Rimworld killbox12/20/2023 ![]() maybe? I thought those were limited to "Pirate" sorts of factions.) Raids can target "beds" though, which can path them into living areas where pawns could be taking refuge/resting/healing up.For defensive constructions against threats, see Defense structures. Or, you can spawn the same kind of raid, yourself, to see what the Raiders might be "thinking."ĪFAIK, the only Raids that will directly target colonists at the outset are there to capture prisoners/slaves. I seem to remember a slight change with a patch, maybe to how turrets effect pathing? Not sure, but the principles are still the same and you can test for any clues the next time you get a raid like that. Also, there's a good explanation on how to use the devmode pathing tool to figure out what's going on:ĪFAIK, all this is still relevant for the OP. That's not the only way this happened, but it's likely.Īnyway, here's a good explanation in detail on pathing. When that happens, the raider "takes the gathered intelligence" concerning your base back to their faction. It's likely that the faction of Tribals raided your base earlier and saw your pawns using the doors and then had a member of the Raid eventually escape. Originally posted by inchulk2013:Im playing a decently modded colony and most the time my killbox has worked (the raiders will path to the entrance and get destroyed by turrets after going down a windy tunnel of corpses) but the last attack almost wiped my base when three groups of tribals went for several doors in my outerwall instead of the killbox.Do raiders prioratize the base if there are more colonsits inside than in the killbox or is there some other way to bait them out? You're not the only person experiencing this problem: Turrets provide direct pathing target for them to home in on. One thing I did notice is raiders will go for outer walls if there are no turrets in the kill box. My kill box only has two doors separating it from the center of my base with a direct, unencumbered path leading straight in. The no escape box is triggered once the raiders start to retreat to prevent most of them from escaping (it needs a redesign).ĮDIT: On your point, the number of doors is a factor. This kill box works pretty well, but the occasional doomsday missile does get through to take out a bunch of turrets and everything around them so redundant power lines is a must. The PacMan style kill box is designed to dump raiders in the middle of the maximum number of turrets at close to their maximum range with a lot a lot of obstacles arranged to minimum their cover while maximizing the turret's cover. It's essentially two kill boxes with their own power supply, control room and dedicated storage and processing areas. The long hallways are useful for attritting raiders and giving your colonists time to occupy defensive positions, but I find them less useful late game when you have enough turrets. Raiders will go through your other doors if your Kill box access way has too many obstacles. Do raiders prioratize the base if there are more colonsits inside than in the killbox or is there some other way to bait them out? Is there a way to ensure they go for the killbox? (I normally play in mountain bunkers where there is only one path (besides the 20 autodoor access hatch) but im trying a forest play and was wondering if there is any advice, I currently have a large outer wall with several doors allowing my pawns to move freely among the map and then a killbox on one side (with a door to stop animal zergs) and usually the raiders will target the line of four colonists who stand in the killbox as bait. The inside of my base is pretty tight and with combat extended my guys couldn't stop the zerg of tribals. Im playing a decently modded colony and most the time my killbox has worked (the raiders will path to the entrance and get destroyed by turrets after going down a windy tunnel of corpses) but the last attack almost wiped my base when three groups of tribals went for several doors in my outerwall instead of the killbox.
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