F*ckin' really?

Started by tyriaelsoban, May 28, 2017, 03:28:42 PM

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tyriaelsoban

Ok, so cass rough as a tribe i've barely got 21k colony worth here and i had to migrate because toxic fallout essentially starved me out of my base, after being ambushed for 5 days straight i finally make it to an area i like, set up camp and before ive even put the plan down for the first house, mechanoid Raid, psychic ship and a mass animal madness.
i can handle those one at a time, but all dropping in the same game hour? ... i thought cass couldnt chain events like that unless you played on max difficulty, and it dosnt matter how creative i get with my tactics, this makes the kobayashi maru look like a walk in the park.

Shinzy


Canute

Noone said the game is fair ! :-)
But the difficult mosttimes don't affect how many events you got. The difficult affect how many enemies based on your colony wealth spawns with that event.

I bet you played with Randy, and he is totaly random at his encounters.

tyriaelsoban

I did, in A16 on extreme, two raids in the same day is cake if youve got some sandbag/wall bunker combos and assault rifles ...

Mkok

remember our motto. "losing is fun". Or was it "human steaks now for sale!"?

Listen1

The spiral of madness is a good thing. I was raided by some pretty pesky tribals, that made a number with my colonists, but only a few were really injured. But them comes the pop-in "Someone is being chased by the Gray Cobras, if you help him, he's gonna join the colony"
I said "Hell yes" but the gray cobras were Heavily Armed. They did real damage, with 3 colonists downed and other very injured. But, we fended off.

Then came the deers... 19 of them. They maddly entered my open colony, headbutting everyone in their way. Because of the raids, some of my doors were broken, and I only had 4 colonists, 2 of them bleeding, to deal with the maddened venisons.

Thanks to a raider that dropped a chain shotgun, I managed to kill them all. When there were only 5 deers "Zzzt" happen... And my base catches fire. And I simply lost that colony.

From these events, I had control over two of them. I shouldn't have made a stockpile near my batteries, and I shouldn't have accepted that raid. But I loved it.

10/8, already died again. 

SpaceDorf

Quote from: Mkok on May 29, 2017, 06:00:25 AM
remember our motto. "losing is fun". Or was it "human steaks now for sale!"?
Losing is fun is this other game .. and the solution is always : drown it in magma.

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Bozobub

Quote from: Mkok on May 29, 2017, 06:00:25 AM
remember our motto. "losing is fun". Or was it "human steaks now for sale!"?
"Get'cher stylin' leather hats and complimentary burgers here!"
Thanks, belgord!

Shurp

Rimworld motto: "I've got a fever, and the only prescription is MORE TURRETS!"
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

eadras

Cass does seem a little bit more like Randy in A17.  I'm guessing she was tweaked to be less predictable.

Limdood

So my first truly difficult looking raid in my first A17 game was epic.  Up to this point, i'd been getting handfuls...4-5 pirates, or 6-9 tribals.  I had just put 3 turrets in cover with fratricide protection around the corner of the mountain spur into my base.

The raid came...it was 13 pirates...no fantastic weapons, just a solid assortment of melee and midrange guns.  They were the wait-and-attack variety.  Ok, no big deal, the turrets should help.  I had a nice setup that allowed me to hide riflemen behind the turrets without getting accidentally hit by miss shots, and a side door in my base with a good straight shot for my 3 melee men to carve up any pirates hanging back...i was confident my 8 colonists (and 1 noncombatant) could handle it.

Then i got the "the assault is beginning" message, followed ONE SECOND LATER by "solar flare."

It was epic.  I lost one colonist to blood loss, and another to infection (7 of my 9 were badly injured, no lost limbs, just lots of bleeding wounds.  The 2 uninjured colonists were incapable of doctoring...they cleaned the hospital...repeatedly, while my bleeding doctors kept getting up to treat others).  Least useful colonist bled out (missed saving him by about 0.2 hours), and most useful colonist (the noncombatant who did all the injured doctoring, and also my only crafter and best researcher) was the one who died of infection, due to being up and about most of the time after injury.

I know this has happened to others, but i never got that perfect combination of "here's a raid....oh, and SURPRISE! no turrets!" before.  Mine felt cool, despite setting the colony back pretty severely in research and crafting.  The OP's sounds infuriating though.

coolflash

Funny how 1 out of 3 times I get raided, its solar flare time. And not sure about A17, but in A16, Randy Random was a sure death sentence since I always got chain attacked.

No time for making burgers. The raider have better burgers... .... Errr... I mean.... are better burgers. :P