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报告翻译问题
They did manage to make a mess of my defenses, though. Grenades can take out a stone wall in a single hit...but only do about 30% damage to lightleather sand bags.
I guess the key to defeating breaching raids is to build your defenses out of hyperweave (or, better, synthamide if you use Rimefeller) sand bags.
You know....
A few colonies back, when I was building a ship to send up into orbit, I surrounded the entire construction yard with a double-thick granite wall. Then, I put a two-block-deep dumping zone around the entire wall and filled it with stone chunks.
Since a pawn needs a clear space in order to perform an action, having a two-thick layer of stone chunks kept pawns from being able to tunnel through my walls. One thick, and they can just move the chunk out of the way and start hacking. But two thick? Their tiny AI brains can't figure out to move an outer chunk in order to move an inner chunk, since they only move chunks 1 space to make room.
They will literally go through entire mountains very quickly the way they are right now
Raids, prepared or not will Raid according to your current threat points,
Smart attackers are 5% smaller
Siege Attackers 20-35% smaller in size (35% once the threat points are above a threshold because siege is quite dangerous)
Sappers are likewise 15-40% smaller
Breach attacks start at the standard size and then successively get smaller up to 50% less raiders - all else equal.
Which means: Early on breach attackers are actually quite dangerous but get significantly less troublesome - comparatively - the better your defenses are. Which might explain the different perception of the difficulty of that raid type.
Raid: <pointsFactorCurve>
<points>
<li>0, 1</li>
Raid Smart:
<pointsFactorCurve>
<points>
<li>0, 0.95</li>
Prepare and attack:
<pointsFactorCurve>
<points>
<li>0, 1</li>
Siege:
<pointsFactorCurve>
<points>
<li>0, 0.80</li>
<li>5000, 0.65</li>
</points>
Sapper:
<pointsFactorCurve>
<points>
<li>0, 0.85</li>
<li>5000, 0.60</li>
</points>
Breach:
<pointsFactorCurve>
<points>
<li>100, 1.0</li>
<li>1000, 0.7</li>
<li>5000, 0.5</li>
</points>
I can't seem to find official numbers for the point values, so I'm afraid confirmation bias is all I can offer you right now.
From what I can tell the breaching axe has a point cost similar to mortars (being specialized equipment), you won't find more than a couple of these in each breach raid.
They seem to have a damage multiplier against structures and a damage debuff against pawns. In one on one fights vs ... not-very-impressive melee fighters the Breacher loses 9/10 of the time. The breaching axe is a horrible melee weapon. Between the smaller amount of raiders and these being a sub-par weapon I feel extremely confident sallying forth and repelling them before they reach my walls.
Termite mechanoids though... they panic me. It's not a matter of confidence that makes me sally forth for them, but a matter of "I'd rather fight these things *anywhere* but within firing range of my walls." Their termite cannons literally and without exaggeration delete walls with 0 effort, and they seem to send more of these units compared to your axe wielding breacher.
RimWorld\Data\Core\Defs\Storyteller
Within that folder there are 4 different raid strategy files which I cited in my above post, feel free to confirm yourself :)
No, vanilla is unmodified game, not unmodified base game. You are bending the definition.
Vanilla implies without non-dev changes, as in within the vision of the developers. That specifically includes DLC as those are by the very same devs.
Buddy, you are wrong here, plain and simple, and you repeating your different opinion won't change that.