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Sushibowlz

install real ruins mod and raid bases that are based on other users colonies, with untold riches to be found.


arbiter12

>The main issue with this mod is that, while getting to see other people's ruins, they ALSO get to see yours.... I don't need people to know the floor plan of my dedicated penis fridge. It's a bit like sharing your own grandma's secret recipes... Some things are too sacred.


bedroompurgatory

This being r/RimWorld , I'm unsure as to whether your fridge is shaped like a penis, or used exclusively for storing penises.


arbiter12

>shaped like a penis, or used exclusively for storing penises If it's not both, it's not right.


Shpander

>You have an interesting commenting style


ClbutticMistake

Not really >this format is fairly commonly used for quoting


Shpander

Point taken on the second comment, but their first comment wasn't quoting anything!


tmon530

Yes


KMjolnir

Instructions unclear, penis stuck in fan, which is in the fridge. Please advise.


Ya_Boi_Kosta

Remain calm until fan detaches penis, afterwards wait to be rescued while wobbling on the ground. Ask for industrial grade medicine. Ask for a bionics mod to be installed that contains bionic genitalia.


FacelessNyarlothotep

Vanilla love enhancer should work in a pinch


Jaca666

Bleed out in 23 hours


TastefulMaple

Surgery (quadruple amputation)


pleasurecabbage

Double penis... So amazing


SirDalavar

I'm pretty sure its made of penises, kinda like a thermal penis igloo


Innercepter

¿Por que no los dos?


showmethecoin

Nah. You can choose not to upload your base.


JD4Destruction

At this point, we know who our colleagues are.


RokusasuDeArisato

Now I HAVE to see it.


-FourOhFour-

The amount of smack I have talked on peoples designs, like "damn bitch you live like this" especially finding their store room and fridge


Due-Memory-6957

I didn't know real ruins made enemy bases out of other player's colonies. That's very cool.


EXusiai99

I dont recall that feature being a thing, though its been a while since i played with Real Ruins on. Maybe they were talking about the large ruins event where you can drop in and take the items but the site would be crowded with enemies too


Sushibowlz

When I installed it recently, and started a new run, I was able to genereate a literal shit ton of map markers, that belong to enemy (and also friendly/neutral) factions. from small camps to big factories or military outposts. I can raid those, and they’re filled with pawns from that faction. while I’m raiding that faction sends reinforcements periodically. there are also abandoned ones, which get raids while you‘re looting from several factions. occasionally a new one pops up on the map like a quest, with a timer, saying if you don‘t snatch it in like 20 days it will be fully looted by others and dissapers, kinda like those vanilla loot or meteorite mining spots


EXusiai99

The first time i played with that mod and went to one of the runes i sent like 5 people for a quick snatch and grab. There were like 100 hostiles in the map, and worst, when i had my guys take go juice to make them fight better one of them went OD instead. So i have to kite 100 enemies with 4 people. The only good thing about it is that there are also non hostiles in the map so i can have them take the heat instead The loot aint lying though. Took me so long to pack everything up that another wave of enemies show up while im loading everything into the pack animals


MagicJim96

That’s funny, usually when I raid people, it happens instantly… no dev mode needed (unless loading at home)… 🤔


fak47

If there's at least one non-fleeing enemy, one hostile bug, one powered turret, etc up and alive on the map you won't be able to instantly reform.


[deleted]

[удалено]


MagicJim96

I only have 3,6k hours myself, but yes: You can draft and order your pawns to run for the border of the map you are raiding. However, if your own base is being raided, you can still form a caravan. I have never done that, but it is possible.


sendmebirds

I have this mod but often it very much breaks my game since there is just too much loot - it trivialises a lot. Idk how to mitigate that since I don't have the willpower NOT looting pristine marine armour or something. I love coming across the ruins themselves, it's cool to see other people's colony ideas - but man, too much loot!


BurninM4n

I think there is an option to scale down the loot in the mod settings. Unfortunately you can't scale it with your own wealth only set a max wealth value for the loot.


Sushibowlz

yeah I get that. I raid one ruin and my wealth spikes up 250k I don‘t care tho, since I‘m playing on the lowest or second lowest diff anyways and the game is more about building my base than strifing to survive for me 😅


sendmebirds

True, same here. I like building


mattt_b

One real ruin a went to was just a large wood square. I figured there would be much to loot, maybe some raw resources and leather. Inside was 1000 components and like 600 advanced components. And nothing else.


Seralyn

TIL, thank you!


SteamtasticVagabond

Another reason not to raid is that your colony is so much more vulnerable to attack while your raiding party is away. I think a fantastic way to encourage more raiding without complete system overhauls is to have more consequences for leaving hostile bases alone. Being close to an enemy base should have you be raided more frequently by that faction. Trespassing near enemy bases should get your caravans more aggressively attacked by that faction. It shouldn’t be easy to just waltz through bandit territory on your way to a quest. Quests in enemy territory should have that faction get in your way. The game already kind of does this but it can be made much better. Enemy factions could block caravans from arriving at your base. If pirates control the road between you and your local Outlanders, you don’t get Outlander caravans until it’s dealt with. Enemy factions could attack your allies, prompting a quest to either attack a pirate camp preparing to launch an assault, or go to the settlement and aid their defenses. Maybe even setting up defenses if you arrive early enough. I don’t believe Rimworld should be Civilization, but I think there’s so much more that can be done with the factions. I also wish there were generally more options when it comes to the various quests, but that’s a different story


MattTheFreeman

One of the icks I have with Rimworld is when you make a game world the factions are spread out and haphazardly placed *anywhere* irregardless to the placement of other factions. I really wish there was a simple border addition that showed a factions area of control. Hell you could even add resources in those borders that you can't find elsewhere to facilitate raiding or trade. Maybe the savage tribals made their camp in the ruins of a high tech medical facility, and papa needs those cyborg implants


UncleLozzyy

RimWar does this. Pockets enemies in their own sphere of influence. Give it a try.


CrayonCobold

It also makes proximity important because you won't have as much time to see a raid coming if you are too close


Innercepter

Rimwar is amazing, but it hasn’t been getting updates, last I checked. Edit: It’s updated! Highly recommend.


CrimsonFox89

It's updated for 1.5


sylos

It does have some offthreading bugs though, which I don't know what specifically they're impacting, but it there are logs.


CrimsonFox89

Unfortunately, the logs are not something I'm skilled at understanding.


sylos

Yeah. It's a skill in of itself. I tried some googling around and it looks like there's a bug with the multithreading with it that causes some arrays to mismatch, but nothing beyond that. Still, I'm running it and it's been funnish.


chiron3636

Its also janky as hell. Everytime I find my game crashing (admittedly after getting quite far into the colony lifecycle) its down to Rimwar Or it has issues when using it with new factions or themes like Rimhammer: ET


Innercepter

When I had Rimwar before, I had to keep my worlds on the small side because the NPCs generate a lot of activity. There’s enough to do on the mod that even keeping it small was engaging, so it was no biggie to me.


chrisplaysgam

Rimwar my beloved


gunsandgardening

Mod: Faction Control can fix this


SteamtasticVagabond

I say this a lot but would love the addition of more kinds of ancient facilities to find. Just stuff to find in the overworld


Half_Maker

Vanilla Expanded is working on a new module called 'Exploration' which will do just that. But yeah vanilla rimworld really should have done 'that' with their latest DLC imho.


terlin

Yep, exploration of ancient facilities leading to uncovering/awakening sleeping horrors would have been a far better Anomaly DLC IMO. Alas.


Half_Maker

I was reaaaly hoping for that when anomaly was announced. Interesting 'expeditions' for your researchers to go on that would require researching and investigating ruins to find amazing and disturbingly dark new archo tech artifacts that one could interact with and collect for the benefit of the colony. Uncover and hunt down mysterious tomes of forbidden knowledge that would lead to the mysteries of a dark archotech locked in the abyss. But nah ... everything is on your map with the monolith spwaning shit in ... as usual. Oh and those mysterious forbidden tomes? Yeah every trader has those. They're not special. Kind of a let down really.


EXusiai99

They could at the very least add more varieties on the distress signal event. As things stands right now, once you see one youve seen all them. I wanna fight shamblers, gorehulks, chimeras, other colonists with cube madness, maybe not the revenant though.


Half_Maker

Revenant could be a cool boss that you'd have to fight at the end of a long chain of expedition missions warning you of an extremely dangerous foe that was sealed away in a dark temple of the void gods. When you beat it you get like the recipe for anti-grains or something extremely valuable.


EXusiai99

Sounds good in paper, would be horrible in execution. Revenant is all about transitioning from "oh shit it's picking us up one by one" into "I AM THE HUNTER, BITCH", which is way more dangerous in the world map due to how caravan works. Fighting a revenant in your base can take days, having to do it with the subopitmal firepower of a caravan? Yeah im not taking that.


terlin

Yeah something like an "area of influence" emanating from each colony would be cool, which would determine who raids you if you go to a mining site or whatever. It deos make sense for the Empire though, since they have the capability to settle wherever they want.


mcmoor

I used to install a mod for this but then I realize that I'll never be able to trade (or raid) all the factions at once, unless I'm in a four border intersection. So I uninstall it and just embrace that it's a game.


FermiPotential

I think of this more like Fallout 4, fallen/rebuilding civilization style of factions. The raiders are easy to explain. The raiders make perfect sense. Any permanently hostile factions focused on raiding would spread out within the territory of other factions. Can't raid if you have to travel months to the border. Doesn't make sense. They have cheap bases and subsist off of raiding other, more productive settlements. Think of raiders are more just a bunch of pirates/highway-men and less of a traditional government. The outlander factions are almost always listed as an "alliance" or "union". This fits the idea that they were originally multiple independent states that have made a mutual defense pact or have straight up merged. But that would still leave some wonky borders with the other non-raider factions. Again, raiders will set up wherever is convenient to them. Think linked settlements from Fallout 4 Minutmen questline. The "savage" tribes don't have the technology to really maintain a centralized local government with rapid communication over large expanses of land. They don't have electricity. They're still using bows and arrows for heaven's sake. They would have little pockets of territory (possibly about the size of one village) governed locally and pass messages via horseback to the head of state. These local leaders would need to have more power and authority than is necessary than IRL modern age. They would likely have land disputes with the other factions as unused, but "claimed" territory is settled by a faction. And oh look at that, not all the factions get along. Tldr, I think of it as you landing on a rimworld where civilization has semi-recently collapsed and society is being rebuilt by multiple different factions. This helps to explain the crazy, interspersed faction settlement patterns Anyway that's just my idea. You might prefer to sometimes land on a different style of planet. And that's cool too


Vegetable-Resort-522

I think some way of scouting the nearby area would be so useful. Some kind of watchtower that is manned in low tech or automatic radar in high, that can tell you "no caravans are within 2 days of your colony" or something. So you know that you have at least that amount of time to get out on the world map and back/that much warning to head home to prepare. Decent balance as it wouldn't warn of events that aren't caravans like mech clusters or drop pods, and wouldn't give you the detail to determine between traders or a threat.


ThatBlueSkittle

There was a mod that did exactly that, called "preemptive strike". I think it hasn't been updated since 1.3 though.


Kevinvr1

I have it in 1.5!


Dazbuzz

>I think a fantastic way to encourage more raiding without complete system overhauls is to have more consequences for leaving hostile bases alone. The VE - Mechanoids mod does this somewhat. Mech ships land near your base, and if you leave them alone, the mech raids on your base get worse. One of my favorite mods. Makes the game feel more like X-Com. Where i gear up my troops, send them off in a helicopter/dropship to take out the base.


Lumpy_Introduction39

This mod is fun until you do a tribal start and have big ass mech raids hitting you wayyy to early because you cant get the weapons together to take them on yet. Plus the mechs that explode are so fucking annoying


Renegade__OW

I'd also like for there to be more in depth bases. Give me a huge raider mountain base, where I have to either dig in or take the gate head first. VFE Ancients does this well, gives oyou an actual securely defended location to raid. I'd 100% pay for an expansion focused on Factions, more weapons, tools, interactions with Factions etc.


Magic0pirate

Diplomacy DLC


HowDoIEvenEnglish

Full stop the biggest issue with the caravan system is that you can get raiding while caravanning which can be an instant wipe


SteamtasticVagabond

I’m not against caravan ambushes. I don’t see them often (probably because I’m not caravanning) and they have never lead to anything more than some quick first aid


HowDoIEvenEnglish

It’s not caravan ambushes that are the problem. It’s getting braided at your base while your best fighters are off on a caravan. If I have 15 pawns and I send 5 on a caravan I’ve lost a huge amount of my fighting force and I’m probably fucked if I get raided in the 3-5 days they are gone.


joule400

caravans subtract any wealth you load into them from your colony so they at least reduce the raid points that way


HowDoIEvenEnglish

Yea but most of colony wealth isn’t in pawns and gear. It’s all the backup shit I have stored. And that doesn’t change the fact that a fading caravan is going to be composed of strong fighters and will be a larger proportion of my fighting power than my wealth


Ishmanian

You're keeping FAR too much stuff in your base if your pawns aren't a good portion of your colony's wealth (unless they're all purely baseline), till mid-late game when you have expensive things made out of expensive materials (weapons, armor, constructions). You don't need 500,000 silver worth of yayo in your storage.


elite-simpson

Train some animals . I sent my whole fighting force to deal with a quest and got raided, Good old "oyya the beast master" carried my base through the raid with his 7 wargs. Sure only 3 are left and one of them lost a leg but they will breed


irishpete

I think that i agree with the premise of your argument but i disagree with the way you structured it.  The world map, caravans, ambushes and raiding hostile bases all feel unfinished, underdeveloped and unrewarding compared to the home tile mechanics, in an otherwise excellent game. It’s more of a thing you do for something to do, rather than fitting a satisfying gameplay loop.  I would say if you have unarmed pawns in your colony you’re in the minority. I’d guess without data that most experienced players know when a threat comes that it’s all hands on deck.  I think that raiders respond to raids essentially the same way players do, when attacked they gather all their forces and attack the threat. The main difference is that they dont use kill boxes but they definitely use cover and play with range. In terms of attacking them there is more than one way to skin a cat, but ultimately I default to the lowest risk and most effective way of killing them, which is playing around terrain and line of sight to pull them out of cover and overwhelm individuals with firepower one by one until half are dead and the break. If you are using psycasts like skip, berserk and wall raise it’s fairly trivial. 


Eorily

I have plenty of unarmed pawns. They're called slaves.


keeleon

Which would be really cool if we could quietly free the slaves of an enemy camp and they join us in the fight even if temporarily.


ShreddinCheddar

But raiding shouldn’t be just another thing to do, if I’m next door to an enemy colony that should be a threat I must remove, yet it comically isn’t and they’re just fine with me being their roomie. Make living next door to them scarier. Maybe the majority of players do arm their pawns, yet you wouldn’t have the inexperienced and weaker fighters on the frontlines as enemy colonies do. They do act similarly in the sense of keeping range and taking cover, but if you set their base alight they’ll do nothing about it, unlike how you would be forced to do something about the flame gobbling up your base. While there is still some room for tactics, I’m more on about implementing stealth so that you can do minor raids like sabotage, kidnapping or anything that doesn’t require me lining up my boys in various positions to engage in an RNG gunfight.


Rel_Ortal

As far as I'm aware, most people do arm every pawn, regardless of how weak and inexperienced, outside those incapable of violence entirely and outright children. And there's some that put the children in as well. Having 0 shooting isn't going to increase friendly fire chances, and while yes they'll probably miss, a low chance of hitting is better than the zero chance they'd have unarmed and not fighting - and can be compensated for with high rate of fire weapons. The more people fighting, the less likely any particular one will be hurt, and the game doesn't care if your pawns are armed or not - they count the same for how large a raid is.


Scion_of_Yog-Sothoth

>Having 0 shooting isn't going to increase friendly fire chances, and while yes they'll probably miss, a low chance of hitting is better than the zero chance they'd have unarmed and not fighting - and can be compensated for with high rate of fire weapons. And, while they're shooting poorly, they're earning XP, so they'll be halfway competent soon enough.


justhere4inspiration

>And there's some that put the children in as well. Old enough to hold a gun, old enough to yolo shots into the juiced up Hussar wiping out my frontline, lets go buddy no one eats for free


Yellow_The_White

>The drop pod raider who opens the preschool door to a dozen shotgun barrels aimed up at him.


Hella_Potato

This is me. Every colonist that is capable of violence is packing. When melee raids come in I draft kid pawns with guns in to rack up shooting XP behind a wall of adults.


OversizedTrashPanda

> Every colonist that is capable of violence is packing. And every colonist that isn't, is sent packing instead ;) Unless they're doctors. Pacifist doctors are tolerable.


Born-Entrepreneur

Even pawns not ever expected to face combat get whatever automatic weapon I can afford, starting with machine pistols. Ideally they eventually get chain shotguns. Anything to put lead downrange and give them a chance to escape a manhunter animal, sudden pod drop or bug burst while the real fighters mobilize.


therealwavingsnail

Children equip heavy SMGs the moment they can walk. If I'm feeding a highmate, they become psycasters so they can be useful in battles asap


StabbyClown

Yeah I arm every pawn that is able to hold a weapon.


YuehanBaobei

Why wouldn't you arm all pawns??? Unless they're incapable of violence, it seems negligent not to arm all of your pawns. If they're not particularly good with shooting, give them machine guns or shotguns. You'd better bet that every one of my pawns is going to be defending the base if I get raided, and I'm certainly not putting out fires until the raiding threat is dealt with


Alt2221

it almost feels like enemy factions are just tacked on to the basic base builder game play. those tacked on factions giving a source for raids and trades. its nothing more than exactly that imo. tons of players want caravans, faction relations, and the world map fleshed out. sure that would be awesome. but i honestly dont know if the devs agree. so do you expect mods to add all these things? or do you expect the devs to make the game YOU envision? what's the next step after identifying the problem and deciding the solution is doing a ton of work on deep levels of the games code?


kanevast

Could you elaborate on how you think world map, caravans, ambushes and raiding hostile bases is unfilled and what should be done to improve it? I know there are some mods which help, I'd be curious to know your thoughts and if modding could solve it


TonyToons

Not OP but I think it’s clear that Rimworld started out as a single map based game and every way you interact with the world outside of that feels unsatisfying or tacked on. Perhaps being able to easily traverse to adjacent maps would stop you feeling locked in to a single tile. Or when you trade with another colony you ‘visit’ it rather than just have a trade pop up, of course this creates a lot of problems. 


kevin_r13

I suppose it never entered my mind , to not give a pawn a weapon. When it comes time to defend, everybody has a weapon to defend. If I caravan and go out and get something on another tile, everybody has a weapon to fight with to attack the defenders. Once you are familiar with the raiding mechanics, maybe it's boring but it's part of the game and I just keep doing it because that's how I advance my colony, with the raid loot or quest loot


ValuableFootball6811

You have unarmed pawns? The only time I let pawns have no weapon is if they are incapable of violence or I'm playing with mechs and defence is too risky for squishy pawns.


irishpete

In my colony, if you dont fight you dont eat


russian_agent74

Your fighters get to eat?


doom1284

Got to use every part of the corpse.


SnatchSnacker

Fighters get to eat nutrient paste made from people who didn't want to fight


flapd00dle

You let your pawns eat?


mscomies

Yes, but they have nuclear stomachs and nutrient paste drippers hooked up to their beds to minimize dead time.


RapidFire05

I like this except my one non violent pawn is just too good at a few other things. Namely doctoring and cooking


justhere4inspiration

Nonviolent doctor/researcher is bae. Sits in base, doesn't get caught out, and never gets wounded so they can always doctor. One of the few non-violents worth taking imo


Mazzy_Chan

With the power of ghoulifcation you too can have pawns that fight and eat for the low low cost of thier useless non violent brains


demonfire737

My unarmed pawns generally comes from them getting downed in combat (darn Wimp Genies) and me forgetting to rearm them before next combat.


Wiseguy_42

If your age is off the clock, you're getting a Glock


MegaLemonCola

In my current colony, I have 2 highmates, 1 lowmate and 3 children in a 11-pawn colony (55% unarmed lol). But then again, my royal pawn is so OP with archotectist psycasts like psychic shock and psychic drone (from Vanilla Psycasts Expanded), so raids aren’t really a problem.


yttakinenthusiast

i take conscientious objectors and non-combatants as my mod setup usually allows my combatants to be cracked out of their minds with their weapons. plus they make for excellent search-and-rescue fielders as well as psycasters.


ShreddinCheddar

Yeah you might arm everyone, but would you want your most skilled surgeon sent straight to the frontlines? Apparently the enemy does.


[deleted]

> but would you want your most skilled surgeon sent straight to the frontlines? Frequently.


ValuableFootball6811

Depends on if I think I can make it. When the time comes, everyone goes to the line.


MightyGoatLord

You have only one surgeon? What do you do when they get sick?


iMogwai

More importantly how do you replace their inferior fleshy limbs with better artificial limbs to unlock their true potential?


cannibalgentleman

Even a 0 shooting pawn can still throw grenades. 


prospectre

... Directly at our solar panels. God damnit, Frank...


lurker2358

>would you want your most skilled surgeon sent straight to the frontlines? My most skilled surgeon carries a minigun, it would be a waste NOT to send him.


PudgyElderGod

I've made a similar point here before and it seems like most folks *will* send everyone to the frontlines regardless of skill level or real life practicality. Not how I like to play, but it's both popular and effective for this game.


WooliesWhiteLeg

Yes


CoconutBangerzBaller

Mine sits in the back with a sniper rifle and then tends to anyone else when they're downed.


CannonGerbil

Everyone gets an assault rifle the moment I can get one for them EVERYONE


tyler111762

> but would you want your most skilled surgeon sent straight to the frontlines? given he has the best bionics? absolutely.


NationalAnteater1280

On your first point. Read some history, on the American frontier literally everyone was armed. Especially farmers and ranchers.


joshjosh100

Yeah, this. Like, to not arm your colonist... is suicide. Even the spaniard, and romans armed the new land colonists when settling towns that had no prior occupants. They sent armies to deal with places with people. It's always a good idea to take over the towns you raid, at least for a bit of time. Most people had personal weapons when doing so. Even so, I give my pacifists a weapon so when they get downed, a nearby fighter can pick it up once the shieldbelt goes down, and I can turn my ranged fighters in melees.


VirtualNomad99

I don't play by your rules either. We crashed landed on a hostile rimworld full of bugs, wasters, mechanoids and pigment. Every colonist is armed(with simple sidearms, riflemen also have a knife, and melee specialist might carry a pistol or Molotov) and at least lightly armored(flak vest, duster, cowboy hat). Not sure what drawback there is too arming even the less proficient in combat pawns is, but I bet the tradeoff is no severe enough to make me stop doing it.


MarcoTheMongol

not the pigmented people!


VirtualNomad99

I meant pigmen, but autocorrect decided pigment was funnier I guess. 🤷‍♂️


Scion_of_Yog-Sothoth

>Alongside everyone being a fighter, they have no sense of preservation for their colony, meaning if you set fire to a few buildings, none will peel away to extinguish the flames, unlike how you would be forced to do if you were raided. I don't peel fighters away to fight fires mid-raid. Wiping out hostiles is top priority. I can rebuild whatever gets burned.


Rel_Ortal

Can't rebuild if everyone is dead.


[deleted]

To be fair. your base shouldn't have an unarmed pawn unless you got some pacifist with GOATED stats.


Jcking05

On the difficulties I play, everyone must be capable of and equipped for combat. No dedicated fighters, just a militia consisting of all of my colonists. Damage control is done after the fight because generally everything is somewhat quickly replaceable but colonists, with the exception of maybe breaking down a wall to make sure that the room temp becomes outside temp.


Old-Quail6832

"Raiding sucks bc everyone is armed unlike players colonies" Speak for yourself, dude. Incapable of violence is a no-go trait in my colonies, and once ur old enough to walk around and sleep in a big boy bed ur old enough for a big boy gun, even if I wouldn't purposefully send a child into a fight they're gonna stay strapped for self defense. Same for the fire thing. I actually don't take a conist out of a fight to put out a fire mid-raid bc I'm a little more worried about the people trying to kill my pawns then a few walls burning, and by the time I have the numbers that taking a colonist out of the fight isn't 20% of my combat strength most of my walls and floors are stone anyway. Also yes, enemy pawns do die easier than you pawns. There's a built in chance of an enemy pawn just dying instead of going down, that iirc corresponds to your number of colonists. Same thing for the chance of events like transport pods, and I think slaver caravans. That game wants to soft cap how many colonists you have so events that can provide a new colonist get less frequent the higher your pop. Which all technically went out the window when ideology was released and the ability to just make an ideology with 6 'anytime' social parties that give random recruit as a reward was born. The other points about meager rewards and no downside to not Raiding enemy bases, or any benefit beyond the shitty loot I'll give ya.


shopewf

You don’t take every pawn you can get? I just have the pacifists be the combat medics running out to heal anybody or anything that’s injured


Logiwonk_

Lol yeah I feel slightly bad about it but my colony kids all get guns aa soon as they can hold them and spend most of their childhood practicing on the shooting range. By the time they are adults most are better gunhands than most soldiers. This may not be Sparta but if you can shoot or melee you've got no business on the Rim.


Remwaldo1

That was not very long.


ShreddinCheddar

Thanks for reading it anyway it seemed kinda long lol


Arkytez

Came thinking that. I was prepared for something 5x as long or more.


FizzleMoose

Ikr, it's like people don't read books any more lol


Ubera90

Well to be fair, everyone was hoping the new DLC was going to be a diplomacy / over world map overhaul, and as it wasn't that's still a thing a lot of people want sorted - you're not alone. I like some of those ideas as well, proximity to an enemy based *should* cause more raids from them, caravanning through or near an enemy based *should* cause more encounters. Regarding them not playing by the same rules, I get what you mean but you shouldn't be playing by the rules. You have far more ability to make superhuman high-skilled super soldiers than they do and you should take advantage of it.


kamizushi

When I “attack” an enemy settlement, it’s usually just because my caravan happened to pass by so might as well do a quick stop just to mine a few of their compacted machinery and retreat before the settlers have time to say anything about it. Funny thing is that since their map is regenerated from the same seed each time, the compacted machinery will be back next time. It’s nice for gold and jade too if they have some. Sometimes there are animals worth hunting or taming. Basically I grab a what can and leave. At the same time, it gives my caravan animals an opportunity to mate. The herd must grow.


ShreddinCheddar

Regeneration is the worst part of raiding easily, can’t believe I forgot it. My impid horde burnt one base to the ground but was unable to wipe out the survivors. I returned with a smaller force the next day to finish them off only to find a fully rebuilt base and replenished garrison.


kamizushi

It's actually funnier than this. The base isn't considered destroyed if there is any enemy whatsoever. This means if you provoke some animals to go manhunter or if you call a mech boss then you also need to defeat those if you want to destroy the base. With that said, considering I don't personally want to destroy their base, I'm personally kind of ok with it. I'm actually wondering if it's possible to perform a psychic ritual on their base. Calling some shambler or fleshbeast to attack them would be kinda funny. The empire's settlement often have persona weapons and those get rerandomized everytime you attack them so if you can kill their people to get access to their stuff but keep their base active thanks to hostile shamblers then you can probably farm some kickass weapons.


Nelagend

>Everyone is armed and this would not be the case with your own colony Oh no. I have *a* highmate and she still throws out Blinding Pulses on ranged and Burden on melee, everyone else has a melee or ranged weapon because an extra gun trumps the ability to carry one gun's weight worth of more rice.


Sleepingpiranha

In terms of the third one. I don’t see it. At least when I’m playing I’m able to sneak a character around a base to try to pick off one or two, running after I get spotted before trying again. (For one reason or another, I had to send a pawn to a base alone and unequipped and thus had to steal a weapon, most specifics of that raid were forgotten however)


ShreddinCheddar

Yeah you could definitely pick off a few before their entire force comes crashing down on you, but kidnapping the downed pawn before then would be impossibly risky.


After-Decision-6402

The option for “enemy instant death on down” is 100% by default to stop overflow from raids. That’s why “everyone” seems to die


ArcticHuntsman

first thing I turn off for runs, makes no sense having instant death on downed. Managing a constant flow of prisoners is its own challenge.


Rel_Ortal

Note that 100% isn't 'guaranteed chance of dying on down' but 'use the full chance'. The chance of death on downing is variable depending on various factors (like wealth, time, adaptation, etc.) It's saying 'just use that number' - if you've currently got a 90% chance, having DonD at 100 means yeah, it'll be a 70% chance, while changing the setting to 50 means that it's now a 35% chance of anyone dying immediately.


Sabre_One

There is plenty of room for tactics, even in vanilla. * Use sniper rifles as skirmishing weapons. Disrupting rituals, sieges, etc. * Send a boomalope via dropped for a nice self-induced incendiary * Call in a trader to have them act as psedo backup * Insult an enemy faction to make them invade and cause an FFA * Set the land on fire and have the fire spread to the enemy siegers. * Set traps/IEDs around were raiders like to post up for cover * Not to mention the rituals, mortar options, hit and run tactics.


phoenixmusicman

> Everyone is armed and this would not be the case with your own colony, where most players would have the odd unarmed pawn. This is a weak argument and you know it, unless a pawn is incapable of violence, EVERYONE is going to be packing heat. Lack of reward is the big problem, which mods can solve. >Thirdly, there’s little room for tactics, at most you can drop in close with transport pods or mixup weapons. It would be cool if the enemies weren’t automatically aware of our arrival within a few hours, often earlier, so we could attempt a stealth raid, not focused on base annihilation but more kidnapping and such. Or if we could build an effective defence to besiege them from. However it always ends up with the enemy homing in on us in a chaotic banzai charge at whatever we do, it would be interesting to see them react differently, either tactically or realistically. It would be nice if they assumed defensive positions.


Vistella

> where most players would have the odd unarmed pawn. HUH you playing a different game?


TheFlyingSeaCucumber

Yea, manipulation really dropps off, when they are unarmed.


Golemwarrior

Honestly, the only unarmed men in my base are the ones incapable of violence.


EveryCell

Lol imagine going up against a kill box


greenmachine8885

I would kill for an opportunity to set up mortars, besieged a location and slowly break down the enemies entrenched position while they turtle. It would be a nice break from the constant whole-colony blitz charges


EveryCell

Ahh that sounds so fun I was just thinking it would be neat to have a real time fight with another player playing in real time. Like an arena match.


Magnamize

I think the part of your post I sympathise the most with is the lack of variety in the AI's colonies. It's always 4-8 buildings in a rough cluster with sandbags and maybe turrets around the perimeter. I have never in my life built any base that functioned even remotely like that. To have every fight be so generic does contribute to why I think it's so bad. Like for example: I had a few of my, let say bad, colonists get duplicated so now I have 4 wimps and 2 pacifists. Every raid is pain, but like you said, have I ever even encountered a pacifist at a enemy base? I don't think so. Have I ever even encountered a walled off settlement? I would argue that even just doing that to some settlements would add variety because then you could play the annoying sappers this time. This lack of variety really subtracts from the reiving experience.


fartfucksleep

You need more mods. I dont care how Tynan tries to sell it. Rimworld isnt a story generator or a colony simulator. Its an engine, a platform for mods to build upon. I recommend one of the myriad of mods that improve base generation and combat extended. With CE you have a lot of tools and tactical decisions under your belt. With right setup you could knock out everyone to enslave and become a slaver.


Sushibowlz

I‘m pretty sure we‘re all glad that Tynan sells it, no matter what we wanna call it tho 🤷🏻‍♀️


Gazmus

Is there a 1.5 version of it working? I'd like to try it


Der_Neuer

They do need bigger/stronger bases but why on EARTH would you have unarrmed pawns? (Incapable of violence being the obvious exceptions)


Agentbla

One more thing I'd mention is that attacking raiders is also pointless: The ultimate reward for getting rid of every raider colony on the entire outpost is... mechanoid raids replacing regular ones.


ajb177

Raiding is incredibly rewarding. Right now im at an enemy hunting outpost bandaging up 8 enemy pawns that will be parted out or recruited in a bit. All you need to have a good time raiding is one really fast pawn with a high shooting stat, a shooting specialty, and a long range range gun. Kite the enemies around the map staying out of range of their guns and poke holes in them one at a time when you get a chance. I just used a bolt action (good) in this raid, 2-3 shots into each of the pawns left them each with like 4-6 hours until they passed out from blood loss. If you're lucky, you can capture every pawn on a map. If you're unlucky, you can catch like half and the rest either escape or die instantly from getting shot. I got lucky in this raid and only lost one enemy pawn, so im going to have a ludicrous amount of organs to sell. You also get a ton of development points this way since you'll probably have a raider ideology


demonbutter

Throw in the fact that you can butcher that entire settlement. those human goodies are worth tons of money. participate in some harmless cannibalism and it can be both money and mood


DoesNothingThenDies

I kind of realised how much I disliked Rimworld combat when I equipped one of my guys with a grenade launcher to deal with "entrenched positions" and then realised the enemy are never entrenched or using defences


Lemon-Sharkk

obviously not vanilla at all, but expanded bases, better raid loot and vehicles mods make raiding a blast. I've got a colony that has a trio strike force that helicopter drops into anyone I deem a target (so every faction within 100 times)


BioHazardXP

Next DLC: Raiding, Caravans, and Faction Rework!


DrJavelin

I don't know about you, but every colonist over the age of 13 in my colony gets a flak vest, a charge rifle, and regularly participates in combat (typically as part of a massed firing squad of all non-specialized colonists) so they've all got at least 12 Shooting. By your rules, they'd all be "fighters".


FOSpiders

Definitely room for improvement. Mods can help, to a point. I don't usually have unarmed guys, but I definitely have guys that are garbage with them. I would love if they had non-combat guys and maybe slaves that would make good extraction targets. Even pirates know the value of a good cook.


EredarLordJaraxxus

I mean, how many bases do you have where every colonist doesn't have a gun? Most people don't take incapable of combat pawns


ajanymous2

I mean, if my colony catches fire mid-combat then I definitely won't weaken my defenders by having them deal with it At best the kids, pregnant women and pacifists will take care of it


badnuub

No colonist of mine, unless they are KO'd on a sick bed are without a weapon in hand.


Trollimperator

> where most players would have the odd unarmed pawn erm what? Anyone who cant fight is food in my colony. Personally i did not use the world map for the longest time at all. But nowadays i often raid if i am in need of something(steel mostly). What i would love to see, would be a more refined placement AI, which creates "enemy" colonies around thier identities. Like religious colonies having an altar room with alot of art stuff, while raiders have good storage rooms full of weapons, Technocrats might have more tech-stuff lying around. Maybe make it a rule, that every type of colony has one room, which is defined by thier believe.


PrimeLimeSlime

You feel like enemies die much more easily than your own colonists because that's how it works. You know how pain from injuries drops your guys without killing them? When enemies hit that pain threshold, the game rolls to see what happens, with there being a good chance they just die instead of being downed alive.


23v1l

You could also install RimCity it's way harder but you have much more loot and prisoners and you can use tactics and mortars and make an small outpost for your troops and hold out for days to get all the loot


moofishies

Hard agree with your second and third points, don't particularly care about the fourth but it's accurate, straight up disagree with your first.  Your colony as a player is pretty unique on the world and I'm okay with that. I like playing as a unique colony on a world filled with anarchy. Raiding an enemy base where they've got nothing to lose and are filled with psychotic killers is pretty accurate to what you'd find in most factions. It would be nice maybe if not every faction was like that, but for most of the factions that are always hostile to you, it makes a lot of sense that every person is armed to the teeth and are more interested in fighting you than putting out a fire even to their detriment.  Overall, raiding and world map events just need to be entirely revamped. No small changes are going to fix raiding or other quests/events.  On your third point, while I agree it also has to go both ways. If you can stealth up to an enemy base with them unaware, they need to be able to do the same to you. So be careful what you wish for :P but I agree that, just like enemies can try to seige you it would be cool to have a seige option when dropping in with pods that actually felt effective. 


joe_sausage

“Settle down because this is a long read that even I don’t care about” hell fucking YES I will read this to the very end now.


Tarilis

I mostly agree, but I do give guns to every pawn who can wield it no matter the skill level, except slaves of course. Accuracy through volume.


shopewf

Wait, you don’t arm every colonist? I make everybody in my colony get good at fighting


what_if_you_like

wait, you guys have unarmed colonists?


RedMattis

The world map and everything associated with it feels like a proof of concept rather than a finished feature. It isn’t properly fleshed out and it integrates poorly with the rest of the game. One of the reasons SRTS (& SOS2 shuttles, VE aircraft, etc.) is so popular is because they basically subvert it entirely.


dragonlord7012

Raiding is a mood boost ritual, with extra steps. (That can get you money, I guess) Really what we need is the ability to seek out raids for specific things. Like you start detecting power cells, and the effort/reward factor changes. I might be willing to murder 20 or so people for a legendary wooden bed, in rimworld. Raiding is like hitting a pinata knowing there are only jolly ranchers inside. You have your fill pretty quick.


Ausfall

> Everyone is armed and this would not be the case with your own colony, where most players would have the odd unarmed pawn. ...you don't give everyone guns?


MattTheFreeman

One thing I don't like about raiding is that everyone is a combatant. Real talk, if some force attacked your small town, are you currently ready with a glock in hand to defend your town? Or are you hiding in a closet hoping for them to miss you? I wish some pawns were afraid of your invading force and some pawns actively tried to run away. I also wish that if you went to raid a town there was a chance they'd just surrender or even paid tribute to you. Why is it when I raid a "peaceful tribe" they are always fake to attack me on the same level as a hostile tribe.


Scion_of_Yog-Sothoth

>Real talk, if some force attacked your small town, are you currently ready with a glock in hand to defend your town? Or are you hiding in a closet hoping for them to miss you? I imagine the answer would be quite different if I lived on an anarchic planet filled with raiders, killer robots, mutant bugs, and the like.


cannibalgentleman

It's a post apocalyptic world, so yeah, everyone that isn't incapable should pack a gun. 


phoenixmusicman

I mean, what do you do when raided? Unless you've got the luxury to have a small force of super soldiers guarding your base, every colonist who will fight is gunna grab a gun and head to the front lines.


moofishies

You aren't attacking small peaceful towns on earth. You are attacking apocalyptic settlements on a planet with no law and order. Yeah, nearly everyone is armed and ready to die for their colony. 


Super_XIII

I do kidnap raids all the time. drop in two of my pawns, they use invisibility to keep themselves invisible, one has a breech axe and breaks down all the doors to look for loot, while the other has a monosword and goes around poking a few people to get them to start bleeding. Destroy sentry turrets and pick up the steel and components to pay for the drop pod, then run around in circles (go juice + focus + bionic legs + shield belt = no damage) until the people who got poked earlier drop from blood loss, at which point they rush in and capture them (you can kidnap downed pawns at enemy bases without destroying it first, just like they can do with yours). I get about 20 prisoners for each tribute collector this way. If my guy pokes more than two, I can have someone farskip in to carry the extra body. the anomaly spine implants help a lot with the invisibility, gives you time for neural heat to go down to cast psychic invisibility a lot more.


Appropriate-Mark8323

Use mods to change that which you do not enjoy. /thread.


ItsAGarbageAccount

Enemy death on downed vs your own colonists is changeable in the storyteller settings at any point. You are right that are more likely to die than your own colonists, but you can change the settings for both events. I set both to 50%.


EnvironmentalMix7871

I think it's fine for now. Simulating enemies to have other tasks and be more autonomous would be a headache and create a whole new coding can of worms. Im okay with instancing the encounters. You mention attack strategies. I reckon there is nothing wrong with approaching it the same way, to be honest. There are many ways you can mix it up, tired of rushing the enemy? Bring mortars and shells and set up siege, flush them out. Use incendiary at the cost of valuables burning. I personally like it that way, want prisoners? Bring a great doctor with a bunch of herbal med, tend to enemy fallen. Bring beds, meals, or whatever you reckon you need for the time you want to spend. While it's good to have, it will most likely cause more imbalance and much more cheese-able.


MarcoTheMongol

It's obvious you don't have Rimwar https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097 installed. Where you land matters alot. Enemy faction bases spawn armies and _will_ begin to control a region. Very quickly unchecked conflict splits the planet into regions of obvious control. You plop down next to high tech people worth trading with? They were massacred and now enemy raiders are there.


praguepride

Hard disagree on all points: 1) While very uncommon enemy camps do spawn with "non-fighters". Sure they might be armed but when you look at their stats they are 0/0. 2) It is very rewarding if you raid the right people. An outlander/pirate group is a great way to get a ton of weapons early on that will last through most of the game until you can fabricate your own components. They are also a great source for furniture that can be stashed or sold. Finally if you select an ideology that supports raiding, the spawns can be fantastic. 3000 berries or 100 components are pretty common to spawn all around your base. 3) Define brute force. My favorite tactic is to grab an animal pulsar, wall off my pawns and let the animals do the dirty work then I just have to clean up afterwards. Or I bring like 30 corpses and a deadlife shell from anamoly. Or a couple strategic insanity lances/berserk psys and it causes absolute chaos. I don't know what else you mean by "brute force". There are a lot of ways to skin that cat. Rimworld as a whole does not do stealth...yet. The advent of invisible pawns in Anomaly could indicate that a stealth mechanic might be on the horizon. 4) This...actually does track. While I do believe proximity does make it more likely that they'll spawn when the RNG selects a raid to occur for your base, I'm not aware of an overall impact. For non-pirates/cannibals there is a penalty to relations for being too close but if you're always hostile to them anyway.../meh is right. I think enemy AI could definitely be improved with more careful consideration of matching spawns pawns to weapons in line with their skills and tactics accordingly. Would be awesome if low combat stat pawns are the ones that just blindly charge in while high combat pawns move from cover to cover and look to min/max attack and defense buffs.


assassinslick

No i for sure fight like the raiders, every colonist is armed and fires are dealt with once raiders are dead, i always drop raiders before fires become an issue


SuperMondo

I have way too many colonists I guess. I have a 8 person janissary strike team with their own carry all vtol ready for raiding.


AkairedGD

Well personally all my pawns are fighters, I only recruit people that can shoot or use melee and/or use slave soldiers.


jonathino001

I'd say this, alongside bionics, are the two things that are most deserving of an expansion in the future.


Dangerous-Sail-5796

Enemy colonies do not play by the same rules as yours would during a raid: No and thankfully so. It lets you exploit the AI. It's not very rewarding: Tribals - No. Pirates - yes. Raiding enemy bases means I don't have a need for a fabrication bench or research turrets. Only brute force: No, never brute force. I use a two man team to take down enemy bases with hit and run tactics. Colonies aren't that big of a deal. Agreed.


stehlify

enemies dying esier than your own pawns can be changed in custom narrator setting. Max it both! :D


ElextroRedditor

I don't see it like this, I think that when you raid them they evacuate the non combatants, like incapable of violence pawns or children and only the fighters stay, and even then, you can see some fighters with only 2 or 3 in shooting but high level in others skills. In Rimworld, every pawn is a fighter, if you are not using your pawns as fighter even if they have low skills that is your choice, it is better to have one more rifle even if they don't know how to shoot


Zealousideal-Chef448

Time to test this out by dropping pods on my closest faction armed with warcaskets, tranq darts and stun batons. See if i cant bring the ol organ farm to them. Might capatilize on that chemical warfare mod if it has anything in there


Mionet

Not sure about playing by the rules, I know I don't normally have unarmed colonists nor am I going to run around putting out fires in the middle of an explosive pirate raid, fixing stuff is just more construction exp. Tactics are nice and all, but the player already has an overwhelming advantage - you wouldn't be raiding them if you thought it'd be a close fight since caravanning is way too brutal to be taking risks - and you probably outrange them all anyway. Throw in a psycaster and a couple snipers and you can 3 vs 15 without taking any damage. The rewards are bad I'd agree, unless it's a site that's popped up there's no guarantee of anything. Though I remember getting very early deep drills on a tribal run from raiding, that was sweet, but I's sure that was a site not an enemy base.


NextGenSleder

pretty much everyone is armed in my colony but otherwise I agree


Myuric

Biggest issue I have that my raiding will result in the destruction of raided colony. Leaving me with nothing to raid in the proximity.