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My most memorable memory was of my base with the crashlanded mod crashlanding a bunch of extremely explosive aand flammable ... Well explosives . And 70% of my base was made of wood...
AND IT LANDED IN MY ARMORY.
AND I HAD COMBAT REALISM MOD INSTALLED....
I had 13 peps and a dog i believe and only half of them survived the Apocalypse and the Infections that came from the injuries.
The dog died... Poor machete. The purple hair guy lived tho so thats a plus.
And from that moment on i rush the stoneworker's table every time if possible....
10 out of 10 would get bombed again...
There are many more. I'm sure you'll bump into some of them later on..........
(my personal favorite so far was when my colony was attacked by a manhunter turtle)
I lost cuz despite having marine armor and assault rifles and some decent brawlers, she dropped 9 centipedes on me with infernal lances. Everyone kept getting lit on fire and would run to the river that's far away and ignore directives to put the damn fires out on each other.
The fun of the game comes from the randomness and dramas, but there are some events that will literally end your run, period and leave you little hope to succeed if you play on higher difficulties.
I might use developer mode to spawn centipede events and play around with kill zones and turrets and stuff to figure out how to deal with them, but IMO, with how long they take to kill, they shouldn't be armed with charge lances and fire inferno lances while simultaneously spawning in swarms of 9+ lol.
HOWEVER, all other raids including sieges and other mechanoid events, drop pod raids, infestations etc went quite well for me. I know a LOT of advanced tricks. For example using winter temperature as a freezer for storing food that won't go bad, using some drugs to stop breakdowns, setting them to use them in moderation that won't lead to addiction. Also amputating limbs off of colonists before an infection kills them (You can do that too).
Overall it's amazing fun to ramp up the difficulty and challenge to maximum. If you use a mod to disable mechanoids completely I find the game is a lot fun for me personally, but lately I've turned them back on to try to tackle it. I think centipedes need to lose their ability to have weapons if they're going to take that long to kill.
My first run I couldnt figure out why one of my colonists wouldnt get out of bed and Humps had to go over to her an feed her everyday.
So I checked on the internet an it turned out that there is a health tab and she had her back broken by that last animal attack.
As luck would have it a quest reward came in for a bionic spine reward....Well I thought hey lets go get that...Bring it back and fix her up real good and I figure she has a lot of seasons left in her.
Unfortunately thats when I learned about traits....She was a Body Purist and had a complete mental break down over it, went beserk and killed poor Humps the young man that cared for her for weeks until he found a way to get her to walk again.
Then I recently watched CohhCarnage play it on his back catalogue on YouTube. He was so chilled and just accepted the events as they came. He got invested in the story of his colony, even when it burned to the ground (multiple times). But it always felt like he had a plan to make it better.
Then I realised I had been approaching it all wrong - it isn't about victory, it's about the events that happen on the way and how you react to them! And this game does a great job with the emergent storytelling. It also gave me the courage to play on a harder difficulty which of course makes things more dramatic.
although i havent done much of research due to bad micro management and a mess of a basecamp
i guess once i reach the endgame and get into all the research i probably will start over with a more difficult challenge.
i might even flip the switch in the end, just to let some chaos spread around before everything goes down
like building that huge sand castle close to the edge of an ocean :)
and this game totally clicked after i captured a raider and making her a colonist, only to realise that my soldier had destroyed her left lung. Her nickname now is "Breathless" and she got two labradors called Left Lung and Right Lung :D It was my first recruit attempt and she is still a reliable member of my colony :)
^--- Exactly this.
This is exactly what I did. I watched "Let's Plays" from a lot of different YT'ers. Hours and hours and hours... By the time I finally bought the game in EA, I already knew most of the mechanics and their various functions and quirks.
That did not, however, stop a rabid squirrel from causing a cataclysmic chain-reaction of unfortunate events...
That's when everything "clicked."
The key to "Winning Teh Gaem" in Rimworld is adequate preparation and planning for Events that have not yet happened.
It clicked when it sorta felt like i was playing rome tottal war and ck3 but sorta different more intricate and diverse. If devs do read this id like more quests and royalty quest and stuff added to the game at some point I feel like they can do lot more with this game even after first update in several months/year. I find it relaxing and enjoyable.
and here we are now with me having over 2000 hours and to this day not finished a single run. modded was what made it click for me for good. it offered me everything i needed to create a customized experience that i can enjoy. up to about 1200 hours i just threw together mods and somehow made them work together (to be honest those packs were messy and obviously very unbalanced) but ever since then the game became a true story generator and presented me with an enourmous puzzle segment i can enjoy in the form of balancing modpacks.
vanilla by itself is a great (though not perfect game) that features a very big frame for stories. modded simply added details for those stories that finally made me enjoy them.
Yet.
As it turns out, in my scenario a ship reactor dropped right in the middle of the map and I had to drag all people and resources I managed to save down to the very southwest, because the dropped ship reactor was irradiating 80% of the map. Couldn't deconstruct the damn thing because the radiation would have killed anyone who got too close for too long. The radiation killed nearly all animals on the map, too. Fortunately, a random trader who eventually stopped by had an android (not affected by radiation) slave with high construction skill for sale...
Edit to add - for those interested: https://steamcommunity.com/sharedfiles/filedetails/?id=730384702