• Breaking News

    Sunday, October 18, 2020

    RimWorld Perfect!

    RimWorld Perfect!


    Perfect!

    Posted: 17 Oct 2020 05:39 PM PDT

    "The pirates are using clever tactics"

    Posted: 17 Oct 2020 10:52 PM PDT

    Sniper only drop pod raid

    Posted: 17 Oct 2020 10:38 AM PDT

    The ole' bait & switch!

    Posted: 17 Oct 2020 01:30 PM PDT

    Thank you Igor, Very cool.

    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

    Well, shit.

    Posted: 18 Oct 2020 02:19 AM PDT

    wanted to draw my colony's pet spinosaurus, Horace! He is 40 years old, has dementia, and his tail got destroyed in a raid.

    Posted: 18 Oct 2020 07:39 AM PDT

    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 ?

    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

    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.

    Posted: 17 Oct 2020 04:04 PM PDT

    A secret cloning lab.

    Posted: 18 Oct 2020 07:22 AM PDT

    Recently got a Switch/Animal Crossing and named it "RimWold". Decided I needed to start an AC-themed game.

    Posted: 17 Oct 2020 07:51 PM PDT

    A New Low...

    Posted: 17 Oct 2020 11:06 PM PDT

    He's havin' a great time

    Posted: 18 Oct 2020 06:51 AM PDT

    oof

    Posted: 17 Oct 2020 10:34 AM PDT

    The hubris of killboxes

    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

    submitted by /u/Fuzlet
    [link] [comments]

    may randy have mercy.

    Posted: 17 Oct 2020 02:04 PM PDT

    The house that Danger VonStorm built

    Posted: 17 Oct 2020 12:02 PM PDT

    No comments:

    Post a Comment