Outposts.

Started by Mertle, January 17, 2015, 06:20:32 AM

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Mertle

I have been trying lately in my recent Rimworld game to setup outposts, instead of just focusing on the one base. So far I have managed it with some success but to do so I had to completely enclose it. Opening it up when food is needed to be pulled across etc.

I found the biggest issue was that when it was opened up, or with a door. You'd have colonists running between bases/outposts and lead to some unfortunate deaths due to Randy Random's random raids!

Has anyone else tried this with more success or have any ideas about it? I have been trying to find ways to survive the higher difficulties at later games without setting up a killbox.

RemingtonRyder

I think one thing you could try is having a little courtyard outside the outpost, with small stockpiles. You can lock down the inner and outer door so you can manage the delivery of supplies. Colonists inside the outpost can then retrieve the supplies without too much risk.

FridayBiology

#2
Working on a "set to home zone only" button to keep "home colonist" within "home/landing area" and to set "outpost colonist" to depot, allowing a central cook/farm location for colonist refuelling during long journeys, itstead of them running all the way across the map to mine abit and then run back for one meal  >:(

Defenses using a staggered wall structures you can survive abit, though its only effective if your prepared and position your guys early and if your not over run by 50-70 tribesmen. if your facing m24s early game draw your guys in behind the sniper position and wait for the raiders to move within range of your pistols or into the defenses and then melee them.
D[] :) S
DS  __[] ;)
D[] :P S

Expanding to a later game design with added alined front
D[] :) [] :P S
DS      S     [] ;)
D[] :) [] :P S
DS      S     [] ;)
D[] :) [] :P S


D for dumping ground in front of structures to slow movement and to act as early game sand bags
S for sand bags
:) are lmgs and med range guys with heavy armor
:P are smg and maybe shotguns from close range and defending against melee
;) are snipers for the stagger cover and long range "pot shots"
Yes another god damn youtuber.
 https://www.youtube.com/user/FridayBiology

REMworlder

Since the last patch, I've often used *blockhouses* near the entrance of my base to split up attackers and allow my forces to maneuver. I used to almost always use abandoned buildings, but lately I've started purpose-building blockhouses near the main entrance of my colony.

Early on
Aftermath

I want colonists to live near where they work, so haulers tend to live in blockhouses at the periphery of my colony. Sometimes crafters and growers are there too. I prefer haulers to be naturally fast, bionic too, and I like to use fast, bionic colonists as melee fighters. So a blockhouse houses and keeps my melee fighters safe until the enemy's at a close range, then the brawlers emerge and run down the back line. Blockhouses are also good fire creating nice overlapping lines of fire, if that's the sort of thing you're into.

Blockhouses are great for resource and energy control. They let you control power sources, rich soil, and keep your haulers staged closest to haulables scattered across the map.

Mikhail Reign

I use the conveyor belt mod to do this. They are impassable and count as walls. So you can have them move stuff between locked rooms. Its how I have my live in psycho cannibal locked in a room. Send bodies into his hovel via conveyor, have him strip and butcher them and then send the left over back out via conveyor. He hasnt seen outside his 6x4 in about 2 and a half years. Think the guy in the smokers ship, who monitored the oil, outa Waterworld.

REMworlder

QuoteIts how I have my live in psycho cannibal locked in a room. Send bodies into his hovel via conveyor, have him strip and butcher them and then send the left over back out via conveyor. He hasnt seen outside his 6x4 in about 2 and a half years.
#RimworldThings

Shinzy

Quote from: Mikhail Reign on January 17, 2015, 11:18:48 AM
I use the conveyor belt mod to do this. They are impassable and count as walls. So you can have them move stuff between locked rooms. Its how I have my live in psycho cannibal locked in a room. Send bodies into his hovel via conveyor, have him strip and butcher them and then send the left over back out via conveyor. He hasnt seen outside his 6x4 in about 2 and a half years. Think the guy in the smokers ship, who monitored the oil, outa Waterworld.

Oh my god! =D
I had Mipen's droid mod last alpha built him in a room with cooker and embedded food baskets from Skullywag's mod and the refrigerator mod fridges in the wall so the colonists would haul the ingredients in the baskets and the bot would cook them and plop them in the fridge. it was really fancy food dispenser =P

but your psychotic cannibal cave, holy cow ;D I almost wanan make one now
that's so much more lively body disposal method then a crematorium
(can't wait to find a cannibal recruit)

Mertle

Hehe. I might have to get that conveyor belt mod. Made me snicker. The poor Cannibal.

So far I have had some success doing as was mentioned, locking doors and opening them only to resupply outposts. I have had some accidents though! I had one outpost for mortors, and ended up burning up all my crops, busted a hole in my base and taking out one of my colonists! (Though whilst all that happened, I managed to wipe out most of the raiders with the mortors!)

And good luck with that mod? Feirfec! That's something I would certainly get!