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I would have loved to include a storyline or something similar but unfortunately I didn't have the time to create one and since this is unpaid work I need to focus on my job and family. I just had the code for the bombardments which I created for a "Go Explore" event laying around and thought it would be interesting to direct it at the players base.
are there any method to defend my base from the rail bean?
I would like to direct you to the the first two sentences:
This mod is aimed at providing a challenge for highly modded games.
It is NOT a balanced experience!
I would have loved to include a storyline or something similar but unfortunately I didn't have the time.
I think they're talking about using the shield generators provided by vanilla expanded security to make a network of essentially high-shields
what do you mean "shield network"?
I try to make all my other mods vanilla friendly and balanced. This is not one of them.
Thanks for making it, certain aspects of it are really cool but I just wanted some tougher raiders and more of a challenge. I play on really small maps 80 x 80 and the bombardment pretty much wipes out the entire base. Hopefully I can find a similar mod which makes the raiders more challenging.
Unfortunately I don't intend to invest much more development time into a mod that was only ever created to be used by a handful of people who want to see the world (and their colony) burn.
However if you come up with more fun ideas on how to easily damage colonies, I'm open for suggestions.
If you still want to go out and kill stuff, I highly recommend my mod Go Explore.
It includes various quest-like events and the bombarded city actually inspired me to create this mod and I was able to re-use a lot of code.
I would love a way to retaliate after an orbital bombardment - maybe a mission so I can seek glorious vengeance for the bombardment. I'm not asking for anyway to prevent the bombardment, just a way to get revenge after it inevitably happens. I know this is a big ask so I fully expect not to see this added, but thanks for the mod anyway its a lot of fun (i also use your whole sparkling worlds pack and its amazing).
Hint: turrets might soak some of the bombardment. There is a (high) chance that turrets will be the primary target for the preemptive bombardment.
Unfortunately I can't easily change how much raiders will loot. Otherwise I would have cranked it up for the glitter raiders. Just opening the door to your stockpile and hoping for the best might be a valid strategy to deal with them.
I would be glad for any screenshots you're willing to share the next time your colony burns down in glorious fire from the heavens ;)
I would really appreciate option menu similar to Sparkling Worlds one and some cooldowns, as were already suggested.
P.S. Pawns playing poker near melted walls of half-ruined base was a priceless sight, but GW raiders taking a little bunch of stuff from my magnificent stockpile after murdering my entire colony actually wasn't.
You're right. Having one directly after another is not that great.
However with the protection money you at least have 24h (iirc) to come up with the money before they start bombing.
The Bombardement pattern is randomised before the raid. It either targets your turrets or simply randomly bombs your base. It will also always target your base if there are no turrets left.
There is also one last option to deal with the raid: leave them alone and let them steal some stuff. It's not a great option but a possibility ;)
The raids themselves are really nice, tho - can you be raided normally by the glittertech raiders? I noticed they don't retreat, and I guess it would be kinda anti-glittertech for them to walk in on you, so just "normal" drop pod raids with them?
Gotta remember to give you tip later, at work atm :)
As per the wrecking of my base: Well ... I think there should be a cooldown on the orbital lasers, maybe. While they are a really cool attack pattern, I am running perry persistent and just got the blackmail pay 10k silver or else thing - after I just finished rebuilding my lunch table after the last salvo.
So I'm on the "perry persistent" storyteller (mod) on blood and dust difficulty, which maybe that's just an unfortunate combination, he fires daily events pretty much.
The vanilla events expanded mod has event-dependent cooldowns, which the storyteller doesn't override - maybe that would be a possibilty for your events?
Like, have the solar flare raid on one CD and all bombardment version on another? Like, once a week, or difficulty dependent, or (best case) a mod option to set it yourself, potentially to 0 if you like having molten swiss cheese for a base?
Again, all in all this is really cool stuff!
I even outnumbered the raiders like 1 to 1.2 or something (which never happens!), and still the shootout lasted longer than any I had in like 1.5k hours in rimworld.
Personally, I think that is awesome! My stockpiles being on fire at the same time was also a really dramatic touch.
It made me seriously think about how to approach this the next time it happens, and plan some alternative responses, which I didn't have to do in a while.
So I think the raiders were really cool, honestly. This is the first time I seriously started looking at royalty's toxic melee implants - that would be a nice way to circumvent the healing problem!
I also crafted toxic grenades now(Vanilla weapons exanded), but guess what the next bombardment blew up ...
The excellent gear is actually independant of any other mod and included as feature. Masterwork is unfortunately not allowed by the base game.
How did it feel? Was it challenging without wrecking your entire base?
Then the actual raid hit and immediately popped a skipshield, which, along with their wound-healing mechanite hediff, made them take an insane amount of punishment before going down.
Running NPCbonus made it so they had excellent-quality equipment, however all the weapons (3! charge miniguns, among other things) were biocoded and they all had death acidifiers, so I got NOTHING for the entire exchange.
5/5 would recommend