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Generally speaking, try not to open up Ancient Dangers until you're fairly confident you can handle anything that crawls out of them.
That's exactly why I didn't think a fully armed murder squad would have came out. Centuries old pods that likely ran out of power long ago, in a building long since ran down from disrepair and buried under mountains of rubble, that's also infested with massive man eating insects.
Who would have thought they held anything but dead bodies? And based off of other cryo-pods who would have though those people inside had more than knives? If not dead from time, at least from the insects living there. And what fool goes into cryo-sleep fully geared? Maybe if there was mechs inside or some other form of clue that the power was still running and there could have been living, angry, people in those pods. Some military decorations or anything but an empty destroyed room.
I had no reason to think that room held anything but dead bodies. I'll admit I made a mistake, but the game isn't without blame either in going against its own teachings or failing to give hints. And no, that message isn't enough. I thought I just RNGed into a poor building. Something destroyed over time to hold little to nothing based off of seeing nothing but a nearly empty room taken over by insects.
Seriously though, any pawn has the potential to spawn with any item and or health effect. Finding a berserk luci-cyborg armed with heavy weaponry only has to happen once before you rethink your decision to open any cryopod you find afterwards.
Don't answer that. It's "ancient". The rest spells out danger.
But yeah, on a serious note, ancient dangers are dangerous. Don't open them up unless you're confident that whatever's behind it, be it insects, fully biological hostile pawns with power armor, or a nest of dozens of mechanoids.
So far I opened up two of those ancient danger buildings. The first I was just messing about and it had mechs in it and felt like the place was still working thanks to those mechs defending it. That taught me that they are dangerous but can be worth it. The second building I came ready for after gearing up. It had 3-4 bugs in it. That taught me that there is RNG for those buildings and some might not have much if any loot.
You could RNG into big bad fights for loot, or you could RNG into nothing. That is what the game taught me. Then I opened the pods and got steam rolled.
It could be that I learned wrong, or the game went against its teachings. Either way I lost that save and all the work put into it. Feels like ♥♥♥♥ to lose a game like that.
If you just had all your pawns standing inside the room, then you were asking for it.
I normally play on Cassandra Classic, Builder difficulty, Reload Anytime mode.
If you lost your save, it would imply that either you hadn't played long enough to have done a manual save, or even had an auto-save (in which case nothing much was lost), OR that you're playing on Commitment mode where you can't reload previous saves.
Best to *not* play in commitment mode, while you're still learning.
As Jigain mentioned, there was a specific notification to warn you that the building was hazardous. Your previous encounters *may* have been on the lower end of the scale, but that doesn't mean all of them will be.
I don't think that you 'learned wrong' per-se, but instead that there is still more to learn. You had half-a-dozen people with armor and powerful firearms wake up on the wrong side of the bed? Next time, bring the same - and maybe some turrets placed behind the firing squad you've prepared. It may end up being 2 insects / complete overkill - but better to have too much firepower than not enough.
I normally leave ancient dangers until I'm able to arm my own people with (home-made) chain-shotguns, as its not something I need to rush. Not as though the loot contained inside is going anywhere, after all. ^_^
It's a hard lesson to learn, but RimWorld is filled to the brim with hard lessons like that. The game is overflowing with RNG, in every facet of gameplay, none of it is fair. This will not be the last time the game kicks your *** and forces you to start over, it will happen over and over, and every time you will get a little further and do a little better, until eventually you master it. Then you can start loading up with mods to seek out even more challenges. That is RimWorld.
When you break into a big room called "Ancient Danger" only to find a bunch of mechs or bugs and some high tech coffins, sure, there's some RNG involved.... but those pods were never gonna be filled with candy.
And, as Kitten said, if you don't have an auto-save to fall back on, well, that's another bad choice you made. Cheer up, though! You learned some very valuable stuff.
Open ancient danger. Deal with bugs / mechanoids.
Now the trick:
Build 1 trap to (in) ALL interaction circle (you know, where your pawn stand when opening the pod). Don't open the pods. Prepare your team OUTSIDE (build sandbags!!) of the building. (You can place some traps inside the entrance, both side. Survivors try to find cover there usually)
From outside shot once to a casket. All caskets will open, and their owners step... On a trap. 80% of them downed immediately, rest will be injured. Capture the survivors.
No,no,no,dammmit NO
You are conflating emergency escape pods, transport drop-pods, and cryptosleep chambers.
They are NOT THE SAME THING, so it's quite unfair to ask the universe to put the same things inside them!
P.s.
Martindirt posts a very sensible approach above.
Only problem: you tend to lose that nice armor to death-taint.
Try this.
Once the ancient danger is yours...
Install coolers.
Install more coolers.
Add some cold.
More coolers, maybe.
Once you can get the inside temp to below -80C, anyone released from the chambers will very rapidly develop hypothermia, and drop. Enter with your best-Parka-and-tuque guy, and strip all the downed enemies before they die.
This gives you access to a couple sets of full marine armour way,way,waaaaaay before you can built it yourself.
Spawned next to a ancient danger, big deal just don't open it. And for a bit it went fine, till someone got an infection and I couldn't heal it in time from the map not having healing plants and it taking too long to grow them. Attempted #1 to amputate the leg to save her life, failed. Attempt #2 reached 95% before death from said infection.
A little later after I recruit a couple of people and I RNG into a flash storm the burns 70% of the map. Very next day from the fires going out I get a toxic fall out. It lasts 9 days and I made every attempt to gather what food I could, but there just wasn't any. On day 8 of the fallout food storage ran dry, people began to starve, so I went after the only game on the map. A group of 3 insects. Killed them, they hurt 2 of mine, and then the others started to break. A few simply go on walks or have a drug binge, but one is downed as catatonic.
Got down to 3 people and someone goes berserk downing the other 2, then tires to smack an elephant. Man in black shows up and somehow Im still alive. Only a single person not on bed rest for one reason or another, but I gotta say it is recoverable.
This is the RNG I was looking for. This I find more fun than simply being wiped from a single mistake.
And as for using backup saves. ♥♥♥♥ that! Why bother playing a game like this if you can't lose?
or did you waste perfectly good medicines bandaging minor bruises?
Yes, toxic fallout is nasty. But no killer.
Did you start on sea ice?
Or on a one-square island in the middle of the ocean?
If your home square runs out of food, just send a hunting expedition to a nearby square.
This is assuming of course that the disaster strikes before you invent electricity.
With electricity, you just build an indoor greenhouse, and the worst problem the fallout gives is a bit of cabin fever from not getting out enough.
Jungles don't have medical herbs and once you use up your starting supply, that's it till you grow your own. A starting supply can run out rather fast if you get an early raid or mad animal from Randy Random.
Add that to the massive fire that burnt over half of the map with the other half being mountains/caves and you have a map with next to nothing just before a toxic fallout that kills everything else. Perfect timing of bad things on top of one another.