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RimWorld - Damned Colonists in Space

Discussion in 'Strategy and Simulation' started by Tzaero, Sep 16, 2013.

  1. thesecret1 Arcane

    thesecret1
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    You can actually go full deus vult now, with the game's mechanics supporting you in it
     
    • Deus Vult Deus Vult x 2
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  2. Space Satan Arcane

    Space Satan
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    Several decent melee chars with shields and armore can hold shitload of enemies. I had 2 shielded guys with three people with chain shotguns standing behind them slaughter hundreds of insects and raiders. Eventually you will still need melee when raiders begin placing mobile shields. And two snipers can wipe almost nany siege. Just kill two or three siegers.
     
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  3. 0wca Learned

    0wca
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    NICE a new Rimworld expansion. Royalty was a bit lacking but this looks fucking cool, especially if the cars are drivable.

    Definitely see a Mad Max mod coming from this expansion.
     
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  4. DDZ Red blood, white skin, blue collar Patron

    DDZ
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
    Man I am so excited for this, one of my most fun times playing Rimworld was with the Lovecraft mods and having my colony worship all kind of shit.

    Every expansion for Rimworld is just mod functionality rolled into the game, which is 100% fine to me, saves me a lot of performance and compatibility issues.
     
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  5. Space Satan Arcane

    Space Satan
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    Two days
     
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  6. Space Satan Arcane

    Space Satan
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  7. Demo.Graph Learned

    Demo.Graph
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    Last edited: Jul 21, 2021
    • cuck cuck x 3
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  8. Fedora Master Arcane Patron Edgy

    Fedora Master
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    upload_2021-7-21_1-33-27.png
     
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  9. Jonathan "Zee Cat Savant

    Jonathan "Zee Cat
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    [​IMG]
     
    • Funny Funny x 6
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  10. Hellraiser Arcane

    Hellraiser
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    Eh, all you need is one or two sniper rifles to do some skirmishing with the siege team. Usually it is no problem to try to snipe the mortar guy before he finishes the mortar. And if they assault after you score two or three kills, you just run back to your trenches luring them to the kill zone and kill them like any other raid.

    Or your use your own mortars, looted from a prior siege.
     
    Last edited: Jul 21, 2021
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  11. Kruno Arcane Village Idiot Zionist Agent Shitposter

    Kruno
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    I created a Feminist colony and it had failed. :(
     
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  12. Space Satan Arcane

    Space Satan
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    I like reading RimWorld patch notes sometimes
     
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  13. Fedora Master Arcane Patron Edgy

    Fedora Master
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    upload_2021-7-30_10-24-31.png

    (I did not make this. It's a random religion.)
     
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  14. Niggerino Scholar

    Niggerino
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    This thread is surprisingly dead, isn't anyone playing ideology?
    I'm trying it out for the first time with my favorite scenario, surviving in the coldest place i can find.
    Show Spoiler

    [​IMG]


    And this is the ideology that's supposed to help with that.
    Show Spoiler

    [​IMG]

    The plan is to rush a thermal vent and build a shelter around it just to have a place to stave off hypothermia. Then get some energy production and heaters and start drilling into the mountain establishing a food source quickly.
    The first colony ended in 1 minute, everybody froze to death before managing to do anything so i had to scenario edit in some parkas. Second and third colony died because of bad mood induced tantrums and freezing to death.

    Fourth colony was quite successful, unfortunately I had a manpower shortage and mechanoids started invading eventually killing me off. Fingers lost: around a dozen
     
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  15. Stavrophore Kalin was right all along. Patron

    Stavrophore
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    Strap Yourselves In
    Maybe just lower the difficulty?
     
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  16. Niggerino Scholar

    Niggerino
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    Absolutely not!
     
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  17. Niggerino Scholar

    Niggerino
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    Forgot to mention what ended my last colony. It was a breach raid of one termite and two scythers. The damn termite had to be intercepted but the mf is so tough it took me a long time to take him down and the hypothermia started to set in. The scythers easily finished the job.
     
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  18. Seigneur Locklear Savant

    Seigneur Locklear
    Joined:
    Sep 25, 2013
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    I played it for a while upon release and was going for a comfy mountain base, but the frequency of breach raids and them raping my mountain until it stopped existing just kind of got tiresome to deal with. I'm also waiting on some miraculous mod that will mitigate the wealth scaling system bullshit. Yes I am aware of combat readiness but it behaves weirdly and doesn't really perform what I want it to do e.g. don't let fucking floors scale up the wealth exponentially.
     
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  19. Niggerino Scholar

    Niggerino
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    I see, it was the floors fault. I guess you have to live in dirt until you have an augmented army ready to go.
    Having your mountain raped until it stopped existing sounds awesome. :P
     
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  20. whydoibother Magister

    whydoibother
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    I'm playing the multiplayer mod with a buddy, but on 1.2, since that was the stable version when we started and he doesn't have the DLC.
    Might move on to Ideology when we are done, if the multiplayer mod is stable with it. My singleplayer attempts with a rancher tribe that refused to go high tech was fun, if doomed.
     
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  21. Niggerino Scholar

    Niggerino
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    It's time for another attempt, this time on a flat piece of frozen hellscape with an average temperature of -90.
    Show Spoiler
    [​IMG]

    To deal with this inhuman situation i designed this ideology:
    Show Spoiler
    [​IMG]

    "High life" and "Pain is virtue" are to help the colonists cope with their sad situation. Maybe we can export drugs at some point?
    Transhumanists for the unique buildings and human primacy to boost production.
     
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  22. Jonathan "Zee Cat Savant

    Jonathan "Zee Cat
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    https://steamcommunity.com/sharedfiles/filedetails/?id=1722803450&searchtext=wealth Oh hello there, may i be of service.
     
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  23. Demo.Graph Learned

    Demo.Graph
    Joined:
    Jun 17, 2018
    Messages:
    410
    Last time I've played I've almost finished developing my space cowboys into a vault city. I had half a dozen buildings made from limestone and finished segregating pops into two stratas: citizens in uniforms colored according to their jobs and captives in rags slaving in the fields and on the frontline.
    I found that I began to get bored of endless little raids that distracted me from building and roleplaying stuff... and anxiously looked at machine raids that began to occur more and more frequently. Because they would become even more of a distraction from the roleplaying, they would force me to turn the village into that retarded killbox fortress and because having robo zergs everywhere is stupid from world coherency point of view.
    So the save had slowly died. It was even before the Nobility DLC. As far as I can see, the mechanics slowly move the game away from DF and in a direction of roguelike and don't find it that appealing in this case.
     
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  24. whydoibother Magister

    whydoibother
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    Good luck defending against mechanoids with killboxes. They outrange everything, and are happy to just shoot at your walls and make a hole. Often they come with some mood disrupting ship chunk, so you have to go to them, not the other way around.
    Mechanoid events actually are specifically anti-killbox and keep me honest about it, and one of my favorite stories in Rimworld is my primary colonist getting her spine destroyed in a mech raid, and me spending 2 years feeding her in her bed until I can get her a bionic spine. I don't know what kind of "roleplaying" you are doing that would be disrupted by colonists taking damage or dying, for me it makes it more immersive.
     
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  25. Jonathan "Zee Cat Savant

    Jonathan "Zee Cat
    Joined:
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    Mostly use droids in my colonies, 0 fucks given if one dies, there's always more from the assemble line :neveraskedforthis:
     
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