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I often build bases that can transform into bunker or city in the blink of an eye i tend to have a mixture until I need to transform the base a bit
Look for a nice spot where only 1 side is attackable and dig into it.
http://steamcommunity.com/sharedfiles/filedetails/?id=833139198
In this one, I had a herd of elephants as my animal meat shields and plenty of cover to farm raiders from ;)
I'm surprised this even works against lategame raids or in case of fallout.
It's very effective in late game. It's all about reducing the number of raiders to a point where they will retreat. The deadfalls take out some and then those that follow after get targeted by the turrets, which being plasteel are very hard to destroy. The raiders will fixate on those, meanwhile my shooters can pop out of any door and snipe em. If the raiders turn their attention to the snipers, the turrets get em. Eventually they'll all die or run away.
As for fallout, you'll notice that I have a couple of enclosures full of fields and sunlamps. I have a no roofing order on that area. If there's a fallout, I remove that order and restrict a builder to the area. A roof gets built very quickly and I then have no problem producing food throughout the fallout period.
Yup, sappers are never a problem, eventually they will have to enter the killzone to get to the valuables in the Spider. I tend not to use sandbags, but rely on doorway coverage or even standing behind the shoulder of a shielded mellee fighter in the doorway if it comes to that and even then it's more of a case of snipe and duck (open and close the door) from different doorways. I can keep anyone pinned from different vantage points. The reliance on turrets is important but only so that I don't have to rely so much on the health of my pawns. I can repair/replace turrets much faster and easier than pawns ;)
I rarely get them. I usually limit my colony to no more than around 10 pawns and there is plenty of room, meal variety and recreation, including beer and smokeleaf rationing. No other narcotics are permitted.
However, of course there will be some pawns who just can't get along, despite a determined effort to develop harmony. I run a strict 3 strike policy... If they strike out 3 times, they'll go to sleep and never wake up again. This policy works to tailor a harmonious colony ;)
A 'city' configuration compartmentalizes possible damage and threats to individual buildings, but spreads your operation out and makes it more vulnerable to portion attacks. However, because of the isolated and redundant nature, you can afford to throw non-essential structures up faster and even design a town to use them as 'buffers' that can be sacrificed to attackers.
A 'bunker', on the other hand, when designed right, should already compartmentalize key areas and makes the most use of a concentrated space. It is, however, slower to build as the resources to construct it often coincide with essentially gutting a mountain. Especially if you START by going full dwarf immediately (Mining out all the rooms takes time). The generally terrible conditions you get stuck with trying to get the essentials up in this manner makes the first year survival grueling.
I chose a bunker layout myself. And I start with a cross-hallway that gives me primary access in four cardinal directions. Off of that I expand the area near the most narrow length of hall into the kitchen, workshop, and research room. (Access to the exits for rapidly pulling in resources.) The kitchen gets a huge freezer space designated, and the workshop gets a room devoted to raw material storage.
From there, I branch into the long hallways and add the living spaces for the pawns. 5x5 bedrooms for everyone with double beds. The dining room, rec room, etc, end up going in wherever they logically fit in the puzzle, and I then expand into a huge 'random junk' storage room, medical bay, and more bedrooms. After that, I usually have enough resources to start building the immediate area into a citidel. Usually a courtyard nearest the kitchen access becomes the farm.
Overall, the defensive nature of the structure is focused on most of the structure just being an impregnible mass that enemies don't bother attacking, forcing them into predictable areas where I focus on a fast counter-offensive.
As the bunker evolves and my resources build up, I build out from the citedel with a perimeter wall and stone-floor off the ENTIRE interior area (Cross no-man's land, I DARE YOU).
Then I focus on active defense systems, and top it off with an artillery fire base somewhere in the citedel area (The turrets mod that adds the devastator mortars is a particular favorite. Nothing says 'go away' like a 20 round barrage landing in your face. Actually had an invading tribe enter the map and cluster up. There were ~80 of them, I had to throw 74 of them in the incinerator. And it only took a single barrage).
And fires aren't a problem in my bunker, I don't build with wood (except interior doors), and I've learned to isolate coolers and vent them so they aren't right on the outside wall.