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Rapporter et problem med oversettelse
Personally I get really frustrated if the game is running at under ~120 TPS and I will start going out of my way to try to "fix" the issue.
Pretty much this. If you're using strategies perfectly honed to the defeat the AI, then it really doesn't matter what numbers it throws at you. Game AI is too dumb to outsmart you. You need to challenge yourself once you've defeated it.
I'm relatively new to Rimworld, so I'm still playing easy while I learn what exists and how to deal with it, but the game is basically dwarf fortress, and that was a game were I perfected strategies to the point I bored myself. Even starting colonies in the harshest conditions with mods designed to throw endless horse of orcs and stuff at me, it still go easy. I had to impose rules on myself, like "No walling into a mountain, always leave an unsealed entrance", "No lava traps vs invaders", "No weapon traps vs invaders", ect, to force myself to fight with the dwarves themselves. I eventually defeated those challenges with new strategies like training my dwarves to be super-tough by locking them in rooms with spear traps being cranked constantly, but it was fun forcing myself to devise new solutions.
IF you want a harder game you're going to have to play by certain rules you set for yourself. Stop using OP mods that make defense trivial. Stop using kill boxes. Don't use traps. Make your colonists fight every battle.
Change the scenario settings. Make the world have permanent volcanic winter/toxic fallout, whatever. There are all kinds of things you can do to up the difficulty. Set specific goals or challenges for you to pursue. Turtling in your base with op mods defending you will always make the game easy.
I don't see OP mention anything about using DLC. I've seen similar changes that were small come to vanilla regardless if DLC is owned or not tho. I kind of question those types of changes if they go that far.
Wasn't there some kind of change a while back where the strength is adjusted if you defended poorly in a raid? If so, does anyone know what all factors into that instead of obvious things like a death of a colonists, does it count things like plants being burned? I guess this question is more for me since OP describes the raids not making a dent, but that meaning can be different among players.
dire raids or scenario editing sound like a solution for OP since they just want more numbers in raids
If you're looking for other ways, you're just going to have to put limitations on yourself for more difficulty in raids or look into mods.Vanilla factions only go so far when one upping their threat. Then you got mechanoids that have hardly any variety at all. Those are thrown at you quite early and doesn't change throughout the game. The approach won't change much unless you become lazy cause you're just balancing numbers. Your main challenge at that point is just to avoid slip ups.
No tiers, the late game raids comes early and stagnates. This is partly why a lot of mods fail to add difficulty. They usually want players to utilize the dropped tech but the tech easily wipes out other threats. Usually there's not enough content to keep the wheels going. Remove mods like that unless they actually consider these things. ( this will be a big mod most likely, and won't be some kind of "hardcore" modpack ) I don't really see a robust system coming popular with there being raid cap until such factions get expanded in vanilla.
Also doesn't exclude killboxes. OP said the game is easy, 150 tribals are cut through like butter and 18 centipedes don't make a dent which easily pushes the idea that OP is using either a killbox or overpowered mods.
idk or really care. Truth is, once you learn this game you can juke the AI all day long and fast track you way to wealth and success.
There is something up with the raid thing though. I did see where Tynan said he was going to mess with the raid AI to make it better at avoiding the current meta defense. Maybe this has something to do with that.
It really pushes the idea that people are not reading the OP and are just stating their own preconceptions."Doesn't exclude" is not the same thing as "talking about", especially when a specific issue is directly stated. Or I could say something like, "You didn't exclude having technical difficulties with your monitor as the reason for not reading the OP, so you should make sure your monitor is plugged in and your video drivers are updated. Your post didn't exclude it!"
And as previously noted by myself, included in this thread, the intensity of raids, especially on high difficulties and with higher-than-average populations, has not scaled properly. With 118 colonists and a colony wealth of ninety-nine million, I should be having much worse raids than I'm currently getting. The issue for this thread is raid generation at high difficulty settings, not fighting strawman killboxes and overpowered mods.
Tho idk if it’s indeed easier now or you’re just too good, I would probably freak out and get wrecked by 18-20 centepieds. Or at least get casualties.
How do you make it so it’s easy for you?
You can kite centipedes easily with snipers. The new hammers have emp pulse on hit. Put on some cata armor and pick off the stragglers or go smack you way to victory at a choke point. Emp grenades help too.
It isn't easy per se, it is just tedious.
I don't fear mechs like i used to. Unless a cluster has some really bad machine with it I just leave the mechs alone and let them kill any raiders that show up.
People piss and moan about kill boxes but it isn't that you must have one above all things. For me they are just efficient. After awhile i get tired of dealing with raids so I run them through the meat grinder. Clean up is a breeze.