RimWorld
thirty-two 23/abr./2023 às 11:49
Mods that make "kill boxes" obsolete.
I don't like the idea of funneling raiders into a giant death box, as it seems cheesy and unrealistic. What are some mods I could try, to make other strategies viable?
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Wasted 25/jul./2023 às 1:47 
too lazy to build defenses? play on lower difficulty
Katarakta 25/jul./2023 às 2:20 
Escrito originalmente por The Blind One:
How does the army outpost actually work? I'm curious now. Normally you get raided and don't have any warning until they are literally on your map.
Not entirely shure, cause my army is still learning(I have around 15 kids rn) but description says, "Defensive Outpost have 25% chance, to be attacked by raid, instead of your main base. Your main base still will be raided afterwards, but raid will be smaller"
I will check how it work, when my soldiers will be ready, and share results~
Tam 25/jul./2023 às 3:46 
Escrito originalmente por Wasted:
too lazy to build defenses? play on lower difficulty

He doesnt like to make cringe maze
RedPine 25/jul./2023 às 3:52 
CAI and CE have already been mentioned. Both have their own upsides and downsides, including mod incompatibilities.

DLC:
Biotech Mechanitors are very useful for providing frontline cannon fodder in the early game, and mobile shielding in the late game. Makes it much easier to fight when a killbox is not available.

Biotech Sanguophages (or any genotype with the relevant archogenes) are much less likely to die from organ loss, providing a safety cushion if they get shot.

Royalty Psycasters can apply a little Berzerk to distract raiders. You won't get shot if they are too busy shooting their own guys. There's lots you can do with Skip too.

Ideology Shooting Specialists have ~50% aim time. Combine with trigger happy to have no aim time at all. Recoil and cooldown is still a factor. This can be used to "Aim" psycasts, doomsdays, miniguns, snipers, jump-packs, etc. nearly instantly.

Vanilla tactics from Youtube:
Adam Vs Everything: He plays Rimworld like an RTS. He plays no pause, and occasionally attempts additional challenges like no walls, melee only, etc. He uses kiting, peakaboo, massed fire, and treats his pawns as disposable.

Francis John: He also has some weird playthroughs. One of his favorite late game setups is Invisibility Psycaster + Trigger Happy Shooting Specialist + Doomsday + Drop Pod. It's expensive, and very lategame, but it is the fastest way to deal with human raids. In the early game he usually rushes psycasting, since it adds combat options without increasing wealth.
null 25/jul./2023 às 4:42 
It has some issue, nothing major;
https://steamcommunity.com/sharedfiles/filedetails/?id=2941974740

Plus it can mine AND kill ennemies AND it is the last tower you ever build
Última edição por null; 25/jul./2023 às 4:44
MaGicBush 25/jul./2023 às 7:12 
I mean I never use a kill box in my games and just keep it on phoebe tough. I do tend to wall off to where there's like 2 entrances one on each side of my base, but otherwise just sandbags, traps, and turrets at those two entrances. I tend to use minimal mods. Just ones that help QoL and graphics and not mess with balance or anything.
Última edição por MaGicBush; 25/jul./2023 às 7:17
Veylox 25/jul./2023 às 8:29 
Most people who refuse killboxes AND refuse to play on lower settings will play embrasures, which is basically a killbox but one that enemies actually can't enter
Rainnd 25/jul./2023 às 9:13 
Vanilla expanded psycasts. Can be very overpowered, where one pawn with some good psycasting skills can dismantle any raid.

Also you can always go into options of storyteller and reduce threat scaling a bit if it's getting too ridiculous.
VoiD 25/jul./2023 às 17:44 
Escrito originalmente por yell:
https://steamcommunity.com/sharedfiles/filedetails/?id=2938891185&searchtext=cai
Ahh, I remember this one, so it's finally out?

If it's anything like I read months ago, then this should become a mandatory mod for every game.
DreamFree 26/jul./2023 às 10:38 
I make a big 3-4 thick perimeter wall with many entrances, then I move around with my troops from entrance to entrance picking up small groups of enemies. so I always outnumber them in single fights even though they outnumber me with their raids.

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currently playing a medieval mountain playthrough and the wall is just a small front area, instead of large rectangle around the base, but later i'll chip away the mountain to accomplish this. For now I use lots of traps + these type of mods below


With this mod, raiders often carry their downed friends with them as they flee

https://steamcommunity.com/sharedfiles/filedetails/?id=2879457494



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ALSO there is one more mod that makes raiders flee when they are injured a bit, but can't find its name right now (sorry I looked but 300+ mods)

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BUT, I do use a couple mods that make it harder to kill, such as this one

https://steamcommunity.com/sharedfiles/filedetails/?id=2260055393

can't remember the other ones


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enjoy
Última edição por DreamFree; 26/jul./2023 às 10:39
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