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Author Topic: [CustomScenario] Boommuffalo in Windy Valley  (Read 3773 times)

ItchyFlea

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[CustomScenario] Boommuffalo in Windy Valley
« on: January 06, 2014, 08:05:56 AM »

This is a custom scenario where you were caught off-guard by some rather cunning Mercenaries after a deal went sour.

Premise: A deal with some mercenaries went horribly wrong. They killed two of your colonists and left, vowing revenge.
They've come back, they destroyed your solar panels from orbit and used some strange device that changed all the Muffalo into small vicious creatures.

No mods are required to play this scenario. Simply download, unzip and place in your RimWorld save folder.

Easy:  7 Boommuffalo, 50HP each
Normal:  12 Boommuffalo, 50/100HP each
Hard: 17 Boommuffalo, 100HP each

Outdated. Does not work in RimWorld 0.1.334

Couple of notes:
• The storyteller AI has been disabled.
• You'll really need to think outside of the box on this one. Sacrifices may need to be made.

Credits:
BoomMuffalo concept: The Mad Boommuffalo Project!

This is Windy Valley:
« Last Edit: February 01, 2014, 11:30:28 AM by ItchyFlea »
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Tynan

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #1 on: January 24, 2014, 05:29:42 PM »

I kind of wanna play it, but I wish someone would YouTube it too.
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Blitz

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #2 on: January 24, 2014, 06:37:34 PM »

I kind of wanna play it, but I wish someone would YouTube it too.

I played it a few days ago and uploaded it with the space ship escape yesterday. I sure hope more stuff like this gets developed.

http://youtu.be/8DPDK6v79sg
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Tynan

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #3 on: January 24, 2014, 08:38:18 PM »

Nice scenario. I like how you used the letter to do a little intro.
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ItchyFlea

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #4 on: January 24, 2014, 10:55:14 PM »

I'm glad you enjoy the Scenario's.  ;D
I definitely intend to make some more scenario's, as well as trying to keep these ones updated so they work with future versions of RimWorld.

I also want to mention that your strategy for winning this scenario was quite fun to watch. I hadn't thought of selling the walls as a viable way of escaping the BoomMuffalo.

The double doors aren't possible to build in-game. You need to edit the save file to add the second door.
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Blitz

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #5 on: January 25, 2014, 10:08:25 AM »

I'm glad you enjoy the Scenario's.  ;D
I definitely intend to make some more scenario's, as well as trying to keep these ones updated so they work with future versions of RimWorld.

I also want to mention that your strategy for winning this scenario was quite fun to watch. I hadn't thought of selling the walls as a viable way of escaping the BoomMuffalo.

The double doors aren't possible to build in-game. You need to edit the save file to add the second door.

I learned after playing your raid the base scenario that it is best to record all of the attempts. I can only imagine how difficult it was to do all of these changes.  It is a lot of fun to figure out the puzzle. Great work Itchy!
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Razorsharp

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #6 on: February 01, 2014, 10:43:32 AM »

I thought about this idea, and wondered about a wicked zombie survival scenario. That would not only get the attention of older rimworld players, but new ones aswell. The idea would be that a recently mined alien crystal (or something of the sort) has started emitting some sonic waves, virus or whatnot that turns your miners in to mindless minions that attack any normal human being on sight. "Ah, but you have guns and they don't, that makes it easy!" You say. Well, if there were numerous counts of "zombies" (a ratio of 1/5 would) then it would be balanced, but laggy on old machines. The other solution would be the zombies get the abbility to insta-incapacitate anyone (walking dead style infection) and then kill them.

A few other ideas would do
*One piece of custom furniture - the barricade. Would be shootable trough, but not passable, and easier to destroy than sandbag walls.
*Custom zombie skin, you know, green or something like that, so it would be easy to tell the difference.
« Last Edit: February 01, 2014, 10:46:30 AM by Razorsharp »
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ItchyFlea

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #7 on: February 01, 2014, 11:21:06 AM »

So an updated version of this?: http://ludeon.com/forums/index.php?topic=1386.0
I've got that planned.  :)
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Razorsharp

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Re: [CustomScenario] Boommuffalo in Windy Valley
« Reply #8 on: February 01, 2014, 03:51:31 PM »

Yeah! Also their health increased. Thanks, will be following that thread :)
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