RimWorld
Alpha Animals pro-tip
If you're starting a lost tribals faction or a Naked run through take a few moments and survey the map. If their are raptor mantis, restart until they aren't there. Raptor Mantis are too strong to spawn in groups of three and they almost always do. What happens is they end up eating all the smaller wildlife pretty quick and then start to hunt your pawns, starting off with nothing it's a death sentence.

You could try pinning them in somewhere, but keep in mind they will break down the walls.

Just to be on the safe side I would go ahead and outright remove them in the mod settings for such starting conditions and then re-enable them later on once you feel like you're ready. Extremely useful War beast though, would advise you to use them along side kill for me. Can stop smaller raids starting off all by themselves and be really good distractions for the big boy waves and hopefully bring a few down in the process.
Écrit par Sarg Bjornson:
Astasia gets it, the whole point is that they make the game more challenging. Not HORRIBLY challenging, but they are certainly balanced to make everything harder.

The options are indeed there to remove them from certain situations if they prove too hard. In this case, they are too powerful for tribal starts.

If you really want to suffer, do a tribal start in the Feralisk Infested Jungle. THAT's masochist mode :)

Also, Silverbird... huh, what an incredibly uninspired name
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Affichage des commentaires 16 à 30 sur 36
tiagocc0 a écrit :
Silverbird a écrit :
I just don't understand why OP is complaining about MOD BALANCE the public forum.
Like, you opted to screw up game balance by installing mods in the first place, get used to it.

He is not complaining, he is giving tips so if anyone try it or gets interested in trying would know before hand what to expect.

Also, no kink mod shaming.
I will mod shame as is necessary xP
1.1 adds 9 new animals bringing the total up to 61.
No need for animal mods. If you like it or if you're really that bored already then you do you, but out of all the popular mods I looked into not a single one was balanced (rimfridge is probably one of the worse contenders, since you can just throw a freezer in the middle of a desert and it magically works).
Oh yeah, balancing is probably not a concern for most, I usually use mods that makes life a bit easier on one side but difficult on another, like making combat more difficult while having some base mods to help alleviate some things I don't like, which is huge warehouses to store things.
Bouncer 23 févr. 2020 à 17h41 
Silverbird a écrit :
tiagocc0 a écrit :

He is not complaining, he is giving tips so if anyone try it or gets interested in trying would know before hand what to expect.

Also, no kink mod shaming.
I will mod shame as is necessary xP
1.1 adds 9 new animals bringing the total up to 61.
No need for animal mods. If you like it or if you're really that bored already then you do you, but out of all the popular mods I looked into not a single one was balanced (rimfridge is probably one of the worse contenders, since you can just throw a freezer in the middle of a desert and it magically works).

Are any of those 61 animals spiderlike beasts that shoot webs or giant beetles that can be pack animals?

Checkmate.

On a serious note you oughta take a look at Allowtools. Excellent QoL tool. But yeah all the popular mods are either OP or QoL. There ain't much balance in mods.

Alpha Animals is quite balanced though OP is just kinda sucky at the game.
Astasia a écrit :
So make pathing in your favor, and prevent them from avoiding them. You build a wall with one path in, filled with traps. Use doors to get in and out and access the traps safely. Animals and most raiders are forced to walk through the traps. You can set this up on day one using just wood. 60% resistance doesn't matter, that's only 30% damage reduction, so build 30% more traps.
The problem there is I always start off tribal and build from there. By the time the Raptor Mantis eat everything I usually don't have enough steel collected to build steel traps, wood does a lousy 45 sharp damage (Which mantis shrimp have a decent resistance to out the box) Getting just one isn't usually the problem, I'll be down most of my colony for a while and risk a tantrum spiral, but I can deal with it. (If everyone is incapable of moving due to blood loss or pain, it doesn't really matter if someone loses their ♥♥♥♥.)

I don't mind Mantis Shrimp being the kings of the tropical jungles, I just don't like how three of them always seem to spawn together. It feels like overkill. But to be fair I also never really noticed in 1.0 since I had the animal breeding mod as well, there was always a huge supply of herbivores for them to hunt, all I had to do was just not bother hunting in what ever part of the map they were "Nesting" in and hope they don't start hanging around directly in front of my base, from my experience when a predator starts to do that it means they are about to try and hunt someone anyways.

Usually I'll just go through once my colony is stable mentally and mass purge at least half of the predators. Can't really do that with Mantis shrimp.

I suppose the only real avoidance would be setting up sacrificial animal pits, but I'm not sure that would stop them from targeting your pawns. That element seems to be completely random. Seen predators who could easily kill elephants avoid them and try to attack one of my pawns instead. Could just be examples of god (Director) hating me?
Bouncer a écrit :
Silverbird a écrit :
I will mod shame as is necessary xP
1.1 adds 9 new animals bringing the total up to 61.
No need for animal mods. If you like it or if you're really that bored already then you do you, but out of all the popular mods I looked into not a single one was balanced (rimfridge is probably one of the worse contenders, since you can just throw a freezer in the middle of a desert and it magically works).

Are any of those 61 animals spiderlike beasts that shoot webs or giant beetles that can be pack animals?

Checkmate.

On a serious note you oughta take a look at Allowtools. Excellent QoL tool. But yeah all the popular mods are either OP or QoL. There ain't much balance in mods.

Alpha Animals is quite balanced though OP is just kinda sucky at the game.
Never said AP was op, just said the amount of effort required for a tribal player to overcome the mantis shrimp is better spent reloading until they aren't there. Too much of a hassle to deal with them when all you got is basic wooden tools, little means of armor, no real traps to speak of and still getting the rough blue-prints for your colony built.

Did think about setting up a "Helter" (Human Smelter) by letting temps reach dangerously high level in a geyser cooker, luring them in front of it then having someone open the door, but I'm pretty sure physics in this game are too basic for anything like that. I'm wanting to say the second you open the door the internal temps would rapidly drop to external temps, also fairly certain that "Hot air" doesn't actually exist in the capacity that I could use it as a weapon. I suppose one could set up a raging inferno inside of them, but i doubt the fire would instantly spread out the open door, nor do I think it would really do anything to them.

Plus that would be a lot of steel thrown away for an epoch that can't really afford to waste it.

Edit: Nevermind about the steel bit. Forgot Steel burns in base Rimworld (For some reason...) and I'm pretty sure the 1.1 update for metal doesn't burn isn't out yet, if it is, what I said above still stands. If it melted that's something I could use, a sea of molten iron would really give the over-grown crawl-dads a run for their money.
Dernière modification de MonkeyMummyMoney; 23 févr. 2020 à 23h37
Silverbird a écrit :
but out of all the popular mods I looked into not a single one was balanced (rimfridge is probably one of the worse contenders, since you can just throw a freezer in the middle of a desert and it magically works).

It's a useless mod designed mostly for casual players. You can easily refrigerate any room without any mods and using just basic tools, even in the middle of the desert.
tiagocc0 a écrit :
Oh yeah, balancing is probably not a concern for most, I usually use mods that makes life a bit easier on one side but difficult on another, like making combat more difficult while having some base mods to help alleviate some things I don't like, which is huge warehouses to store things.
Combat Extended? Was looking into using it, but heard it doesn't play well with like anything and most mods don't have support for it out the box, even read some authors were refusing to support it themselves.

Edit: typed combat evolved the first time, been playing halo a lot here lately..
Dernière modification de MonkeyMummyMoney; 23 févr. 2020 à 23h44
tiagocc0 a écrit :
Aaronthelemon a écrit :
Youre aware this mods settings lets you pick and choose which animals are enabled.

He did say in the first post "Just to be on the safe side I would go ahead and outright remove them in the mod settings for such starting conditions and then re-enable them later on once you feel like you're ready. "
Sad part is I would prefer not to remove them, I would of liked to drop the spawn groups to one or two, but you aren't given that option sadly...
Artaniz a écrit :
wall > door >wall> door a small square of this with traps by the walls small room with door at end of it . aggro run through doors which are not adjacent to trap tiles and into panic room allow badguys to follow you through the only path in the previously mentioned trapped tiles , profit .
Again, only wood... wouldn't work. might kill one, but you got two more to deal with and your likely wooden panic room wouldn't last but a few seconds, with out embrasures to shot out of you would just be buying yourself a few extra seconds to figure out who will die first or for god to throw you a bone and send Visitors.
As others have pointed out, most of the mods for Rimworld aren't really balanced. When you first start playing, and once you realize there is no cap to the amount of mods you have can have active, you might be tempted to download any mod that looks half interesting.

But, as time goes on and your play-style matures a bit, you'll find most of your mods are QOL mods or ones that starting off you thought were kind of lame.

For me I literally can't go back to default rimworld, i NEED those QOL mods.
Dernière modification de MonkeyMummyMoney; 24 févr. 2020 à 0h13
Helter a écrit :
The problem there is I always start off tribal and build from there. By the time the Raptor Mantis eat everything I usually don't have enough steel collected to build steel traps, wood does a lousy 45 sharp damage (Which mantis shrimp have a decent resistance to out the box)

Wood traps are fine against animals, even ones with small amounts of armor like bugs have. You can just chop down a few trees and build like a row of 10 in your choke point, that will probably deal with anything that decides to hunt your colonists. Literally this is something you can do on day one, just start as a small panic box to hide in if hunted with a row of traps as the entry point, from there over the next few days expand the wall so it keeps a larger area safe, your whole base, your farms, etc.

The reason I'm suggesting ways to deal with them contrary to your advice to avoid/disable them, is the entire point of Alpha Animals is to add challenging encounters to the map. Most biomes have a very dangerous predator with the mod, something that will wipe you out if you don't prepare your defenses quickly enough. The raptor shrimp never really stood out as exceptionally challenging to me compared to the giant spiting spiders, the stealthing lions, the dart slinging scorpions, or the tanky disease transmitting lockjaws, to name a few. The only thing raptor shrimp has that makes them stand out in the mod as a predator, their one strength or special feature, is they can regenerate very quickly so are less likely to die from wounds caused by hunting animals on the map, other than that they are a typical predator and fairly easy to deal with.
Astasia a écrit :
Helter a écrit :
The problem there is I always start off tribal and build from there. By the time the Raptor Mantis eat everything I usually don't have enough steel collected to build steel traps, wood does a lousy 45 sharp damage (Which mantis shrimp have a decent resistance to out the box)

Wood traps are fine against animals, even ones with small amounts of armor like bugs have. You can just chop down a few trees and build like a row of 10 in your choke point, that will probably deal with anything that decides to hunt your colonists. Literally this is something you can do on day one, just start as a small panic box to hide in if hunted with a row of traps as the entry point, from there over the next few days expand the wall so it keeps a larger area safe, your whole base, your farms, etc.

The reason I'm suggesting ways to deal with them contrary to your advice to avoid/disable them, is the entire point of Alpha Animals is to add challenging encounters to the map. Most biomes have a very dangerous predator with the mod, something that will wipe you out if you don't prepare your defenses quickly enough. The raptor shrimp never really stood out as exceptionally challenging to me compared to the giant spiting spiders, the stealthing lions, the dart slinging scorpions, or the tanky disease transmitting lockjaws, to name a few. The only thing raptor shrimp has that makes them stand out in the mod as a predator, their one strength or special feature, is they can regenerate very quickly so are less likely to die from wounds caused by hunting animals on the map, other than that they are a typical predator and fairly easy to deal with.
I'm starting to think you aren't reading what I'm typing/don't play tribal much. Wood spike traps do 45 damage, and the damage type they deal Mantis Raptors have a meaty resistance to. Steel spike traps do 100 (I'm wanting to say 115) A steel spike trap death funnel would most likely work, or leave them so badly injured by the time they reach your pawns that you should be able to deal with pretty easily. the problem is tribals usually aren't the epoch that will have fast access to large amounts of steel and wasting said steel on huge number of single use traps isn't the smartest option.

Middle-ages and up should very little issue dealing with them, but I'm not talking about middle-ages and up.

They also have a DPS of 7.07 much higher than most default animals, the only higher one being Thrumbo (Which spawn in groups of two and are extremely rare I might add with a dps of 7.44) You wouldn't expect Tribal pawns, who don't have access to decent weapons or any form of armor, to fight off two of them. Why would you expect them to deal with three Mantis Raptors?

Dernière modification de MonkeyMummyMoney; 24 févr. 2020 à 1h58
Helter a écrit :
I'm starting to think you aren't reading what I'm typing/don't play tribal much. Wood spike traps do 45 damage, and the damage type they deal Mantis Raptors have a meaty resistance to.

I'm getting the same feeling from you to be honest. 45 damage is a lot, spike traps also have armor pen which mostly negates the TRIVIAL amount of resistance Raptor SHRIMP have. Steel traps aren't generally worth building at any point in the game for any play type, the damage they do is overkill and the armor penetration they have isn't needed for the armor levels raiders usually come at, there are better uses for steel. Wood and stone traps are the way to go, and again you can make a long line of them and force enemies to walk through them, so you can have 100 wood traps and deal with pretty much anything.

If you've ever played tribal or lone survivor before on any serious difficulty you should be well aware of how useful and essential wood traps are to setup very early. You don't fight stuff with clubs or a bow unless it's a last resort, you let your traps kill everything, that's how you survive against those odds.
Astasia a écrit :
Helter a écrit :
I'm starting to think you aren't reading what I'm typing/don't play tribal much. Wood spike traps do 45 damage, and the damage type they deal Mantis Raptors have a meaty resistance to.

I'm getting the same feeling from you to be honest. 45 damage is a lot, spike traps also have armor pen which mostly negates the TRIVIAL amount of resistance Raptor SHRIMP have. Steel traps aren't generally worth building at any point in the game for any play type, the damage they do is overkill and the armor penetration they have isn't needed for the armor levels raiders usually come at, there are better uses for steel. Wood and stone traps are the way to go, and again you can make a long line of them and force enemies to walk through them, so you can have 100 wood traps and deal with pretty much anything.

If you've ever played tribal or lone survivor before on any serious difficulty you should be well aware of how useful and essential wood traps are to setup very early. You don't fight stuff with clubs or a bow unless it's a last resort, you let your traps kill everything, that's how you survive against those odds.
45 damage minus 70% (That's the Shrimp Raptors natural resistance to their damage type) is 13 damage. if all three are coming after you (Only reason why they wouldn't is if one of them is maddened.) you're ♥♥♥♥♥♥ son. They'll shrug your traps off like they are nothing, tear your colony apart and then you might get one or two of them to bleed out after everything is destroyed and everyone is dead.

And if you somehow do survive the encounter, your colony is going to lose to either infections, tantrum spirals or both.
Dernière modification de MonkeyMummyMoney; 24 févr. 2020 à 2h26
Helter a écrit :
45 damage minus 70% (That's the Shrimp Raptors natural resistance to their damage type) is 13 damage. if all three are coming after you (Only reason why they wouldn't is if one of them is maddened.) you're ♥♥♥♥♥♥ son. They'll shrug your traps off like they are nothing, tear your colony apart and then you might get one or two of them to bleed out after everything is destroyed and everyone is dead.

And if you somehow do survive the encounter, your colony is going to lose to either infections, tantrum spirals or both.

That's not how damage works though. 70% resistance means there is a 70% chance to reduce damage by 50% and turn it into blunt. So overall 70% resistance is only 35% less damage taken, it's not much. Further wood spike traps have 68% armor penetration, which means for Raptor Shrimp they would only be treated as having like 2% resistance, like I said, their resistance is mostly negated.
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Posté le 22 févr. 2020 à 5h14
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