New Player Looking for Tips

Started by RaidingHamster, November 04, 2014, 10:30:38 PM

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RaidingHamster

 Hey I am Hamster. I am new to Rimworld. Atleast the game. I have watched over 2 days in videos #nolife. I am looking for tips for my first colony and would love to here some.

Coenmcj

First of all, welcome to the forums!

Alot of rimworld is about finding your playstyle, I'd recommend playing a game on Cassandra Classic on 25% Difficulty or so, so you can learn the ropes.
You'll still have Hostiles coming your way, But more leisurely than what you may of seen in the videos.

one tip would be setting up a place to sleep and food as soon as you start, those rations don't last as long as you would think, and just having a roof above their heads helps keep them sane when the new colony optimism wears off.

For the farm, use berries as you don't get a raw food mood debuff off of them,
that's what I can think of off the top of my head, so Good luck and again, welcome to the forums, enjoy your stay!

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

Wex

Don't overbuild turrets. Raid strenght is directly related to the number of turrets you have.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

BugPowderDust

#3
    Welcome from an mostly newb player :)

    Here's some things I learned the hard way:


    • You don't need to lock the doors on a room marked as a prison  ::)
    • Don't put a nutrient paste machine or batteries outside. Apparently electricity doesn't play well with water  ;D
    • Mech scythers especially like to sit *just* outside the range of your turrets and snipe them. Design your defence so they can't

    Just some for now, hope these help

REMworlder

Quote from: Wex on November 05, 2014, 02:21:36 AM
Don't overbuild turrets. Raid strenght is directly related to the number of turrets you have.

I think this was changed in Alpha 7, so raids now are based on amassed wealth.

Wex

Quote from: REMworlder on November 05, 2014, 06:16:21 AM
Quote from: Wex on November 05, 2014, 02:21:36 AM
Don't overbuild turrets. Raid strenght is directly related to the number of turrets you have.

I think this was changed in Alpha 7, so raids now are based on amassed wealth.
You are telling me I was restraining for nothing?!?
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

REMworlder

#6
 Â¯\_(ツ)_/¯

QuoteMay 9
-Created basic colony wealth counter and colony recent damage record.
-Created statistics overview page.
-Rewrote storytellers to drive raid strength off colony wealth and recent damage taken, with colony combat strength as a secondary factor.

But for some tips, here are some things that may not be immediately obvious:
-Cowboy hats give a +10% social modifier.
-Wood beds are faster at restoring rest than stone beds.
-You can mouse over enemies, while having a unit selected, to see the probability of shooting the enemy.
-Sand bags don't give turrets cover. But (I think) rubble and stone dumped on dumping stockpiles do.
-If you incapacitate -- but don't kill -- a scyther you can remove its undamaged arms and use them as prosthetics.

Also:
-Manual priorities are a great way to help your colonists focus on their best skills. Skills slowly degrade past lvl 10 when not put to use.
-Keep fire in mind when building. My early colonies all went up in flames due to raiders+wood walls+power lines. Rain only helps when roofs aren't in the way.
-When you get the chance to buy cheap medicine, usually from combat sources, buy as much as possible (eg, all of it). Running out of medicine and being unable to properly treat colonists causes Bad Things to happen.

Kubouch

Quote from: REMworlder on November 05, 2014, 11:32:19 AM
But for some tips, here are some things that may not be immediately obvious:
-Cowboy hats give a +10% social modifier.
-Wood beds are faster at restoring rest than stone beds.
-You can mouse over enemies, while having a unit selected, to see the probability of shooting the enemy.
-Sand bags don't give turrets cover. But (I think) rubble and stone dumped on dumping stockpiles do.
-If you incapacitate -- but don't kill -- a scyther you can remove its undamaged arms and use them as prosthetics.

Wow, I didn't know many of these!

I would add that using fertilizer pumps can be useful when you need to get rid of marshes or pools.

Headshotkill

I think it's important that you discover the game for yourself and at the same time create your own style. Will you dig mountain-bases or go for open colonies, and there are many more decicions like that you can make.


Cimanyd

Quote from: REMworlder on November 05, 2014, 11:32:19 AM
QuoteMay 9
-Created basic colony wealth counter and colony recent damage record.
-Created statistics overview page.
-Rewrote storytellers to drive raid strength off colony wealth and recent damage taken, with colony combat strength as a secondary factor.
May 9 is a little earlier than Alpha 7. :P
This is part of A7 though:
Sept 5
  • Rebalanced storyteller to pay more attention to population and less to wealth, and to ramp up slower.

Something important for new players (all players, really) is the info ("i") button on things. Especially people, and things made of stuff (structures, apparel). Click it, and you can see stats in the stats tab. Click on a stat, and you can see why that stat is what it is.

With things made of stuff, you can see that every thing has some base values, and what stuff it's made out of affects that. Wood structures have 50% as much health, stone structures have 240% as much health, walls have a base health of 225, that's why a stone wall has 540 health and a wood wall has 112 health. There are other things. Stone structures aren't flammable. Gold structures are very beautiful. There are some things specific to certain structures. Stone doors open slowly, wood doors a little more quickly than others. Stone beds are a little less restful than others.

With people, you can see a lot of stats about them, and what health-related things, traits, and skills affect those stats. For example, what sight affects (almost everything) and how much (it varies). Sight is most important for combat and doctoring. You can also use this to compare numbers. Is your cataracts doctor better or worse than some random colonist with a not-a-doctor 3 medicine skill? You might end up having the doctor leave the doctoring alone until you can get him a bionic eye.
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.