Random "Raider" Randy

Started by Kaptain Krash, February 28, 2014, 10:23:47 PM

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Kaptain Krash

I've been messing round with a colony, and after a while it seems that Randy's only trick is to send wave after wave of Raiders.

I'm at the point were I am going to lose as  I can no longer fix anything i.e. midway through fighting off 1 wave of raiders I get the "raiders have landed message" again, for the third consecutive time.

Is this normal? Or am I just having really crappy random luck?

On the bright side I saw another post about editting save files so I have a plan of changing the AI to Phoebe for a bit, before I bring Randy back.

Thunder Rahja


keylocke

this kinda happened to me on randy random too, though in my case it was just 2 raider wave attacks arriving almost simultaneously during a solar flare (the newest raider group attacked early as they saw a few of my troops as i was pulling them back to base). when both raider groups charged in my killzone, they were initially confused and stun locked near the exit of a chokepoint by a barrage of R4 gunfire from all direction before getting face-planted by a sequence of frag grenades.

however, they then decided to wall hug and zerg rush towards my gunmen at melee range, causing heavy casualties due to friendly fire. the only way i was able to survive that assault, was sacrificing some troops by chucking frag grenades at them while they are engaging multiple enemies at melee.

so basically i was brought down from a fully functional and bustling colony, to a few stragglers trying desperately to put out the blazing ruin that was eating my base apart. a base that i built for almost an entire day thinking that it would last for ages, crumbling in the span of just a few minutes from a bandit raid.

fun times.  ;D




ShadowTani

Randy keeps spamming me with resource drops instead of raiders.. Squirrel attacks is his favorite challenge for me, but iron and food drops are way too common. So yeah, I would say you might have gotten a crappy seed - while I got a bit too good a seed. I would guess the norm is an average of the two.

ousire

I think the biggest problem is just that there isn't enough events for the storytellers to draw from. Right now all we have are raiders, animal attacks, solar flares and eclipses, and the occasional storm.

Someone should make a list of random event ideas in the suggestion forums, or pass it along to a modder willing to take up the challenge. Imagine how much more random randy would be if a dozen new events were added to the game that could occur.

Hmm, now that I'm thinking of it. . . I'm tempted to try and think of a good list and make a thread about it. Dust storms, tornados, earth quakes, traveling caravans, animal migrations, muffalo breeding seasons, all sorts of stuff are possible. I don't know how feasible it would be to code them all though

Kaptain Krash

I ended up pushing through the waves of raiders (with the help of autosave) and then had ages of crazy squirrels and muffalo. Which was perfect. I must have just had crap random luck.

More events would be nice, you are correct. Also positive events!

* a raider advance team is assembling an EMP bomb  ( you have to go get them or have the solar flare affect during the next raid )
* an annual bloom of daylilies transforms the planet for a week! (makes the surroundings beautiful)
* migratory herd of stampeding bigufflao ( damage walls )
* fungal rust spore ( degrades metal walls )
* magnetic field storm ( trades made during this period get scrambled randomly, maybe get lucky, or not )
* travelling circus ( distracts colonists, happy affect but won't work )

I love this game, so much potential. And it's frustrating, but the "keep coming back to it, not going to be defeated" kind.





TimMartland

Randy Random randomly picks what to send at you. He can either choose Raiders, Raiders, Raiders, Raiders or even Raiders!
'Two possibilities exist: Either we are alone in the Universe, or we are not. Both are equally terrifying'
-Arthur C. Clarke'
'Needs moar boosters!'
-Jebadiah Kerman

dd0029

Or he can choose to send nothing at all. I had one game where nothing happened. No raiders. No crazed animals. No flares. No eclipses. Nothing. I also had no random guys walk through, no trade ships, no air drops, nothing. My three starting guys build a huge base for people who never showed up, all by themselves. It was day 80 before an event of any kind.

keylocke

Quote from: Kaptain Krash on March 01, 2014, 05:09:17 PM
* a raider advance team is assembling an EMP bomb  ( you have to go get them or have the solar flare affect during the next raid )

i like this one. basically, any event that would force a player to go on the offensive, rather than bunkering down sounds great to me.

ShadowTani

Quote from: Kaptain Krash on March 01, 2014, 05:09:17 PM
* an annual bloom of daylilies transforms the planet for a week! (makes the surroundings beautiful)
This made me think of the possibility of having an event that spawn new raspberry and Agave bushes across the map. Those things become rather scarce over time at the moment after all. I could also see these events having additional effects in the future when the trait system gets added, such as colonists having a pollen allergy trait. ;3

UrbanBourbon

- Randy should rain guns and medkits from the sky as well, on top of metal and food. And all the other items.
- Meteor rains. Cause small 3x3 size explosions randomly on the map.
- Big meteor strike. A little larger and deadlier single explosion randomly on the map.
- Get attacked by a large group of hungry unarmed raiders. Kill them or hold them off and wait for them to die of hunger.
- Multiple random events combined, for example, hungry raiders first, followed by a stampeding herd of enraged muffalos.
- Large map-wide wildfires that sweep the entire map from east to west, for example. Or north to south. You get the idea.
- Boomrat mating season. Male boomrats assault other male boomrats... and squirrels. This chaos should cause multiple small fires as a result.
- Tremors, with the resulting small cave-ins.
- Get an exceptionally talented incapacitated colonist as a drop from the sky.
- Badly cooked food / diseased plants. A colonist loses hitpoints and a high score skill suffers as a result.
- Struck by inspiration. A random colonist gets a large boost to a random skill, possibly developing a passion for it as well.
- Weapon jams.
- Insomnia. A random colonist requires no sleep for a few days. Halved learning speed, halved food requirement, halved healing speed.
- Critical turret malfunction. Turrets start firing on the colonists and buildings for a short period of time. In that order.