RimWorld

RimWorld

ZeroEffort May 26, 2019 @ 1:34pm
Prisoner rescue mission
Got a prisoner rescue mission from a passing caravan and set out forming a caravan to go to the place, the details for it are 1 prisoner, two automatic turrets and a mortar but as soon as my party load on the mission area they get insta killed by the mortar. I cant outrun the shoot as it fires as soon as I'm on the map and it dosent matter which side i spawn in. Anyway to handle this instance of not dying striaght away as i cant outrun the shell and standing still dosent mean it wont fire any reccomendations to fix as the only problem i can think of is some mod installed which may give a differnt shell hence the massive explosion. Any thoughts or fixes?
Originally posted by Preechr:
When your travelers reach their destination, the game pauses. I used to have a bad habit of unpausing, then clicking the button to show the encounter map. Not sure why, but that click got more than a few colonists and animals killed from mortar fire. Leave the game paused until the map loads and you have had time to sort out what's going on and form a plan of attack.

If the mortar guy has already launched a shell, look for it on the map. You can see the shell itself. Figure out where its going and get out of its way. That guy on the mortar is your primary target. Position your best shooters out of range of any turrets but where they can get to that guy. You did give them long range weapons, right? Once the mortar guy is down, you can draw the bad guys out from a distance by shooting them in the face, which makes them mad.

Without weapons mods, there should have had to have been a guy manning the mortar. They don't just fire themselves (unless they do.) Inspect the bad guys to see what they are doing and what their gear looks like. Check out the shells sitting next to the mortar and what its loaded with. Usually they use incendiary shells. Batman and Elvis agree that only fools rush in, so you kinda gotta respect that.
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Showing 1-9 of 9 comments
Raymond May 26, 2019 @ 1:58pm 
you gotta give us more information like your mods and your caravan cause when I go mission site with bandit mortar they always walk around before they man the gun.
martindirt May 26, 2019 @ 2:17pm 
Yup.
As YariMurai told. Bandits always wandering till you attack them, and they need time to man the mortar. + its Impossible to don't be able to outrun the the mortar shoot....
Maybe automortars or some turret mod? But enemy camps usually has only vanilla defence, as I'm experienced (I'm already requested for mod to change enemy camps to use modded furnitures / defences) ....
Last edited by martindirt; May 26, 2019 @ 2:20pm
stevasaur May 26, 2019 @ 2:26pm 
Originally posted by martindirt:
Yup.
As YariMurai told. Bandits always wandering till you attack them, and they need time to man the mortar. + its Impossible to don't be able to outrun the the mortar shoot....
Maybe automortars or some turret mod? But enemy camps usually has only vanilla defence, as I'm experienced (I'm already requested for mod to change enemy camps to use modded furnitures / defences) ....

I've definitely seen modded turrets/mortars at bandit camps and stuff, but I think they have to be manually added to the vanilla factions in order for you to get e.g. Shredder Turrets at a Pirate Base. But I've seen Federation (Rimsenal) bandit camps with plasma mortars, so I know it's possible to have non-vanilla turrets.
williamungus May 27, 2019 @ 4:26am 
There's the cheat menu at the top so you can litteraly destroy the mortar.
martindirt May 27, 2019 @ 5:58am 
Originally posted by williamungus:
There's the cheat menu at the top so you can litteraly destroy the mortar.
Not everybody playing dev mode ("cheat menu") permanently turned on...
But true. You can destroy that mortar via dev mode.
TC May 27, 2019 @ 2:53pm 
Give them shields and drop them when you are in range.

Use a psy shock Lance to disable the pawn that holds the canon

For the turrets attack at night. And aim at the battery's. Or use a mortar as well. You can carry one in your inventory.

Against turrets you can also lure the pawns out.

Against the turrets shields are also very good.

Good luck
ZeroEffort May 28, 2019 @ 5:24am 
When i loaded on the map mortar wasn't maned, i'll look at the mods i used and post them in a sec but i decided to reload before i sent the crew out there but i'll probs get the same issue again. All i remember about the mission was that it was a prisoner rescue that i got from talking to a person at the caravan at my base and paying for information on it. And about my caravan I've just started so i don't have any good items just food and 2 people. The main mods i have installed are :RimQuest, Rim of madness, Cult of Cthulu, Lord of rims, Genetic Rim and other lesser mods which i don't think are that important like a management mod ext... Looking at my mods installed tho i don't have any military style mods so its not like it fired off a crazy nuke or something. I'm gonna keep taking quests and if i run into a similar issue i'll give more information on it. Anyways cheers for the help didnt think i would get a response, sorry if i havent been able to tell enough if i see more comments i can see what else i can find out, but thanks for tips with how to handle didnt know i could do the stuff said with how to handle mortars ext...
believor in Prawn May 28, 2019 @ 7:25am 
do you have automortars or glitter tech installed?
i heard glittertech has an op cruise mortar.
The author of this thread has indicated that this post answers the original topic.
Preechr May 28, 2019 @ 7:43am 
When your travelers reach their destination, the game pauses. I used to have a bad habit of unpausing, then clicking the button to show the encounter map. Not sure why, but that click got more than a few colonists and animals killed from mortar fire. Leave the game paused until the map loads and you have had time to sort out what's going on and form a plan of attack.

If the mortar guy has already launched a shell, look for it on the map. You can see the shell itself. Figure out where its going and get out of its way. That guy on the mortar is your primary target. Position your best shooters out of range of any turrets but where they can get to that guy. You did give them long range weapons, right? Once the mortar guy is down, you can draw the bad guys out from a distance by shooting them in the face, which makes them mad.

Without weapons mods, there should have had to have been a guy manning the mortar. They don't just fire themselves (unless they do.) Inspect the bad guys to see what they are doing and what their gear looks like. Check out the shells sitting next to the mortar and what its loaded with. Usually they use incendiary shells. Batman and Elvis agree that only fools rush in, so you kinda gotta respect that.
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Showing 1-9 of 9 comments
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Date Posted: May 26, 2019 @ 1:34pm
Posts: 9