RimWorld Perfect! |
- Perfect!
- "The pirates are using clever tactics"
- Sniper only drop pod raid
- The ole' bait & switch!
- Thank you Igor, Very cool.
- Vanilla Animals Expanded - Temperate Forest || Released! Link in the comments!
- this happened and a stupid idea popped into my head
- Well, shit.
- wanted to draw my colony's pet spinosaurus, Horace! He is 40 years old, has dementia, and his tail got destroyed in a raid.
- Weird bed size. I believe it’s a mod incompatibility But I can’t find which one, show how. They can still use the beds but it looks weird. Does anyone has/had this issue and knows how to fixe it ?
- [Rimworld 1.2 Royalty] Defeat Quest Mechanoid cluster without mortars
- On the Rim, Tynan had to start up a new company to get by.
- Goodbye Blue Sky - Lego, one of five original tribespeople, stands next to the grave of his wife Flamingo before boarding the ship. On board are 26 other tribe members, 6 Labradors, a tame wolf, and five horses.
- A secret cloning lab.
- Recently got a Switch/Animal Crossing and named it "RimWold". Decided I needed to start an AC-themed game.
- A New Low...
- He's havin' a great time
- oof
- The hubris of killboxes
- may randy have mercy.
- The house that Danger VonStorm built
Posted: 17 Oct 2020 05:39 PM PDT |
"The pirates are using clever tactics" Posted: 17 Oct 2020 10:52 PM PDT |
Posted: 17 Oct 2020 10:38 AM PDT |
Posted: 17 Oct 2020 01:30 PM PDT |
Posted: 17 Oct 2020 09:37 PM PDT |
Vanilla Animals Expanded - Temperate Forest || Released! Link in the comments! Posted: 17 Oct 2020 11:59 AM PDT |
this happened and a stupid idea popped into my head Posted: 17 Oct 2020 03:17 PM PDT |
Posted: 18 Oct 2020 02:19 AM PDT submitted by /u/Jacob14578 [link] [comments] |
Posted: 18 Oct 2020 07:39 AM PDT |
Posted: 18 Oct 2020 05:08 AM PDT |
[Rimworld 1.2 Royalty] Defeat Quest Mechanoid cluster without mortars Posted: 18 Oct 2020 12:58 AM PDT |
On the Rim, Tynan had to start up a new company to get by. Posted: 17 Oct 2020 11:08 PM PDT |
Posted: 17 Oct 2020 04:04 PM PDT |
Posted: 18 Oct 2020 07:22 AM PDT |
Posted: 17 Oct 2020 07:51 PM PDT |
Posted: 17 Oct 2020 11:06 PM PDT |
Posted: 18 Oct 2020 06:51 AM PDT |
Posted: 17 Oct 2020 10:34 AM PDT |
Posted: 17 Oct 2020 02:08 PM PDT I've been doing some reading lately about how raids work, and come to an interesting theory. raids are affected by a few different factors, notably number of colonists and wealth. both of these can help counter raids though, with a larger fighting force and better defenses and weapons. there is another factor though, which is a little harder to counter. raid difficulty will slowly ramp up based on a couple values that are continuously counting up, which are only decreased when a colonist is downed or dies. if your killbox and turrets are too efficient, and you never suffer any casualties, raids will slowly build in strength until that unlucky day when they break through and wipe out everyone. Clearly the best way to counter this...is human sacrifices. rather than harvest and sell captives into slavery, recruit them, possibly harvest them, and then send them on a suicide mission to punch a bear in the name of randy. if you send enough pawns with poor traits out to die, randy might show mercy and reduce raid strength. of course it goes without saying that the flashier the better. rather than a boring euthanasia, have them go out and fight a herd of boomalopes with nothing but a jade knife and drunk on chemshine. I should also disclaim that I'm not experienced enough in endgame or higher difficulties to know how important exactly it is to combat the ramp up of raids, and how much it affects things [link] [comments] |
Posted: 17 Oct 2020 02:04 PM PDT |
The house that Danger VonStorm built Posted: 17 Oct 2020 12:02 PM PDT |
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