RimWorld
lissa_981 26 ENE 2018 a las 6:15 a. m.
how do you handle raiders?
I am starting to have minor issues with raiders, I believe this is do to my recent forays into farming, between the time/labor investment needed and the additional land to keep safe. I have been playing on a Clasic difficulty start with 3 members of a new tribe, and enjoying it mosty, I even like the raider events as a chance to get new colonists. I just feel like I am getting more deaths/serious injuries then is sustainable. I feel a bit lost in what to do, do I spend a bit of my presious time researching a particular wepon, or maybe try and buy a wepon or 2 from a trader(keep them relitivly inexpensive please), should I just break down and try 5 starting peeps to spred the work load, is ther a mod that adjusts tech lvl of raiders back (they seem to have guns very early)...
Please remember I am looking for early strats, think basic research bench not not late game ones I just don't know which direction I should focus on.
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Mostrando 1-15 de 23 comentarios
I Hate Trenches 26 ENE 2018 a las 7:10 a. m. 
make kill box with wll and dead falls. if you put up like 2-3x walls and leave a passageway 9 out of 10 ties they will go for the opening. at opoeningmake a double walled passageway filled with dead falls that alternate in zig zag(your colonits can move diagnally but raiders wont) then just have your colonists with bows etc sit at the end of the tunnel and snipe them. wood deadfls usully will knock the out vs kill them. stone or higher wil do more dmg
Woolf 26 ENE 2018 a las 7:17 a. m. 
There are many guides about how to start a colony. search them up with google. Rimworld New colony and so on. A few important tips
1. DO not gather more resource than you need. The more items/building/silver you have, the stronger raider gets. In the beginning it is nearly a linear relationship, double the wealth, double the raiders. Some people jump stragith to plant a vast field of devil strand or mine the gold, jade, uranium that they only need in the late game. dont do that. In the beginning you hardly need silver silver, gold and uranium. Only mine what you need. As soon as you have enough food, bed, cut stones and build walls to close your base in. don't jump to economy yet.
2. Defence strategy. Create a fence wall leave with only a few gaps so the raider would have to go around and enter where you like them to be. place stone deadfall traps there. These little toys are extremely effective, 2 for each kill/down. build double layer sandbage or opendoors at these locations to greet these basterds as well.

3. In terms of guns, assault rifles are what you are after. Melee pawns are for fully bionic warriers with power armor and shild in the late game.
I Hate Trenches 26 ENE 2018 a las 7:29 a. m. 
Última edición por I Hate Trenches; 26 ENE 2018 a las 7:29 a. m.
lissa_981 26 ENE 2018 a las 8:13 a. m. 
Thank you, those were just the kind of tips I was hoping for.
=(e)= Lemonater47 26 ENE 2018 a las 8:39 a. m. 
Groundpound seems to be using the combat extended mod which makes everything more lethal and accurate.

In vanilla that style of defence isn't really needed. Not to mention you'd end up going through a few raids before you can achieve that style of defence. Which all in all simply exploits the AI's thirst for blood. The AI will actually remember the location for traps in future raids (every faction has its own "memory") but if you place traps like he's placed them they are forced to walk over them even though they know they are there.



Pirates all use "midworld" tech. But they can get their hands on more high tech gear that even the outlander factions won't have in the late game. So yes even on your first raid they can have guns. In the late game you can find them with doomsday rockets, miniguns and charge rifles. Not to mention they can have melee fighters in power armour and a shield belt with a half decent melee weapon. Potentially made out of uranium.


A ring of sandbags with plenty of gaps is enough for the early game. Cover is key. Almost anything can be used as cover but sandbags make The best cover. You can then make an outer wall again with plenty of gaps which force enemy units closer. Which can really screw over Meghan pods and raiders with sniper rifles when they come along. As it means they have to close the distance which means they are forced to be engaged by more if your people. Setting up plasteel turrets around the place seals the deal. The staggered outer wall keeps everyone in range of the turrets. Sticking turrets in your sandbags and on the inside of your wall means enemies get shot at by multiple turrets instantly. A few mortars and I barely gotta risk any colonists to defend. A couple of snipers, some assault rifles, couple of shotties for people who get too close and a melee maniac to stop anyone who somehow managed to get into stabbing distance.

The best part is it doesn't slow down my people at all during day to day activities. A lot of my farms are outside the wall. They can pass seamlessly through it. Along with going hunting, mining and all sorts. Without having to be slowed down by leaping over a dozen sandbags and navigating around loads of traps which they can still accidentally step on by the way. Especially if they get pushed by another character.
I Hate Trenches 26 ENE 2018 a las 8:49 a. m. 
nope i dont use combat extended, i made that usiing dev mode as a example. i do however use dual walls or triple walls later on as it seems even if they remember the traps, instead of going through three layers of walls they take the easy route regardless. if they go for the walls i just drop a mortar on them lol




Publicado originalmente por =(e)= Lemonater47:
Groundpound seems to be using the combat extended mod which makes everything more lethal and accurate.

In vanilla that style of defence isn't really needed. Not to mention you'd end up going through a few raids before you can achieve that style of defence. Which all in all simply exploits the AI's thirst for blood. The AI will actually remember the location for traps in future raids (every faction has its own "memory") but if you place traps like he's placed them they are forced to walk over them even though they know they are there.



Pirates all use "midworld" tech. But they can get their hands on more high tech gear that even the outlander factions won't have in the late game. So yes even on your first raid they can have guns. In the late game you can find them with doomsday rockets, miniguns and charge rifles. Not to mention they can have melee fighters in power armour and a shield belt with a half decent melee weapon. Potentially made out of uranium.


A ring of sandbags with plenty of gaps is enough for the early game. Cover is key. Almost anything can be used as cover but sandbags make The best cover. You can then make an outer wall again with plenty of gaps which force enemy units closer. Which can really screw over Meghan pods and raiders with sniper rifles when they come along. As it means they have to close the distance which means they are forced to be engaged by more if your people. Setting up plasteel turrets around the place seals the deal. The staggered outer wall keeps everyone in range of the turrets. Sticking turrets in your sandbags and on the inside of your wall means enemies get shot at by multiple turrets instantly. A few mortars and I barely gotta risk any colonists to defend. A couple of snipers, some assault rifles, couple of shotties for people who get too close and a melee maniac to stop anyone who somehow managed to get into stabbing distance.

The best part is it doesn't slow down my people at all during day to day activities. A lot of my farms are outside the wall. They can pass seamlessly through it. Along with going hunting, mining and all sorts. Without having to be slowed down by leaping over a dozen sandbags and navigating around loads of traps which they can still accidentally step on by the way. Especially if they get pushed by another character.
Necrius 26 ENE 2018 a las 2:14 p. m. 
Those killing boxes and trap tunnels make me hope that AI will improve in future updates and won't fall to those. Watching videos where every player makes those is boring.
KrysisMode 26 ENE 2018 a las 3:00 p. m. 
Well that's kinda the only way to survive on higher difficulty levels. Trying an open fight with the 20-50+ late game raids is suicide or at the least going to kill multiple colonists of which you typically have about 5-10 unless you recruit literally every prisoner you get. And doing THAT will trip the AI's "player must die" code and then you're suffering from constant attacks, incidents, and even outright BS scenarios.

The only reason people can win is the fact the raiders ARE that stupid. Though Tynan's attempts at migating all that is funny to watch. It's been a weird arms race between players and dev in who can stump who.
Snippy The Rat 26 ENE 2018 a las 3:08 p. m. 
Drop Pod raids and Sappers also exist to keep you on your toes.
Giltirn 26 ENE 2018 a las 3:44 p. m. 
You don't need to use killboxes, although they do make things easier.

I personally use the following door strategy; plenty of doors with 3 spaces behind each door and a short, one tile wide, one tile long corridor outside. This is a very powerful setup as against ranged, 2 shooters either side behind the door with the door held open are in very deep cover. Against centipedes with inferno cannons it is godlike as they actually need the rocket to go through this one tile gap to hit your shooters, which pretty much never happens. Against melee it is also powerful as you can put 3 melee behind the door and they can all whale on one guy while his buddies are stuck behind him. Worst comes to worst you can just close the door.
dnrob7 26 ENE 2018 a las 4:09 p. m. 
Publicado originalmente por =(e)= Lemonater47:
Setting up plasteel turrets around the place seals the deal.

Ah... Of course.. Plasteel turrets. That stuff I have lying around.. It really does amaze me at this point that I never even considdered you could make turrets out of plasteel xD
I'm gonna have to look into that right now.. I had all but given up on turrets there :D
Última edición por dnrob7; 26 ENE 2018 a las 4:10 p. m.
Kyle 26 ENE 2018 a las 5:13 p. m. 
i think as long as you create a proper killbox and make sure to be careful of sappers or whatever they are called you should be fine in vanilla, even without all the other tips heck
Woolf 26 ENE 2018 a las 5:14 p. m. 
Publicado originalmente por dnrob7:
Publicado originalmente por =(e)= Lemonater47:
Setting up plasteel turrets around the place seals the deal.

Ah... Of course.. Plasteel turrets. That stuff I have lying around.. It really does amaze me at this point that I never even considdered you could make turrets out of plasteel xD
I'm gonna have to look into that right now.. I had all but given up on turrets there :D
Plasteel turrests are far more likely to survive the raid. Make sure to protect them with double layer open doors or sandbags. Although they do not receive cover from them, the fact that bullets would be intercepted by these objects helps the turrets to survive. Just like how downed centepeds protects their kins behind them.
easytarget (Bloqueado) 26 ENE 2018 a las 5:55 p. m. 
Publicado originalmente por Necrius:
Those killing boxes and trap tunnels make me hope that AI will improve in future updates and won't fall to those. Watching videos where every player makes those is boring.
but then you don't have to do it yourself and you don't have to watch those videos
Elementium 26 ENE 2018 a las 5:57 p. m. 
Bunkers, concentrate their number by letting a small entrance for them.

Look this for some ideas http://rimworldwiki.com/wiki/Defense_tactics
Última edición por Elementium; 26 ENE 2018 a las 5:58 p. m.
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Publicado el: 26 ENE 2018 a las 6:15 a. m.
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