Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Against animals this is a fair strategy imo because they aren't as smart (although they could be smart enough to stay away but well, AI and stuff...). But when a tribe raid is just standing in front of them and let themselfs get slaughtered it feels kind bad.
I'd also be willing to do some coding myself (I have decent C and C# experience), altough I don't really now yet how RimWorld and it's mods actually work. Also I am in my exam phase so there really isn't that much time to do stuff like that.
But this mod shouldn't even to something to the AI. Hence drawbacks for using these are the best option.
Them acting as vents would be one idea. This does at least affect extrem temperature enviroments. So they can't shoot from well heated(/cooled) room all day long.
There'd have to be some kind of breeching/avoidance mechanic for balance, I think. (Of course, if the enemy could mitigate these entirely, then what would the point be of building them into a base? Getting a fully defensible base is hard, but once it's up it should be difficult for people to attack too)
They could even set up shop outside of the base and begin building a mortar or something, perhaps if the raiding party is from a faction which has done this a few times and plans ahead by bringing muffalo along for the attack.
Apart from them to act like vents and reduced visibility maybe material type could come into play i.e. wood walls block line of sight but do not offer full cover from gunpowder based weaponry above a certain calibre as really anything maybe above .22 can penetrate wood.
This then makes it scarier in the early game as it prevents complete turtling with cheap materials, but the stone variants and the walls should have an increased material cost meaning setting up meaningful quarry production.