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More/as important than the colony's strength is the player experience, you can always watch some videos about killboxes and raider AI if you find it hard to begin with.
picking the storyteller that gives you time between events on a lower difficulty will let you live forever or till your pc can not handle it anymore due to population / mods / animals but this will only be a issue if you push the game over what it is ment to do aka modding population limits.
there is really no need to ever upgrade the basic weapons .. you can go on forever with the starting weapons as the bolt action rifle got the range to deal with most things ...
it is smart tho to research mortars over time tho to handle crashed mechs.
Well, you guys are convincing =)
But what about higher difficulties? It's not that I want a colony to live forever without a challenge, I just feel like there is only one type of challenge. Like a Civ or other 4X with every win condition wiped out except for "Military domination". Some games like Stardrive tried that and, well, that was really boring.
Is there some way to tweak invasions without using lower difficulties maybe? There is so much your colony can die from (famine, cold in the winter, disease, natural disasters, conflicts between colonists and such). It would be cool if all the bad stuff was equally feasible, not just combat.
The other storytellers build up in more of a gradual manner, sending regular raids (which is useful early on as it gives you new/better equipment), but you can switch difficulty and storyteller at any time, so if the raids are bothering you, just switch over to Randy for a while and you'll likely have a much different experience.
Assuming I pasted that right it'll be exactly what you're looking for. I use it myself to tweak the AI's "raid points" which is based off wealth, number of colonists, and a few other basic things. Works off some math in the mod options but you can set it insanely low or insanely high and just find whatever you like. I like some bigger fights so I upped the values a little but you could set them lower to enjoy a more peaceful time. Without lowering the difficulty level so the interesting things like toxic fallout happen.
Best damn thing about rimworld you can find a mod for nearly anything these days. And even then popping open the .xml files yourself with notepad++ lets you change things even more.
You could go here:
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller
If you open: Incidents_Map_Threats.xml
<IncidentDef>
<defName>RaidEnemy</defName>
<label>enemy raid</label>
<targetTypes>
<li>MapPlayerHome</li>
</targetTypes>
<workerClass>IncidentWorker_RaidEnemy</workerClass>
<baseChance>7.4</baseChance>
<category>ThreatBig</category>
<pointsScaleable>true</pointsScaleable>
<tale>Raid</tale>
</IncidentDef>
Specifically: <baseChance>7.4</baseChance>
Could edit this to reduce the chance way down... or to 0.
There's a few other .xml files under the same directory that you can also tinker around a bit with as well, to change raid behavior.
And as others have already said, this game is insanely moddable. If there's something you don't like or want to change, 99% of the time, there's already a MOD for it.Just have to search the workshop.
(No offense, your reply is quite helpful)
Ya know, two years later and I still have never touched the scenario editor... did not know that! Haha... thank you. :)
I've always managed to kill off the raid easily without messing around with killboxes or anything like that.
And if you controll the value, your colony has, you can easily manage enemy attacks even on higher difficulties than me(I've played on rough).
Also, you can force game setups to disable certain events, even raids too.
I don't get this turret thingy from other players, I always disliked them for blowing up, when destroyed and ended up not using them at all.
Tamed animals as meatshields are much better and only neded against swarm of enemies, not 'elite' ones with small numbers.
Humans with good equipments were never a challange after I equipped my 3 mele cyborg guys with best armors to massacre enemies, while the 7 ranged ones were supporting them from behind. When I've got outnumbered, my muffalo herd managed to take care of it easily. and against mechanoids, they kill themself by separating the scyters from centipedes just because of their walk speed. I've just killed all sciter before centipedes got even close to my base, then rushed them down easily.
"Major threats" like raids, infestations and mechanoids are the only real challenges in the game. Things like keeping food and medicine at a proper level might throw people off in their first game or two, but once you figure them out they become a trivial concern on any map, at any temperatures. Without raids you can create a permanently self sustaining base on any map within a day or two.