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Also why are there no traps in your kill box? I get what you are going for trying to draw them in but the whole point of that maze part at the beginning is to line it with traps that will take out many or all if it is a small raid, no fighting even needed. The sandbags are kind of pointless unless you are just trying to slow them down, even then they should be in between the traps not a long line of them like that.
im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.
a bait can either be something you put into the killbox (like furniture) or you give them a legit way into your base through the killbox.
given the hatred of some folks towards killboxes as being exploitative the first option tend to be frowned upon.
and not for the legit criticsm of the screenshot:
-[screenshot] post the link of the page of it and not your collection
-the first part of the killing box like good until the turn. spacing out the sandbags mean they have to climb up and down for each of them slowing them down. after the turn you have a solid line of sandbags which they can simply walk on. that sort will not slow them down past the first sandback.
Better: use a 2 block thick normal wall so only 1-3 raiders get line of sight before entering the killing field. this allows for focusing fire of your pawns and retaliating shots.
-as midnight mentioned traps already you can use the offset of the sandbags to put traps inbetween.
-turrets should be have some solid cover between each other. if they are destroyed they have a chance of exploding and this can easily cause a chain reaction.
-nitpicking: remove every single plant in the killing field and cover the area with the slowest floor you have or make it a field with greenery that doesnt provide cover (like flowers which could also bait in animals)
edit incoming
not wrong per se but more importantly as raids grow over time itll slow them down and delay the point at which they overwhelm in an attack. this can mean quite a difference the better your pawn are skill and equipwise
i basically got my wealth to 70k without preparing at all on my first playthrough now im trying to build up a defence in the most efficient way because im way out matched for any raids now.
at one point, maybe. currently they wont stop on barricades (im sure there are exceptions depending on the situation), so thats what you'll want to use. that should still be true on the length of bags you are using, but i generally only use them right at the entrance to the killbox and maybe a couple steps inside, just to keep them moving so my guys can shoot them.
the no path to the interior should likely be your overarching problem, although i'm assuming the mods you are using don't allow those walls to be a direct path inside. you can kinda cheat that by building something inside your killbox like a chair or something, but thats not a guarantee.
edit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2864887313
my current one, there are obviously some mods but i really don't think they make a whole lot of difference, aside from planting chokevine in the interior for the hit to the movement speed of raiders, so they stay in the killbox longer. note the door at the top left that leads to the main interior that is generally kept open, so raiders have a direct path to the interior.
As others wrote, you need a target for raiders. If they can’t get into your base, the walls become the target.
As others have written, the more mods you use the more difficult it is to learn the mechanics.
iv seen that sort of setup a couple times now. Why the double hallway with traps and barricades instead of a single hallway with traps and bags?
they aren't traps and barricades throughout, those are fences until the opening (barricades are plasteel, so blue in color). plays to the pathing. they prefer the traps over the fences, so they hit all the traps. Also your guys can move without hitting a trap
edit: as mentioned, adam vs. everything (youtube/twitch). you cant unlearn what he will teach you, so make that call before watching.
iv seen his videos. Iv watched alot of rimworld youtube its just when i actually try to implement that stuff in my game the enemy would rather blow through walls half of the time instead of walking through my box. Im also assuming the ai has some sort of value on rivers because when i try forcing them through my river they will refuse and start blowing stuff up.
i imagine you understand the differences, but there are "normal" raiders, and breachers; breachers won't go through the box but through the wall. not alot (i know this isn't 100% true) you can do to change that. i'm sure there is a pathing calculation going on as well, so terrain walk speed probably becomes a factor in that "killbox or blow the walls" scenario.
try giving them an "easy" way to walk in. the killbox picture i put up plays to that fairly well. whats missing is that 3/4 of the base is surrounded with an enclosed pen with a single layer thickness granite wall exterior wall, with a double thick granite wall inside, surrounding the main base.
as for it working, i kinda assume alot of his min/max stuff highly depends on game settings and how he takes full advantage of them.