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Or the easier method is to disable the infestation event in the scenario.
You probably don't have your freezer cold enough to prevent infestations anyway. It has to be pretty cold, forget the number, to actually prevent them.
22F is about -5C, and yeah that is not nearly low enough. It may be enough to start lowering chances, but I think it needs to be -15C to -20C (+5F to -4F) to prevent it, except of course in the cases of nearby warm areas Astasia mentioned in first reply.
- Hollow out a very large section inside a mountain.
- Make sure critical rooms are not close to this section.
- Make sure the section is marked as 'Indoors'.
- For safety reasons, put at least a 3-4 layer thick Plasteel wall between it and anything outside of that section.
- Sprinkly Incindiary IDE Traps throughout the section.
- Make sure the entrance to the section requires moving through at least two plasteel autodoors to access.
- Once all colonists/animals leave the section, and all IDE traps are built, Forbid the autodoors.
- Wait for the next Infestation.
This trick is supposed to make an irresistable spawn location for the Hives. Most of the Hives should be contained within this section, if RNG smiles your way. After the Insects spawn, they will start setting off the IDE traps, then start melee attacking your containing wall, which is far slower than mining it. Fire from the IDE traps will drastically increase the temperature inside the section, inflicting burns and rapid Heat Stroke upon the Infestation.You may get one or two Hives outside of the section, but they should be much more managable than 20+ Hives inside critical portions of your base.
After all insects are dead, you will need to deconstruct the containing wall; do not use the doors until after you vent all the heat from the section. If you can open up the section toward the outdoors, your colonists will be safe to enter the area to extinguish lingering fires. Destroy the remaining Hives manually, clean up the corpses for Kibble, repeat from Step 5.
Or just a bunch of chemfuel and wooden floors and maybe even power lines everywhere for good measure. Set it off with a molotov, then quickly build the wall shut.
Floors and walls increase their chances now (since A17 I think). Just mining out random sections of cave was too easy in previous versions so now they prefer to spawn near player built structures. That's what I meant when I said making dark rooms, you have to actually make rooms with walls and such if you want dummy locations for them to spawn.
Say "no" to teleporting xenos, we already have droppod filled with robots (at least this is reasonable).
This event and solar flare IMHO mandatory to be disable, they are simply beyound any logic. Solar flame able to bypass protected electronics will be quite deadly for human beings so without additional radiation damage is extremly stupid event.
IMHO both of this event made by Tylan directly because he don't like his game to be seen as "Dwarf Fortress in space", so they both ended completely unbalanced and without any ways to counter/negate them in late game.
Again - say "no" to Tylan complexes :) And thank him for being generous enough to allow us do it ^_^
*Cmon guys. In MEDIEVAL fortress there were some ways to detect someone digging under your feets. And pawns able to make hand-held plasma blasters but not seismic sensor? Hilarious.