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Best way to deal with centipedes is with good shooters and sniper rifles.
Best tactic for dealing with raids are kill boxes. Look it up on YouTube for an idea of what those are.
Also vanilla turrets suck, they are a little better or were better in the 1.0 unstable test branch, but I prefer 2 mods that add turrets, "more vanilla turrets" and "project moot fox".
Also "Ed embrasures" is a good mod.
Also traps made out of granite are wicked on anything that steps on them. They only work 80% of the time but damn they hurt when they do.
My strategy was moving from cover to cover, manual drafting with 3 pawns. I was at tribal stage that time but Randy decided to send down a psychic ship which pops out a centipede when we shot it.
It is best to deal with any scythers that may have spawned with it, their quicker speed can screw this up. Multiple centipedes can be handled in this way though, just herd them together and keep up the tactic until they succumb.
I will often leave mechoid ships alone to deal with other invaders for me.
If it's winter or the ship is far away I don't worry too much about poison ships. I shoot the ship to activate it and let raids deal with it.
For psychic ships, I remove all non deaf or dull colonist to other bases and buy foil hats. Psychic ships are one of the best defences for my colonies in the game. :)
My efforts resulted in a dead colonist, that was one-shot by them, and being unable to reclaim his gear as the others got hurt pretty bad trying. I decided to leave them alone. Alas, the game ended badly and I started over.
Looking back I could have tried to mine a winding tunnell and mine out blocks in a way that provided cover for a group. But only having a bolt action rifle and a couple revolvers, it was probably best to leave them until later.
I leave them alone in less they attack, and prevent colonists from going to that area.
this ancient ruin is not made for early game. it made for the middle of mid game
Thrumbo horn that is...