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Crashlanded rimworld prepare carefully
Crashlanded rimworld prepare carefully








I just had what seemed to be the worst raid possible. 5 is now my highest Social, 2 for Crafting, 2 for Doctoring, 3 for Animals.

crashlanded rimworld prepare carefully

So we are back to 4 people, with an even worse distribution of skills. She does a crap job on tending Gallagher, even with my micromanaging it, so the two of them die only an hour after Gallagher and Kat renew their love for each other. Lyra is the only one with ANY medical skills, and she's not very good. She's an enemy, so we capture her and recruit her - just in time for her ex-lover Gallagher (my top Social, at 18) to come down with Malaria, along with my top gunner (Lyra, one of the original trio) and Rich, an add-on from later. And a few days after that, Kat, the ex-lover of one of my people, also crash-landed near the front door.

#CRASHLANDED RIMWORLD PREPARE CAREFULLY FULL#

So I have two colonists - the Medic that we started with and her husband - out being abused by tribals somewhere, while the remaining four have no medical training and no construction skills.īut at least my chef can keep up with the dietary needs now!Įdit: A few days later, we rescue a crash-lander, bring her back to full health, and manage to recruit her. They don't live any longer than it takes to get to my front door. This time, a mere pair of tribal archers. As the best gunner gets CARRIED to the hospital because of passing out due to starvation, another raid shows up. The four finally make it home a day later, starving and starting to get malnutrition. The tribals started to carry them off, and two of the tribals keeled over on the way out from hypothermia and blood loss from stepping on traps, dropping their "cargo," leaving two of my people to die in the cold-snap air. My people fought hard, but were overcome. The traps and dogs did some damage to the tribals that raided us, but it wasn't enough. While they were gone, the remaining 4 were raided. They accomplished the mission with only one notable injury, which kept them at the outpost for a few more days. I sent my four best (only) gunners out to take out an enemy outpost for a nice reward. In my Ars Run, which I've named Ars Catastrophica, I was up to 8 colonists. You can just intuit that sandbags are a good thing to hide behind for a gunfight and you can observe the AI hiding their pawns behind trees and walls to learn that you can do the same, and you can just treat infections as best you can and hope for the best without every seeing the percentages, but if you do want the information it's not exactly up front. Honestly you can get by without knowing all that stuff though. Then you have to dig into a completely separate information panel to see what factors are impacting the rate of immunity gain, such as room cleanliness, skill of the doctor who tended the wound, quality of the bed they're in, medicine quality, age of the pawn, etc. If the infection reaches 101% before the immunity reaches 100%, the pawn will die, so those numbers should be highlighted and bolded and right up front next to each other, but they're on the very top and the very bottom of a mouseover menu so they don't process quickly with a visual scan. You mouse over those and you get something like Infection (major) 63% and then a list of how much pain it's causing, how much effectiveness the infected body part is losing, the hitpoints of the body part, and then an immunity score. There's a tutorial that takes you through the very basics (chop a tree, build a wall, make some food, build a bed, fight an enemy), but I did a lot of googling and reading the subreddit to figure stuff out before I really understood the game.Īnd even after you learn where all the buttons are and what they're good for, things like combat can be a bit opaque, as you really have to spend time reading tooltips to find out things like the fact that a chunk of stone gives 50% cover, but a tree only gives 25%, while sandbags give 65%, and a full wall or mineable rock wall gives 75% cover and lets your pawn lean out to shoot around it, but restricts line of sight. But it does add some overhead to learning and enjoying the game. It took me several hours to get the hang of it, and it works once you do.

crashlanded rimworld prepare carefully

Frequently related functions aren't logically grouped together (like setting parameters for livestock / pets is scattered around half a dozen different pieces of the UI). It commits cardinal sins like making buttons with invisible sub-menus. Commonly used functions are buried beneath a mishmash of different metaphors.

crashlanded rimworld prepare carefully

I think a good UI actually guides you in playing the game. The hard part about learning this game isn't the game but the user interface.

crashlanded rimworld prepare carefully

Is the learning curve on this game manageable or is it more like Europa Universalis 4's learning curve? Thinking of picking it up now its out 'for real'.








Crashlanded rimworld prepare carefully