RimWorld: Difference between revisions

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* Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable are TEMPORARY-DASH-CHARACTER olonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."
* Building your base in a mountain and don't have a solution for your cooler/freezer? Build a corridor that will bleed the heat out to the open. Don't think of it as an impassable are TEMPORARY-DASH-CHARACTER olonists can pass through it to get from one place to another just fine so long as it's not ridiculously hot. Crossing over one or two squares of 120F heat isn't going to hurt anyone, so don't think of them as "ducts," but rather "really warm hallways."


* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. How numerous and how capable raiders are is partly a factor of that value. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the early- and maybe even mid-game.
* Raid difficulty is heavily based on how lavish your settlement is. Find some gold in them there hills during the early game? Leave it there. It's safer if it needs to be mined in order to be stolen anyway. If you put it in a stockpile or build gold tiled floors out of it or something, you'll raise the overall value of your settlement. How numerous and how capable raiders are is partly a factor of that value. Unless you've got colonists on the brink of a major breakdown, stick with a spartan lifestyle for the earl - and maybe even mid-game.


* Turrets explode mad style when they have sustained too much damage. This isn't necessarily a bad thin TEMPORARY-DASH-CHARACTER he AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.
* Turrets explode mad style when they have sustained too much damage. This isn't necessarily a bad thin TEMPORARY-DASH-CHARACTER he AI tends to go after them first, so a lone turret far out in front of your defenses may draw raiders in close for the fireworks. If eight raiders surround that turret and beat it to death, you're looking at eight dying or dead raiders after it goes off.