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Wall them around (at safe distance) and mortar them with incie shells. -> Never tried, but should work.
If after building something, your "home zone" will cover the mech ship, you are too close.
Yes, its about 4 tiles in either vertical or horizontal
Ah that's probably what it is! Good, my future defensive structures will just give 'em a 5 tile radius.
I wonder if the home zone itself is what triggers the ship part, or the proximity of a player-built structure. Maybe next time I get a ship part I'll test it out.
I felt kinda salty on the second one cause I'd gone like a year without a colonist fatality. Time to start a new row in the graveyard, heh
I usually draw them out to a prepared spot or back to some sort of defensible spot, separating them if possible. Run and Gun plus Simple Sidearms mods may make it too easy, I guess, but if you lay your traps away from the ship then trigger them with a long range weapon, they will give chase and your guy can lead them across the traps.
Use the time it takes for them to "wake up" to swap out to a shield belt or use a meat shield guy as a secondary to kite them. Alternately, you can have your meat shield draw most of them one way and pop back out with your sniper to aggro off one or two in another direction. Have the rest of your shooters camped out behind cover somewhere past the trapped area to finish them off.
................................................................trap.....trap.....trap.
.................................................trap...*ROCK**ROCK**ROCK*..trap............../c
..........................................trap..*ROCK**ROCK**ROCK**ROCK*..trap........./o
*SHIP*.................................*ROCK*ROCK*ROCK*ROCK**ROCK*............../v
.................................................*ROCK*ROCK*ROCK*ROCK*..trap............../e
.................................................trap...*ROCK*ROCK*..trap............................./r
.............................................................trap......trap
But then practically the first spike trap I set down opened the ship. Bad times. Only managed to get out of that one without casualties cause I had one colonist with an SMG and another with a bolt action rifle taking turns popping in and out from behind partially-built walls to keep the centipede's targeting messed up.
One of the ship part defenses I did that went pretty well (except for me making a foolish mistake that cost me my brawler) was here. Ship landed in terrain that had a lot of great natural chokepoints, and the swamp was unaffected by the poison, so I could really take my time to build and plan.
https://steamcommunity.com/sharedfiles/filedetails/?id=1711483942
My current colony had a poison ship drop across one of the main entrances to the map, where I barely go. A raid showed up so I used a sniper to pop it after it'd been there half a year! That's my luck in general with them.
The growing field it landed in the middle of wasn't one of my mains thankfully. Only unlucky thing was this was right outside the main entrance to my base, with only a narrow creek and a wall separating it from one of my actual convertible greenhouses! I've got three growing areas walled in with separate generator clusters so I can switch 'em over to greenhouses in winter. The field the ship landed on was one of 5 or 6 patches of rich soil I just dropped a cornfield on, figuring that if half of them made it through outdoor growing season without getting burned by raiders or lightning it'd be a nice bonus.
I'll usually have a guy severely weaken one brick on an ancient danger if its near a raider path, just in case I need to use that later on. Backfired on me more than once though... It's like the game knows what you are trying to do and sends lightning and fire to mess up your plans
I saw a guide in the wiki that recommends cracking the ancient danger super early in the hopes that it'll turn out to be bugs, so you can use it as a jelly farm. Seems a lot easier to just pick a map that has caves but it could be fun if it works.