siege spot

Started by eu4nob, November 16, 2018, 06:02:29 PM

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eu4nob

is this intended or does the code that determines where sieges land need some tweaking?

https://www.reddit.com/r/RimWorld/comments/9xqqsw/siege_raid_turns_into_droppod_raid/

ashaffee

Your base looks massive. I bet there isn't much available space on that quad of the map. Seems like they pick a corner of the map to travel to based on random. Also a tendency to be far from you if it is possible.

eu4nob

except they did not do that.  https://i.imgur.com/63ScnAF.jpg there is tons of space left. the maze outside the killboxes is technically open to all sides except on the left side which is closed.  they dont mind going through constructed roofs. they could have landed literally everywhere to setup the siege but chose to go BEYOND the first layer of defense, only to not be able to find a siegespot. cmon now.

Canute

But you need to agree that your base is untypical for most rimworld players.
We only can see a part of the map, but i think you cover the most of the map with your stuctures.
Then the "stupid" AI got problems, they just follow their instructions.
Land (roof's don't block droppod's), move to the siege spot, build up defence if possible, can't build mortars or get destroyed start assault.

Basicly you could slaughter them one by one with some mellee's and they wouldn't defence.
Until you killed so many that they abort their siege and assault.

A good commander would send a anti-grain warhead first and then the troops to clear up the mess.
But like i mention before, "stupid" AI.

Shurp

What's the maximum width of an open unenclosed unroofed area on your base that the raiders could set up a siege in?  (Mortars don't work under roofs)  The top area looks like about 13 squares, and the larger area to the left appears to be completely enclosed.  So I think you have simply eliminated every square a siege is allowed to spawn.  So it didn't spawn and you got a drop pod attack in the middle of your base instead.

Try creating a path from the large left area to the map edge and then manually spawn a siege event and see if it lands there this time.
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.

eu4nob

i am not redesigning my base LUL. i had no problem with fighting that raid. this thread is not about fighting tactics. its just weird that they landed where they did, because there was plenty of space left.  good idea with the devmode siege spawn. will have to test that.

btw, you can see the whole map here https://www.reddit.com/r/RimWorldPorn/comments/9mt8jo/rimcube_roughly_6_years_in_phoebe_chillbase/

Shurp

Which version is the one the siege failed to spawn in?  The year-6 image shows lots of room for a siege.  The year-8 image does not.
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.