Post Your Base

Started by thestalkinghead, November 05, 2013, 03:35:40 AM

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Rusknight

#120
Here is my MegaBase with 100 collonists inside (actually it can support even more)
Difficulty level is Random


Darker

Wow. How do you get so many colonists? I get one captive from each 5-7 raids. I never lost a man, yet I have 10 of them on day 262.
Please... Throw human readable errors on savefile parsing failure!!!
Rim world editor Editor on GIT

Rusknight

#122
That is the point why I selected Random difficulty level for this project of a megabase. At Random difficulty slave traders and various travelers visit you all the time you play while at other difficlty levels they stop comming since you have a population equal to 15 collonists or so (I don't remember an exact figure) and you can only capture raiders then what is quite  time-consuming (I managed to get around of 40 collonists just capturing raiders when I played at tough difficulty level, but it just took me to much time and efforts then and I restarted the game at Random to build a bigger collony faster).

If anybody want to see how the game works with such a big population here is my latest save file http://yadi.sk/d/Ep6BeCTTFCZuB for version RimWorld254bWin.
You  will need to place it here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld

Darker

Can I hack my game to jump to Random dificulty?
Please... Throw human readable errors on savefile parsing failure!!!
Rim world editor Editor on GIT

Rusknight

Well, I am not sure it will work fine, but you can try to edit your own save file with notepad to change difficulty level in it. I just made a look at it now and found that save file has the following line inside
<Storyteller Class="Storyteller_Random">
In your case you will have another storyteller that you should try to replace with what is written above.

You can also  edit the number of metal and food at save file as well if you want - but it will make the game pointless I think.

Darker

Please... Throw human readable errors on savefile parsing failure!!!
Rim world editor Editor on GIT

Brids17

[/URL]

If you're wondering what all the blood and small bodies are, it's squirrels. Everyone was massacred by squirrels. =(

Coenmcj

Those squirrels are nasty little critters, they can run up to your base silently, not a single gun going off, then just... a slaughter... as your people are mauled and shredded by a swarm horde of squirrels. They say that raiders or a lack of power/food will get you? they were wrong, it's the squirrels that will get you...
Moderator on discord.gg/rimworld come join us! We don't bite

Vingolf

Oh boy, i miss so much those glass doors with hissing opening sound.

[attachment deleted due to age]

MelanisticAlbino

My current base, we're still expanding within our perimeter.







If any threat gets inside the base, there are walls that are raised in every major walking path in order to contain it.

UsernameVeryOriginal

#130
(Sorry for my bad english)

This is my third base, and I'm currently playing with alpha 11, no mods.
This time I was bored, so I tried to upgrade everything before actually playing, with the help of "dev mode".



This base measures 84 vertical and 145 horizontal.

The back (storages rooms) need to be inside a mountain to be protected from invasion from behind by the border of the map, but we need to remove some roof, so the mountain can be at maximum 69 blocks until the area we need to remove roofs.
No roofs areas : http://i.imgur.com/tfePc2Z.png

This base can be extended vertically, and will protect from almost everything (not ancient ship, that's all)

Rooms :

- The best hydroponics I made with a roof is this : http://i.imgur.com/7BIxwEY.png?1
One lamp = 24 hydroponics = 96 blocks, and 75 of them are 100% lighted.
Of course I can build more hydroponics, but they will drop to 60% light, this is not good at all.
In my new base I prefer to use the sunlight without roof, so now I can build hydroponics everywhere I want, the only bad point is the change of weather : too cold, too hot, thunders, eclipses. Depending on the biome, it's worth it.

- Next, the green room is were they eat + cook + play. It use less space and less lamps to mix all this. Also, this room is very close to the fridge.

- The fridge is usefull until 50°C (122°F). Red side of the coolers needs to be without roofs, as the red side produce hot temperature, then aspiring it again to cool it, if the air is too hot it will not be efficient, that's why we need to remove the roof from the red side.
The fridge is also close to the prison and infirmary to quickly get medical herbs.

- The prison use mixed bed, so I need less lamps, less table, etc, it's really better than individuals rooms.

- Bedrooms for colonists are extremely smalls, it's actually better. A sleeping colonist does not need beauty/light/space.
But I'm still thinking to improve the hot/cold temperatures in bedrooms, as it is now it's bad.


Defense of my base.
- a room with 12 explosives mortars + 12 incendiary mortars.
- a killbox using 48 turrets.

About the killbox :
- rock fragments will slow down ennemies.
- sandbag will protect my turrets from ennemies shoots.
- only 1 wall separate each turrets, they are used to protect turrets if one explode.
- there is no empty space so ennemies cannot take cover.
- the labyrinth will send ennemies inside the killbox, more turrets will shoot.
- all these door at the north are used to be able to get out, ennemies will not try to attack them (all but sapers, then you will need to wall the entrance)


About who is attacking :
- Sappers :
In a group of 20 there is 1 or 2 using grenade/molotov on my manufactured walls, the rest of the group will wait.
If you successfully kill these 2 guys, the rest of the group will enter the killbox ;)

To kill them, you have to use 2 explosives mortars + 6 incendiary mortars.
Incendiary will easly spread if there is a lot of vegetation, that is a very good way to improve the lack of precision. If you are playing on a desert, don't worry, the fire can still be on sand, but will not be as efficiently...

Also, your walls need to be from rock materials, not wood/metal, and you need several layers of walls, 3 is good but I recommand 6 or more.

- Ennemies using mortars :
You wait until they start building, then you use 2 explosives mortar + 6 incendiary on their mortars.
Fire will not harm well their mortars, but it will be their priorities, they will stop building.
Your explosives mortars is what can destroy their.
When their mortars will be destroyed, they will go inside the killbox. :)

- Ancient ship :
The hardest ennemy, took 3 days to destroy it with 8 explosives mortars.
Incendiary mortars don't work.
For this one, it's better to attack directly with your colonists, using sniper/rocket.

- Wargs :
They will simply wait outside the killbox, but if you really want to kill them, then use incendiary mortars.

- Pirates using air-drop :
I used an orbital beacon outside the killbox, I think that's the way to keep them away. Then, they enter the killbox of course.


Bonus, more pics :





TheSilencedScream

Quote from: Topper on August 31, 2015, 03:33:25 AM
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

xlockeed

Quote from: UsernameVeryOriginal on July 04, 2015, 07:09:19 PM
(Sorry for my bad english)

This is my third base, and I'm currently playing with alpha 11, no mods.
This time I was bored, so I tried to upgrade everything before actually playing, with the help of "dev mode".  https://i.imgur.com/7BIxwEY.png?1

The spirit of playing Rimworld like that is lost the moment you start making everything perfect. However that base is not perfect  :o  I'm counting over a few hundred auto doors. 93 blocked off non venting ac/heating units. 160 hydroponics and the crown jewel that kill box with 48 turrets. That room with the batteries leads one to think all the walls have wiring and are susceptible to short circuit explosions. And is that a long hallway of just auto doors to leave the base?
By the time colonists make it through them all the day is already ending. Where is your power by the way?

If your bored try some of the hard mods. Above all do not use cheats, they ruin the game / make you bored faster. Or take a break like I did. Pretty sure the beauty and room impacts will be corrected down the road to stop slot rooming.

Each year of thy life is the foundation for the next. The man who squanders his youth needs must build his life on a foundation of mud, and then wilt it collapse.

BugPowderDust

Here's my base, New Montreal (1 year, 2 months in):



Alpha 11, now 11b

I have 18 colonists, only lost 2 so far (Palmer bled out after a raid due to my incompetence). Cassandra, was on Challenge and now switched to Extreme.

I only have a small killbox in the top right, and I have a back door through necessity- this tends to attract the most attention, but nothing has got through so far. Had 3 sapper attacks, 2 Mech ships (and 1 drop pod raid), 3 Warg attacks and many other assorted raids.

Food production is a full time job for 2 colonists and we have plenty of food going into the second winter. Expanding the base in the south with more bedrooms (bigger and with double beds for better rest).

Been double walling the north of the base after the last sapper attack bust into the ship area, leading to heart stopping moments!

UsernameVeryOriginal

#134
Quote from: xlockeed on July 06, 2015, 01:34:01 AM

The spirit of playing Rimworld like that is lost the moment you start making everything perfect.

Nah, I always intended to play the best I could from my first base to now, but I was bored at the end of my second base, so when I started the third, this time I begin by using the "dev mode", which is extremly usefull to plan everything.

Also, making everything good is the reason why I play the game, it give all the opportunities to make you think about optimize everything, it's a game of management, that's the way to play.

QuoteHowever that base is not perfect  :o  I'm counting over a few hundred auto doors.

I don't know where you see hundred :o
If we don't count the killbox, there is actually 15 auto-door where they are needed :
- 5 for the fridge (one for each)
- 1 for the entrance of the base
- 9 between the green room and the prison + infirmary, for the purpose of healing faster and taking care of prisoners faster.

You can build as much as you like, don't build auto-door if you don't need them. ^^

Quote93 blocked off non venting ac/heating units.

Hmm if you are talking about vents, yes I think they need to be without obstacle (like a bed)
If you are talking about the cooler, it's not a problem, as I said before i removed some roof, look the previous comment. :) The red side is without roof.

Quote160 hydroponics

It is to show how much we can get in comparison with the indoor version of hydroponics as they use less space, also they don't need lamp, so if you use the same amount, you will need less energy ;)
Please read the previous comment, it was also explaining this.

Quoteand the crown jewel that kill box with 48 turrets.

I don't understand, you don't like when you think it's not otimized (but it is), and you still don't like when it is.  :o

This killbox is optimized to get the best out of every turrets, and avoid as much as possible every fights for colonists, and damages to turrets. Of course that is a "crown jewel", as it is (I think) the best possible defense of the game we can get with turrets. (if you know a better killbox, tell me :p )

What is better : build 10 turrets + rebuild 10 after an attack, + rebuild 10 after another, etc.... or build 48 turrets that last for almost forever ? That's a very good investment for long play.
And you don't need to power them constantly, you can switch them off with a simple button. ^^

QuoteThat room with the batteries leads one to think all the walls have wiring and are susceptible to short circuit explosions.

I have 32 battery containing 32.000 watts, so explosions will damages everything anyway, there is no way to prevent short circuit explosions (unless removing the battery or using a mod). But, my walls are made of stones which provide a very good defense + resistance to fire.
I made an explosion using those 32 battery fully charged, my walls take 210 damages, they are not destroyed.

Also, I think it's better to build wire inside walls as they are protected from fire, and wire reduce -2 the beauty of the floor, so I think this is really better that way, but I'm open to better ideas. ^^

QuoteAnd is that a long hallway of just auto doors to leave the base?
By the time colonists make it through them all the day is already ending. 

Another method is to wall the way, but that's even more time-consuming don't you think ?

Don't forget it's automatics-doors made of wood, not normal doors, they open faster.
I made a test : one colonist in the corridor with all the auto-doors, and another in similar corridor without any obstacle (and these colonist don't have any movement problem), and they all made it to the destination at the exact same time.

And as I said before, it's to prevent ennemies coming by this way, please read my comment. :) Try with one door, you'll see by yourself. ^^

QuoteWhere is your power by the way?

I made some screens of my base but not of my power, as I think it's not usefull. This depend of the map as nobody can make this with the same accuracy on a different map, so that's not very usefull to show.

QuoteIf your bored try some of the hard mods.

I'm interested in the "zombie" mod, I will try it one day. :p

QuoteAbove all do not use cheats, they ruin the game / make you bored faster. Or take a break like I did.
Nah don't worry, I never use cheat on a real game, in fact I never used the "dev mode" before my third base, I intented to use it as a better way to plan the base, that's all. I was already bored at the end of my second base, in which I used the mod "Superior Crafting". :)

QuotePretty sure the beauty and room impacts will be corrected down the road to stop slot rooming.
I don't know, right now it make sense to me, a sleeping person only care about security + temperature + comfort, he cannot judge the beauty of a room with his eyes closed and in a dark room ? :p