100 days in Aliville

Started by Thunder Rahja, June 08, 2014, 10:27:52 PM

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Thunder Rahja

Because I'm so good at naming my colonies, I usually go with some spin on the name of the person who wants to name the colony after the first week. It was Ali this time, and as of now she is the only remaining survivor of the three who started.

As I played, I kept a log of events that directly impacted the combat readiness of the colony, mainly to test the difficulty of Cassandra in Alpha 4f. Here are these events:

Day 5: Psychotic squirrel. Killed by a traveller passing by.
Day 13: Immediate raider attack. 1 pistol. 1 raider captured. No colonists injured.
Day 16: Immediate raider attack. 2 pistols. 1 raider captured, 1 raider fled. No colonists injured.
Day 16: 1 prisoner recruited. Colony strength: 4.
Day 19: Staged raider attack. 3 pistols. 2 raiders killed, 1 captured. 4 colonists injured.
Day 23: 1 prisoner recruited. Colony strength: 5.
Day 30: 1 prisoner recruited. Colony strength: 6.
Day 32: Landing raider attack. 3 pistols, 1 grenades. 3 raiders killed, 1 fled. 1 colonist incapacitated, 5 injured.
Day 34: Psychotic squirrel.
Day 35: Immediate raider attack. 1 pistol, 1 M-16, 1 charge rifle, 1 minigun (wtf?). 4 raiders killed. 1 colonist incapacitated, 5 injured.
Day 40: Psychotic squirrel wave. 17 squirrels killed. 1 colonist incapacitated, 5 injured.
Day 51: Psychotic muffalo.
Day 51: Staged mechanoid attack. 1 minigun. 1 centipede killed. 3 colonists injured.
Day 54: Immediate raider attack. 3 pila, 4 short bows, 3 stones. 6 raiders killed, 1 incapacitated and bled out, 3 fled. 4 colonists injured.
Day 56: Psychotic boomrat.
Day 58: Staged raider attack. 3 pila, 5 short bows, 4 stones. 9 raiders killed, 1 incapacitated and bled out, 2 fled. 1 colonist incapacitated, 4 injured.
Day 58: Psychotic muffalo. Killed by raiders.
Day 58: Psychotic boomrat.
Day 62: Captured crash landing spacer.
Day 65: 1 prisoner recruited. Colony strength: 7.
Day 70: Staged raider attack. 2 M-24s, 1 LMG, 1 M-16, 1 lee-enfield, 1 shotgun, 1 frag grenades, 1 molotovs, 1 pistol. Hilariously, they landed on a large fire and one fled after being burned. 7 raiders killed, 2 fled. 1 colonist incapacitated, 2 injured.
Day 71: Psychotic boomrat.
Day 73: Immediate raider attack. 2 pila, 1 great bow, 6 short bow, 3 stones. 9 raiders killed, 3 fled. 7 colonists injured.
Day 76: Staged mechanoid attack. 1 inferno cannon, 1 minigun. 2 centipedes killed. 1 colonist incapacitated, 5 injured.
Day 89: Psychotic boomrat.
Day 89: Staged raider attack. 2 LMGs, 2 Uzis, 5 pistols, 2 frag grenades. 6 raiders killed, 1 captured, 4 fled. 3 colonists killed, 4 injured. Severe damage to 2 buildings. Colony strength: 4.
Day 92: Immediate raider attack. 1 M-24, 1 M-16, 1 uzi, 6 pistols. 4 raiders killed, 2 captured, 3 fled. 4 colonists injured.
Day 93: Recruited 3 slaves from slave trader. Colony strength: 7.
Day 96: Tarzan was having a lovely dinner when the wall in front of him exploded during an eclipse.
Day 97: 2 prisoners recruited. Colony strength: 9.
Day 97: Psychotic muffalo wave. 8 muffalos killed. No colonists injured. It's what's for dinner.
Day 100: 1 prisoner recruited. Colony strength: 10.


Statistics as of day 102:
Colony wealth: 28581
Colony wealth (items): 19174
Colony wealth (buildings): 9407
Colony strength: 10.0
Enemy raids: 13


Notes:
  • Wood to planks conversion prior to 4f was 1 to 2.5, but object costs haven't reflected this after removing the sawmill system, making wood buildings much more expensive.
  • Wood walls (130 HP) are weaker than wood doors (150 HP), making then the more logical to break through.
  • Oak trees change to dying status after being at 100% growth for a day or two, after taking 24 days to grow. With frequent rainfall and sufficient space, this shouldn't be happening, and it reduces the window for cutting trees for the max 50 wood. Many trees seem to take damage over time for no apparent reason, reducing yield. Is this from too much poverty grass spreading around them?
  • Industrial trader buys wood for 0 each. What...?
  • Silver is dropped by traders in stacks of 75. Colonists don't sort small piles into larger ones, wasting space.
  • Individual raiders somehow sense when there's colonists on the other side of the door they're trying to break down and will move to another door to try and get into the same room.
  • While working on the machining table, the "Need Grave" task appeared, centered on the mechanoid being broken down, even with a designated dumping stockpile nearby.
  • The rate at which higher level skills decay seems too fast. Planting trees at growing level 16 yields only slightly more experience than what is lost during the time it takes.
  • Grenades seem to do far too much damage to buildings. It should take more than one grenade to level a section of metal walls.
  • Centipedes have a need for food... Why? They were taking starvation damage during the second mechanoid raid.

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johntiger

Laughed out loud at Tarzan having dinner and the wall just spontaneously exploded in front of him.

Coenmcj

Yeah they get miniguns now, Did Tarzan finish his meal?
Moderator on discord.gg/rimworld come join us! We don't bite

Thunder Rahja

Oh yes. He just ignored the fire and kept eating while the other colonists rushed in to put out the fire.

Coenmcj

Moderator on discord.gg/rimworld come join us! We don't bite