Hit everyone with them 1.0 tips

Started by SpookCrow, August 01, 2018, 06:10:07 PM

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SpookCrow

Basically post useful tips that are beneficial within 1.0. There's a lot of change stirring, which has potential for beta testers to post tips so newcomers can be prepared once 1.0 is launched.

Number your tips.. I'll start.

Tip 1: Do not open a ancient building early on, trust me, 4 scythers came out and downed my butt before i can even run a safe distance  away from them.
"Fear is the enemy within you that can lead to your demise." -Spook

bbqftw

#1
Don't improperly open an ancient danger early on.

By end of week 1 any CL/tribal start should be able to open and defeat/not die to 90% of the encounters without too much risk.

The only painful one to deal with that early is centipede w/ aggressive variant, even in that case popping the caskets often causes enough chaos for you to easily clean up. Though cent with inferno has a good chance at burning up most of the AD loot :(

zizard

In fact there is a conditional method to reveal the contents without disturbing them at all. It has to do with quantum mechanics and time travel.

santafefoundation

Keep your downed raiders (make sure they're not the pirate faction) for easy relationship points. Practice you medical skill on Pirate faction raiders by giving them peglegs. Release the amputee pirates to add them to the raider pool.

anitram

Quote from: santafefoundation on August 01, 2018, 11:03:08 PM
Keep your downed raiders (make sure they're not the pirate faction) for easy relationship points. Practice you medical skill on Pirate faction raiders by giving them peglegs. Release the amputee pirates to add them to the raider pool.

This can backfire. I got both of the "enemy" factions to cca 50 relationship (neutral) - and instead of random raids (sometimes humans, sometimes mechanoids), I started getting only mechanoid raids with a rare pirate raid (1 in 7). But if you want to farm mechanoids for some reason, this is the way to get them.

Greep

Protip: chased refugees are crazy in 1.0.  However, if you don't get a pawn you like, you can simply draft them and have them sit there, and they will be kidnapped and the raiders will leave immediately.  This essentially gets you a free shot at trying to get a good pawn :)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

bbqftw

there is the non trivial risk he gets storytold through the brain or torsowned though, or with later game refugee chases he aint surviving things like triprocket

then again you get adapted in such a case so you're the real winner here

Greep

Ah yeah, it helps if you draft them right where he got onto the map.  If raiders use a triple rocket right on top of themselves I ain't complaining ;)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Koek

Quote from: Greep on August 03, 2018, 08:57:52 PM
Protip: chased refugees are crazy in 1.0.  However, if you don't get a pawn you like, you can simply draft them and have them sit there, and they will be kidnapped and the raiders will leave immediately.  This essentially gets you a free shot at trying to get a good pawn :)

Nice. Does this come without any mood penalty?

Greep

Nope!  I don't think you even get a mood penalty if they die, although as bbq says then you have to fight the horde.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

zizard

Easy, pre-down them by punching animals.

Greep

Punching animals seems to have way too many applications in rimworld  ::)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

SpookCrow

#12
Bring bedrolls with you on caravans as this will provide better comfort and rest also they are light to carry.

Full flak armor set seems to be a somewhat  effective way to protect colonist right before marine armor during mid-game. Pair with devil strand shirt for a bit more protection. Edit: don't wear full flak set in winter as you will likely freeze without a parka on.

Always have your colony split between melees and shooters as this will be a life saver in most events.

Prioritize colonists with frail, bad back, etc as these age related de buffs are annoying if you get a healer mech serum.

If you ever kill a raider who has impressive skills(not your fault RNG chooses who gets down or killed) preserve their body in a freezer and  forbid your animals from eating them. Revive them with a resurrection serum and capture as they will be downed due to resurrection sickness.(Recommend that you resurrect your dead colonist first then raiders but it's your choice.)

Edit: Unsure if this has been apart of the game in previous versions or not but you can place traps under rocks. This slows and damages anything that walks over rocks.





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"Fear is the enemy within you that can lead to your demise." -Spook