RimWorld
This mod combo making it a little too easy?
My latest save with a load of mods has been rather generous to me. Being that I have dubs bad hygiene, run and gun, and megafauna I feel they have made a single colonists life easier on the ice sheet.

First off, constant attacks from giant man eating penguins gave me stacks of meat and allowed for early game to have less packaged meals to be used. Paired with the run and gun they stood no chance, kinda feels cheatsie with how effective it is on mammoths and wooly rhinos, just not raiders...

Also dubs bad hygiene having hot water radiators has kept my main place a comfortable temp that visitors in the hospitality mod give a 100 rating(might be from my second colonists social skills) and I have never had to deal too much with hypothermia or refrigeration.

Not to mention Randy threw 3 huskies that can survive there without being inside until it gets to -60 f essentially giving me a puppy mill and corpse disposal since they never rot when outside in the snow. But their IS ONE thing that I find annoying is that the extreme temps deter any caravan in the area which leave their super valuable loot in armored caravan vehicles like 13 exoskeletons and and ai photoreceptors but I can't get them to leave or get their contents because the humans from those caravans don't think to go inside of my complex. I mean c'mon walkblem even your visitors are more resiliant than your caravaneers. So this forces me to go to them or build a coms console. I feel it is somewhat easy rn with 3 people as of now, but as soon as I want to get some higher tier production I feel it will get much harder with the federation, ferals, and werewolves to come soon enough. Its mostly just been walkblem trading companies.
Автор останньої редакції: Ok Thalmor; 13 листоп. 2018 о 13:28
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Цитата допису Kernal Flanders:
Цитата допису GalmWing:

True, though I guess there is a diffeerence between removing frustration or a mod tailored to your playstyle, and Run and Gun, which gives you the upperhand on almost any combat situation.

I had something similar with the More Vanilla Turrets mod that adds a pawn manned gun, which is pretty much like a free turret in early game, the range, fire rate and damage on the thing is so insane

With mods, it's all about self control
Not sure what mod this is from but an advanced armored centipede with incin launcher decimated my colonists, it just deflected everything, even used the orbital targeter on the stupid thing and it barely hurt it. So meh, I'll figure out what's wrong with my mods and hopefully be more prepared next time...
You need high damage single-shot weapons to penetrate armor well.
Ironically, if you play vanilla normally, you'll be using those anyways against most things by setting a fortification with a wide field that gives you full range-advantage over your attackers.

That and centipedes are just tanks, they're meant to be strafed, even in vanilla (since they move incredibly slowly its easy to outrange them very consistently.
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Опубліковано: 13 листоп. 2018 о 10:43
Дописів: 16