife Snipers?
Ep43-Finish Them
Ep42-Mech Mess
Ep41-Double Trouble
Ep40-Evil Ship Awaits
Ep39-Ancient Danger 
Ep38-Mech-Less
Ep37-More Turrets To Eat
Ep36-Farwell Arnold ...In Your Honor
Ep35-Not Good Enough :(
Ep34-Reclining Warg
Ep33-What To Do With Tigress?
Ep32-Don't Know Jack
Ep31-Sniper V Sniper
Ep30-Alternate Power Growing
Ep29-Indoor Growing
Ep28-Mechanoid Cleanup
Ep27-At My Front Door?
Ep26-Timur's Terrible Arm
Ep25-Neurotrainer Implantation
Ep24-Walking Paths
Ep23-Mad Animals
Ep22-Calm After the Sapper Storm
Ep21-Licking Our Wounds
Ep20-Sappers Tunnel
Ep19-Not A Chance Buddy!
Ep18-Leave Roland! Go Roland!
Ep17-Hans Melee Rush
Ep16-The Snipers Raid
Ep15-Micromanaged Wall Tomb
Ep14-EdB Interface UI Mod
Ep13-Heat Wave Extended
Ep12-Mutant Turtle Manhunters
Ep11-Warg Manhunters
Ep10-Going Home
Ep9-Sorry About Your Friend
Ep8-Unlucky Headshot
Ep7-Recruit Prisoner
Ep6-Power Under Control
Ep5-Visitor Distraction
Ep4-Security & Defenses
Ep3-Personal Space Issues
Ep2-Life Begins
Ep1-Overview, Setup, & Layout

RimWorld - Alpha 11 - Sappers and Traps
Indie Developer: Ludeon Studios and Tynan Sylvester
http://rimworldgame.com
Great price for a great game while in development.

Sappers and Traps focuses on new ways for attackers to evade typical defenses and kill boxes to gain entry to your base and attack your colony. It also involves new trap style defenses for your colony.
New features include:
-Improved AI pathing and attack strategies such as no longer attacking unpowered turrets directly and running from eminent explosions.
-Sappers are a new attacker who will blast of dig around typical defenses in order to gain entry.
-Traps can be set for invaders, such as deadfall, explosive IED, & Incendiary IED.
-Improvements in job and task reassignments.
-Incidents for Toxic Fallout, Volcanic Winter, Manhunter Pack, Chased Refugee, & Psychic Sooth
-Allowed Area designation which can prevent colonist from traveling to undesirable locations.
-Playable Ice Sheet Biome
-Also includes changes to door functions, storage copy/paste functions, and build snowman joy activity.
-For the official list check: http://ludeon.com/blog

Mod:
EdB Interface UI Mod - RimWorld Mods Forums

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Video Game Tutorials and Strategic Game Play.
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Sharing how I love to play. Join me for the ride! I love doing this and hope it shows. Thanks for the support!

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Episode 2 - Colony begins creation of first base for basic survival. Organizing stockpiles & growing food. Building place for shelter, work, & sleep. Planning builds for Research, Coms, and food production.

RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep02 Life Begins

Playlist: RimWorld A11 Sappers & Traps LP-Gamble's Salvation -Cassandra Classic -Challenge

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Pursuit

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Episode 4 - Security Turrets, Deadfall Traps, & cover fire walls would be good to have in place in case of an attack. I tend to wait too long for these, so lets get started on them now.

RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep04 Security & Defenses

Playlist: RimWorld A11 Sappers & Traps LP-Gamble's Salvation -Cassandra Classic -Challenge

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Katorone

Fun LP, will tune in again. :)

A few remarks...
Your power problems will really be solved once you build a battery or two.
Never put prisoners in a stockpile room.  Your colonists will ignore all resources in that room.  That's why your colonists are starving. :)

Pursuit

Quote from: Katorone on June 13, 2015, 12:37:00 PM
Fun LP, will tune in again. :)

A few remarks...
Your power problems will really be solved once you build a battery or two.
Never put prisoners in a stockpile room.  Your colonists will ignore all resources in that room.  That's why your colonists are starving. :)

Thanks, I appreciate the feedback.
I knew there had to be a bad reason to put the prisoner there, couldn't figure out what it could be & hoped it wouldn't matter for a short term prison.
Thanks for clarifying the starvation issues also. I was starting to wonder if it was a new bug I had encountered.
And I hope to add batteries next time.
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Pursuit

Episode 5 - This isn't Free Play, & Cassandra isn't giving us much room to breath. Events happen rapidly, making progress much slower than I would like. Managing new projects sometimes means previous plans go unaddressed.

RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep05 Visitor Distraction

Playlist: RimWorld A11 Sappers & Traps LP-Gamble's Salvation -Cassandra Classic -Challenge

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Katorone

Thanks for the shoutout :)
TIL you see the weapon range when you select it on a colonist. :)

I'm a bit worried you're overextending your base though.  You have a lot of powergen already with the solar panels and turbine.  By investing too much in buildings you don't need yet, you run the risk of gaining too much wealth and attracting bigger raids than you can handle right now.  Also be careful with food.  Don't grow too much, or you'll have the same problem.

My advice would be to look at efficiency in these areas (food & power production) so you have a little bit more than what you need.  For food it depends if you want to make it your main source of income or not.  Every plant you harvest gets planted, moved and stored.  If it ends up rotting because the freezer is full, you've waisted a lot of time the pawns could have been mining or building.

You have 4 colonists but would want to produce 5-6 meals/day (to build up some reserves in case of blight, prisoners or a new colonist).
For potatoes: growing time 3 days, yield 4 potatoes.  So you'd need 3 days * 6 meals * 10 potatoes / 4 yield = 45 plants.
You have 90, not including the strawberries and hunted animals.  (Do double check these values though, I'm going from memory.)

Concerning hunting, it's something I don't do unless I absolutely need to.  Every leather comes from nothing and also adds to the wealth score of your colony.  But again, it really depends if you're saving up for something.  Me, I'd rather put these wealth points in defences at the start of the colony.
Just a different view on things, if you play it differently, I respect that a lot.  If I wanted to watch someone play the way I do it, I'd just play the game myself instead.  :D

Pursuit

Thanks Katorone,
I like to be able to see the numbers for refernece & and it helps overall. I tend to make a best guess when recording though, as I figure most viewers will not want me making them wait while I look at the numbers. I usually hope I can adjust as I go along and make up for the decisions I made poorly. But I do truly appreciate being able to get a better perspective where & why I may be making mistakes.

I also tend to forget about colony wealth when making my plans, but I see how it could be good if I want to avoid getting trampled because I am unprepared.

Please feel free to continue to offer advice. You've made some good points and given me some additional things to take into consideration.
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Episode 6 - Power flow has been intermittently unreliable. Taking a few steps to assure power is consistent, or at least as much as that's possible without significant interference.

RimWorld A11 Sappers & Traps LP-Gamble's Salvation-Ep06 Power Under Control

Playlist: RimWorld A11 Sappers & Traps LP-Gamble's Salvation -Cassandra Classic -Challenge

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Katorone

Lovely!
Seems you're off to a great start!  I'm not sure if you have a pawn that dislikes heat, but if you do, make sure to give him the cowboy hat your researcher is wearing. :)

Pursuit

Quote from: Katorone on June 15, 2015, 11:57:24 AM
Lovely!
Seems you're off to a great start!  I'm not sure if you have a pawn that dislikes heat, but if you do, make sure to give him the cowboy hat your researcher is wearing. :)

Good idea! I plan to do tailoring soon, so hopefully everyone will be wearing cowboy hats, unless there is something better available. Cowboy hats should be my best option because of the heat resistance and the social bonus, at least until I get good armor helmets.
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