Post Your Base

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

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Ghost_Snowcat

I've decided to call my current colony Carter V. Been having some lousy luck on getting a geyser that is defensible near the mountains, and after losing my previous Colony Roanoke to some Raiders (My walls were like sandpaper to those grenades, and unfortunately none of my colonists were well-versed with weapons, which made it a one-sided slaughter after they breached the walls), I decided to hell with it, and took up shop near the mountains.

Now, first thing's first. Blast charges are, when you have a good supply of metal to use, unbelievably life-saving and cost effective, especially when you don't have a source of a geothermal generator within your base. On Classic, the Raiders seem to head straight for the door and try to bash it down, which I respond in kind with a dual-explosive charge at the door. Usually wipes out the group without my colonists being killed early on by those pesky M16s or Shotguns. I didn't really plan anything much when I was expanding into the mountains, but I damn sure made some fallback positions in case the explosives weren't enough.

Also. Decided to put a turret in the prisoner's room. Thought it might be a good motivator to convince them to 'join' our cause, during recruitment.

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ShadowDragon8685

Quote from: Ghost_Snowcat on November 11, 2013, 02:12:45 AM
I've decided to call my current colony Carter V. Been having some lousy luck on getting a geyser that is defensible near the mountains, and after losing my previous Colony Roanoke to some Raiders (My walls were like sandpaper to those grenades, and unfortunately none of my colonists were well-versed with weapons, which made it a one-sided slaughter after they breached the walls), I decided to hell with it, and took up shop near the mountains.

Now, first thing's first. Blast charges are, when you have a good supply of metal to use, unbelievably life-saving and cost effective, especially when you don't have a source of a geothermal generator within your base. On Classic, the Raiders seem to head straight for the door and try to bash it down, which I respond in kind with a dual-explosive charge at the door. Usually wipes out the group without my colonists being killed early on by those pesky M16s or Shotguns. I didn't really plan anything much when I was expanding into the mountains, but I damn sure made some fallback positions in case the explosives weren't enough.

Also. Decided to put a turret in the prisoner's room. Thought it might be a good motivator to convince them to 'join' our cause, during recruitment.

Efficient set-up. My advice on modifying it would be to dig out graves all around the mines, and throw the bodies in. When the next waves bash on the door and you light the motherfucker off, the graves self-empty and can be reused immediately.
Raiders must die!

Ric

#92
Here's my latest base. Taken on day 250 or so.

Far improved from my last one after some tips from you guys. Enough room for 38 citizens so plenty of space and more guns than you could ever want! :P

Running out of rock to mine now so will be keeping my fingers crossed for lots of industrial traders.

Hope you like it. I'm off to burn some graves..lol..

Main Base layout

Deep mine cafe
Keep them fed during the day to reduced trips back to homebase.

Incoming!
I must be getting hit by well over 100hundreds raiders per round now. Blast charges required!



ShadowDragon8685

Quote from: Ric on November 12, 2013, 11:09:59 AMHope you like it. I'm off to burn some graves..lol..

Concrete fireblocks around your walls are a must, or the fire will spread from the graves to the grass to the walls.

QuoteDeep mine cafe
Keep them fed during the day to reduced trips back to homebase.

In my experience, this is a bad idea - or at the very least, one you have to micromanage. Because if you don't, someone outside the walls on some kind of business or another will path to the deep mine canteen rather than the canteen they can reach sooner. If that person was already very hungry, they might go crazy on the way.

QuoteIncoming!
I must be getting hit by well over 100hundreds raiders per round now. Blast charges required!

It's my experience that if you make concrete highways outside your mountain fortress leading to it, the raiders will path down the highway. Then you can line the highway with explosive charges and graves, and wipe out the entire raid in one blast.
Raiders must die!

Xanting

#94


Here is my current base. It has almost no defensive structures. Instead I rely on the layout of the town to lure the raiders into ambush positions and use the buildings to help flank the raiders. If they get too hurt(~40hp) they can retreat into a building and another can take their place.

I also turned off my hydroponics because they required my colonists to do too much work. Instead I now harvest from the agave field and other natural crops that are around and grow in about 2 days in sunlight. This is only half a day slower then hydroponics but also blight immune and are much faster to harvest because colonists don't have to replant the crops.

Edit: 2 raider parties just landed on opposite sides of the town. If anyone wants to try to fend them off they are welcome to try. https://www.dropbox.com/s/tnwhvxbesw0ehbs/Fort%20Theta%20%282%29.rim

ShadowDragon8685

Quote from: Xanting on November 12, 2013, 06:00:36 PMI also turned off my hydroponics because they required my colonists to do too much work. Instead I now harvest from the agave field and other natural crops that are around and grow in about 2 days in sunlight. This is only half a day slower then hydroponics but also blight immune and are much faster to harvest because colonists don't have to replant the crops.

Delicious, delicious agave, mmmmmh.

Did you know that you can replace those sunlamps with two standing lamps side-by-side, saving your electricity bill and getting a wider grow radius to boot?
Raiders must die!

Xanting

#96
I know that trick but I prefer not to exploit the system when possible. Also twice the lights mean twice the fires from shorting in the rain.

Hunter0000

I have a similar colony I have worked on a bit in terms of restrictions:


I've not allowed myself to use: turrets, funneling, hydroponics, any 'serious' fortifications (I allowed myself that sandbag wall from the main direction of attack).

I've found playing this way to be very fun - there is a lot to play with in the combat system that gets washed away with a more chokepoint/trap type defense. Most battles begin with some sniper and rifle fire from the sandbags, then I gradually withdraw into the town and use the buildings to surround any surviving raiders. Melee in particular I've found to be very useful at tying up particularly dangerous enemies while other colonists shoot them in the back - that's how I survived my first M24 raid, lured them into town and hit them with melee and uzis.

ShadowDragon8685

Quote from: Xanting on November 12, 2013, 07:12:09 PMI know that trick but I prefer not to exploit the system when possible. Also twice the lights mean twice the fires from shorting in the rain.

Just enclose the farm area, then remove the walls. Once you've got the roof up, as long as there's enough supports, it stays up. No shorts, and your agave still grows!
Raiders must die!

Ric

Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
Concrete fireblocks around your walls are a must, or the fire will spread from the graves to the grass to the walls.

Thx, i'll add those in. It rains so much on my planet they they usually get put out before they have a chance to burn out of control :P


Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
In my experience, this is a bad idea - or at the very least, one you have to micromanage. Because if you don't, someone outside the walls on some kind of business or another will path to the deep mine canteen rather than the canteen they can reach sooner. If that person was already very hungry, they might go crazy on the way.

I'm only mining down one side of the map & my cafe is middle distance between my mining area & homebase so they pass on their way back. Works well for me anyway & I've pretty much mined the rest of the map so they can't get lost. I never let me outside my base anyway, unless there's some loose metal to grab.

Quote from: ShadowDragon8685 on November 12, 2013, 01:29:16 PM
It's my experience that if you make concrete highways outside your mountain fortress leading to it, the raiders will path down the highway. Then you can line the highway with explosive charges and graves, and wipe out the entire raid in one blast.

Not a bad idea yeh, thx. The way I have mine designed currently is they bunch up while bashing through the doors. I then set off 7-8 charges when they break through my final door & they flee almost immediately. It's a big bang...lol!
I also have an additional line infront my shooting area to catch the fleeing raiders if there is a lot of them & I want to wipe them out quickly. Although I tend to try to melee the stragglers to pick up some prisoners. I always welcome new colonists :)

ShadowDragon8685

Quote from: Ric on November 13, 2013, 04:16:27 AMThx, i'll add those in. It rains so much on my planet they they usually get put out before they have a chance to burn out of control :P

I'm pretty sure that's actually AI Director behavior to control fires so they don't gobble up your CPU in the process of annihilating an entire map.

It does not appear to be working on Randy, though. I've got a fire going big enough to grind my PC down, and he's not bringing the rain. He really is random, and isn't gonna give me a fire until the dice say he should. He's the kind of DM who plays only by the dice and lets them lie where they roll.

QuoteI'm only mining down one side of the map & my cafe is middle distance between my mining area & homebase so they pass on their way back. Works well for me anyway & I've pretty much mined the rest of the map so they can't get lost. I never let me outside my base anyway, unless there's some loose metal to grab.

Alright, well, just be aware of that. I've nearly had folks outside my mountains go stark-raving mad because of it, but I micro'd them to the nearest dispenser in time.

They would've had to pass by two canteens to get to the one they were pathing to - literally through one!

QuoteNot a bad idea yeh, thx. The way I have mine designed currently is they bunch up while bashing through the doors. I then set off 7-8 charges when they break through my final door & they flee almost immediately. It's a big bang...lol!
I also have an additional line infront my shooting area to catch the fleeing raiders if there is a lot of them & I want to wipe them out quickly. Although I tend to try to melee the stragglers to pick up some prisoners. I always welcome new colonists :)

I'm actually adapting both ideas; I'm getting a clusterfuck killbox set up with some doors, ready to blast anyone who tries to break them down. Anyone who succeeds gets to face the firing squad! :)
Raiders must die!

Ric

Quote from: ShadowDragon8685 on November 13, 2013, 04:37:20 AM
I'm actually adapting both ideas; I'm getting a clusterfuck killbox set up with some doors, ready to blast anyone who tries to break them down. Anyone who succeeds gets to face the firing squad! :)

I look forward to a seeing a picture of that :)

DarkThug

A little over a month ago, our passenger liner crashed into this forbidden moon. Fortunately, my escape pod landed not too far away from the crash site along with two other passengers. We set off and investigated the crash site. It seem the ship itself is not too heavily damaged. We started stocking our food supplies, recharge ship's energy and gather more material to put the ship back into shape. In less than a month, we encounter almost dozen travelers wander our way. How can a remote deserted moon like this has so many wanderer ? I bet they must all be a passenger just like us. All that left is to make an engine work. What I can figure out from research bench so far is how to carpet our ship in fancy color. I hope we met rocket scientist wander our way soon.




We set up a makeshift hangar around our ship. A cargo bay behind our ship is used to store any precious cargo. There are many who want to snatch our cargo from us to we have to prepare our "cargo" to welcome these unwelcome guests. 




Our ship can accommodate 12 crews (with 16 seat table ^^"). A meal after battle is always lively. Everyone will grab their nutrient paste, get together and brag about how bloody they are (literally).




This is actually my attempt to design compact starting base above ground. I end up with this design and I am happy about it. This would make a nice base for Cassandra game. Unfortunately, I'm playing Randy game. I will eventually have to dig out the mountain to accommodate larger population. I will still try to expand this ship to be truly self sufficient. 

Ric

Quote from: Xanting on November 12, 2013, 06:00:36 PM

Edit: 2 raider parties just landed on opposite sides of the town. If anyone wants to try to fend them off they are welcome to try. https://www.dropbox.com/s/tnwhvxbesw0ehbs/Fort%20Theta%20%282%29.rim

That was fun! Held on fine. Pretty nice design overall for defensive positioning. I was tempted to build a few sandbags to assist my defense but managed to resist. A few colonists needed rescued but no-one died & got 2 prisoners :)

On another note, your agave field is nice. Was it that size when you started your world or have you cultivated it somehow to grow it over that large area? i'm intrigued as it's something I've not tried yet.

williamknox

Quote from: Veneke on November 06, 2013, 04:10:19 AM
I'd really like to see what other people have done with their first proper base. This is my third base total, first two were just experimenting a small bit and realizing that you can't rush straight underground right off the bat. Unfortunately it isn't as pretty as I'd have hoped as I added to it and remodeled it as I went along. You can't see them very well in this shot but there are blasting charges all along the wall and sandbag perimeter and more blasting charges scattered along the three main invasion routes.

There's also lots of graves. Like, lots. The three graves visible in the image are my own losses, each gets their own potted plant too.

Anyway, here's the base proper.



Theres... there s a person called Knox... is the name random?