I can picture the Murder Munchkins having retired from the Rim, so they make a bunch of documentaries, biographies, and and tutorials marketed towards potential Rich Explorers. You can picture it: a bunch of psionic cyborg supersoldiers drop out of a shuttle in the finest clothes of thrumbofur and devilstrand, swap them out for marine armor for a 5 minute demo of "how to kill raiders", then switch back to fancy clothes and get back on the shuttle, complaining about the ugly environment the entire time.
"Howdy folks, 'member us? Looks like y'all are having some trouble. We can teach you how 'ta handle this yourself. For a fee of course. Oh, a doomsday, this is gonna get messy, better make a decision quick."
IMH XP *a* boomalope often ends up beeing downed, so not exploding at once. While if you send them a handfull of boomrats (or a boomalope WITH a few boomrats), chances than one dies straightforward from angry raiders are almost garanteed -- with a pleasant chain result.
[Paul]: Jim, where are the components for the mortars at? [Jim]: Wdym? I brought like 20 of em. They should be right over where the rest of the stuff is. [Paul]: Well I'm here were all the stuff is, and I don't see em. Oh god damn it Jim not again. *everyone moans*[Jim]: What? I swear I brought em this time. I did!
The skipping method can be further exploited to get large quantities of survival meals and mortar shells. Raiders will never get additional components, but they do drop extra meals and shells whenever their stockpile gets too low. So by repeatedly skipping those away, you can essentially trade neural heat and psyfocus for supplies.
Francis John They will drop a mix of incendiary shells and high explosive shells. Which it is each time seams completely random and I think the chances are equal for each drop.
Yes! You showed my favorite method, skipping away their components :) Good guide, you gave a nice variety of options that cover the stages of the game well.
@@FrancisJohnYT - I got ONI partly because of you and another lets player. Not the spaced out DLC, not until that's more complete and I got the hang of base game. I'm going for all achievements challenge but on Arboria instead of Rime. Most crippling thing by far right now is the 240GW energy achievement, reliance on manual generators, not having gold amalgam for a SPOM, steel is coming along slowly (3 manual generators!) until I can set up a proper industrial zone. Open-air electrolyzers outside the base in rust biome just started to pool enough cheaply harvestable hydrogen to start using that, just 1 hydrogen gen is already a big help. No way I'll get achievements as fast as you, but carnivore is done and no others have time limits AFAIK.
FJ points out all of the great ways to deal with raids, but he left off the very best one: Polka music blasted on loudspeakers to interrupt the sleep of the raiders. They'll either get drunk and dance themselves into oblivion or be so tired they can't shoot. :D
I found this channel not long ago but I’m so glad that I did. Your explanations are informative and useful and your videos are so much fun to watch. Without a doubt one of the best rimworld TH-camrs I’ve seen and you deserve so many more subs
I've found a good tactic in the early game is to allow them to finish building their mortars before triggering them to assault your colony, you can claim the mortars and move them inside your base after you've wiped the enemies out. This allows you to get mortars way before you can complete the research for them. You won't be able to make your own ammo without the research, but finding ammo on traders isn't that rare.
however it's a bit tricky, since THE MOMENT they built their mortars they can start firing at you, so you'll need to time this just right so they won't shred your base to swiz cheese.
@@mrShift_0044 yeah, you basically have to have already started getting them aggro'd before they finish so you can get them to assault your colony before they get the mortars loaded and start firing. But you can see what sort of ammo they're going to be using and as long as it's not incendiary ammo the damage they'll do with 1 or 2 shots usually isn't that bad.
Well, thank you Francis for a new ending song I guess? But nooo, I got accustomed to *your* epic guitar ending which I happen to love (and straightfully ignore its author lol)! Bravo for another powerful and funny RimWorld tutorial btw.
if you're playing royalty, a squad of invisibility/berserk pulse pawns gets you through almost almost any raid. mow them down while they're too busy fighting each other to notice you.
HOW have I never thought to skip their components away!? It's a well known fact that they won't get any more goods; other than the occasional drop pod with more mortars and food. This seems like the perfect ploy to force them into just a normal raid. Brilliant!
My take on siege methods - 1 - sniper rifles - I agree regarding their advantages and disadvantages. Main thing is to be aware of your avenue of approach, cover, and what you can hit. 2 - animal pulsers - I haven't had good luck with these even on animal-dense maps. I've triggered one only to have maybe 10 out of 50 animals on the map actually go berserk, and not the 10 that can break a siege. That said, if you have settled permanently, you can call in settler exotic goods traders or tribal shaman traders and they can bring pulsers or other artifacts. 3 - Doomsday + smokecloud - Francis John is spot on about this one. However, unless it's a particularly large siege, I'd save my doomsday for mechs or hives due to their rarity. However, as FJ covered in previous runs, smoke clouds are great for safely, though slowly taking down mechanoid turrets where you can't get a melee pawn to rush in. 4 - Aerodrone strikes and salvos are cool! They're a perfect option against so many enemies, you don't have to take time switching weapons, etc. The cooldown can be mitigated by having multiple imperial titled pawns, mining gold with 2 drill-arm pawn and donating all the USELESS prisoners is a good way to get the honor for that. Too many players overlook holding useless prisoners until they can give them to tribute collectors, they all give the same honor and the tribute collectors don't care what bodily condition they're in, missing a lung and kidney and walking on peg legs is fine by them. 5 - psychic lances - my experience with these was uneven. For me they were most effective when used on enemies with rockets or grenades. Sometimes they'd fire right away blowing away half their allies and breaking. Sometimes they wouldn't get a chance to fire and just be melee'd down by their allies and I could pick up a doomsday that way. I didn't think about using it on a shield-pack carrier, absorbing and wasting their rockets is a genius move too. 6 - Counter-mortars - This tends to be my most common method for breaking sieges. I usually aim for 8 mortars in my mortar box. It really is useful to build a dedicated mortar area with sectioned off mortars and section off the different ammos too into their own cubbies at an end or preferable in the middle (takes a lot more space though). It may not even be the most practical or efficient method, but it's satisfying to see explosions rain upon and around loitering raiders. It's rare for one or two to be enough - unless you're using the mortar accuracy mod, in which case you can pinpoint-destroy any static tile on the map. You should stick lamps and statues in there so pawns don't get darkness/hideous environment moodlets since they'll be at it for a while - you don't want a mortar pawn going on a destructive break aiming to destroy your antigrain warhead that's conveniently close by. Between double drill-arms deep-drilling steel and milking boomalopes, ammo is always available. 7 - Stealing components - It's a good move if you can pull it off, this is the most likely to preserve the siege drops. By the time you have skip and jump packs, getting chemfuel to recharge it is easy. There are additional options - calling imperial trooper/janissary squads, combining stealing their components with a toxic fallout quest that happens to be available, main thing is as Francis John says, make sure you have a wide range of options available, don't ignore anything because it's disposable or single-use. This isn't like Baldur's Gate and Neverwinter Nights or Final Fantasy where healing potions are always expensive, never heal enough and you just spam full heal spells all the time anyway.
2 Animal pulser now turn every wild animal insane. If the animals wait outside your door get your sprinter to aggro them and draw them towards the enemy. Then either jump jet, skip or invisible away so they retarget the siege. 5 psychic lances from what I have experienced cause the affected pawn to go melee, I have hit grenade people only for them to start punching instead of exploding. Mechanoids are a different story for some reason.
Seiges are one of the few good uses of flashstorm, and can similarly take out their components if you get in early enough, in addition to taking out their food and making them go hungry real quick. And you forgot the penultimate way of dealing with seiges, most useful early to mid game, just fleeing. Someone really needs to make a 'escape however you can' mod that lets you use the same rules to leave your home that you use when invading another tile(which is different than the 'getting ambushed' rules)
get "Caravan Journey Spot" mod, reverts to an earlier version of Rimworld caravans when you could choose where you want to leave the map like a sensible person!
Making them go hungry by stealing their food will not work. They don't drop extra components after you still the firsts, but they do drop extra meals and mortar shells whenever their stockpiles gets low. On another hand, stealing those can be an way to acquire large amounts of extra supplies for yourself.
Ever wanted to bullseye something with an Antigrain? Have your psycaster equip some incendiary grenades or a launcher and have them carry an antigrain somewhere within skip range of the target. Optionally, use invisibility. Use the incendiary weapon *once* on the antigrain. When you hear the hissing noise, skip the antigrain to its target. Bullseye.
Francis: small request. When you get your 389 pawns in the other playthrough PLEASE give them each a morter at least once. I want to see whats left after a 389 gun salute
I recently tried an animal pulser for the first time. The situation just hadn’t seemed dire enough before (or the map filled with enough animals. But this time it was fairly early game & the pirates were frighteningly well armed compared to my colonists. Unfortunately, they were able to take out all the animals that came at them with almost no injuries, including the rhinos that had been nearby. Also, for some reason a huge number of the map’s animals decided to hang around my base’s walls instead of going after the pirates. So my colonists were stuck indoors while the pirates set up their mortars and set the entire map and parts of my base on fire with incendiary shells. I was pretty bummed… I’d been looking forward to seeing those rhinos take them apart. 😆
@@FrancisJohnYT Sadly, it was a tropical rainforest tile, which should totally be an ideal place for a successful animal swarm. That’s why I was so optimistic about how cool the frenzy was going to be. I hadn’t done much hunting in awhile, so I thought it would work. However, the pirates were in the bottom left of the map - I guess there just weren’t enough big animals down there, and the ones higher up were too lazy to make the trek (despite it being a standard sized map). The ones i remember seeing actually reach the pirates were a small group of rhinos, a troop of monkeys, some chinchillas, and a number of those really big, ugly, cranky birds. I wish there had been a herd of elephants. I don’t think there were any on the map at that moment. Sigh, that rainforest really crushed my violent dreams. 😂 The next time I use an animal pulser, I think I’ll take both the position of the enemies and relative position of the animal population into account.
I'm not sure if the devs fixed this, but back in the A17 days I used to use the Transport Pod feature to throw EMP shells at them - if them land it closer than the real shells, they'll just harmlessly shoot EMPs at you until they finally decide to attack the colony two days later (or until you manage to take them out first). Probably less effective these days though, as some implants from Royalty make you susceptible to EMP damage.
A skip is 25 heat? So with 75+ heat limit you could skip in as soon as they aim, skip the components, and skip out. Level 4 psycaster - the minimum to learn skip - comes with 60 heat limit. Haven't looked at the math in some time, but I think you could make up the difference with the psychic sensitivity trait, or an eltex staff, or an eltex skullcap, or a good quality eltex robe.
One thing I'd like to add with the animal pulser, DO NOT use it while a friendly caravan is on the map. Their animals will be affected, and this will likely lead to the caravan going instantly hostile.
I’m a complete noob to this game, and apologies if i missed this. The animal pulser idea seems like a really good one, but wouldn’t it mess your own animals up as well and cause you a massive problem in your own base? I like the notion of animals outside going spare, but not the three or four muffalos I have chilling in their wooden pen.
Where can sieges spawn though? can they only spawn at the edge of the map or can they drop inside of a big open space inside your walls like a field? If they spawn inside of a field, you can't just mortar your potatoes!
You can totally mortar your potatoes. I have set off a doomsday inside my base taking out my own labs. Good pawns are the hardest thing to replace. Everything else is expendable.
you should probably clarify animal pulsar turns wild animals hostile to everything, I remember the days when they would turn your own animals hostile too, rendering the item completely useless. I was very happy when I first saw they no longer do that.
That song wasn't to 'catchy' ;). If you would visit any Polish weding party (or probably any slavic weding party) than you would most likely hear more similar stuff (I would invite you to my wedding but due to pandemic I'm still not sure if it will be for 4 people or for
good video with information :) these mortals are sometimes really hard to deal with ! I Hey I have a question while we are at it. I tried to instal the same mods that you have on your games but perhaps I have missed one or it doesnt work properly. most of them works jsut fine but there is an issue. I couldnt find one in the steam store too but unfortunately forgot which one it was. Anyway, I dont have this "fist" icon on the pawn screen that you use to make them agressive or ignore target. Your powns themselves attacks enemies around, react, you can make them not reaact. But I dont have that. What mod is that? Also i installed simple arms and all so my pawns carry both ranged and melee weapon and I can freely make them change the weapon so they put the other one in the invectory but the problem is when they are not drafted/or drafted, carrying ranged weapon and they get attacked in melee (for example by a mad rabbit) they will drop the ranged weapon on the ground and equip their melee weapon (they should switch the weapon in invectory, not dropping it on the ground) and i dont know why they are doing that? also I have one pawn that is a knight and once when i was on the doffrent tail raiding a tomb he issued an order to build a building, i ignored the ques and left the project there then abandoned the tail, and now he have an increasing debuff because i ignored that. I cant rebuild it because i lost the plan and cant get it back, will it pass? or will he get angier and angier till its like -100 to mood?
pretty sure the combat stance is vanilla, maybe you have a combat mod that is disabling that? I think in Vanilla you need to do it on the pawn card rather then one of the management windows? As for your simple arms, there should be an option in the mod settings to toggle dropping or putting in inventory when they go into melee.
@@starlightbreaker561 AFAIK, you can change pawn stances in the same menu you set clothing, food and drug restrictions in Vanilla Rimworld - and while sure, you can just click on your pawns and set them case by case, this is tedious and in menu you can make bulk changes by just dragging your selected stance/restriction
For the weapon dropping go into the mod options it has a setting/tick box in their to stop than happening. It should not happen by default as far as I'm aware. I have no idea about the demand, I have never had a knight demand anything most likely because they are all ascetic.
Personally I think if an item or strategy is from the DLC (or any future DLC), leave it to the end and put some emphasis on it. New players looking at tutorials likely won't have the DLC and so won't have these options available to them. Worse yet it could cause confusion to these new players who don't realise that it's part of the DLC.
I can picture the Murder Munchkins having retired from the Rim, so they make a bunch of documentaries, biographies, and and tutorials marketed towards potential Rich Explorers.
You can picture it: a bunch of psionic cyborg supersoldiers drop out of a shuttle in the finest clothes of thrumbofur and devilstrand, swap them out for marine armor for a 5 minute demo of "how to kill raiders", then switch back to fancy clothes and get back on the shuttle, complaining about the ugly environment the entire time.
I love this
"Howdy folks, 'member us? Looks like y'all are having some trouble. We can teach you how 'ta handle this yourself. For a fee of course. Oh, a doomsday, this is gonna get messy, better make a decision quick."
They have to earn enough for their luciferium somehow
You could also put a boomalope in a transport pod and send it to the raiders, its pretty much a discount doomsday lol
Or skip it
transport pods are more accurate mortars lol. Just ship them a boomalope or a bunch of boomrats lmao
Ah good old biological warfare.
IMH XP *a* boomalope often ends up beeing downed, so not exploding at once. While if you send them a handfull of boomrats (or a boomalope WITH a few boomrats), chances than one dies straightforward from angry raiders are almost garanteed -- with a pleasant chain result.
@@TukozAki Now that's thinking with... pods
I love the invisibility + skip combo for hauling their components away
[Paul]: Jim, where are the components for the mortars at?
[Jim]: Wdym? I brought like 20 of em. They should be right over where the rest of the stuff is.
[Paul]: Well I'm here were all the stuff is, and I don't see em. Oh god damn it Jim not again.
*everyone moans*[Jim]: What? I swear I brought em this time. I did!
"God dammit Jim"
I'm a doctor, not an engineer!
The skipping method can be further exploited to get large quantities of survival meals and mortar shells. Raiders will never get additional components, but they do drop extra meals and shells whenever their stockpile gets too low. So by repeatedly skipping those away, you can essentially trade neural heat and psyfocus for supplies.
I knew about the meals but did not know about the mortar shells, they would totally be worth stealing.
Francis John
They will drop a mix of incendiary shells and high explosive shells. Which it is each time seams completely random and I think the chances are equal for each drop.
Yes! You showed my favorite method, skipping away their components :) Good guide, you gave a nice variety of options that cover the stages of the game well.
I learned half of them from the comments, seemed only fair to share.
Before I always came to you for oni tutorials. And now you even did rimworld. Thank you so much francis!
Most of the stuff I learned was from the comments, feels only fair to share it with everyone.
@@FrancisJohnYT - I got ONI partly because of you and another lets player. Not the spaced out DLC, not until that's more complete and I got the hang of base game. I'm going for all achievements challenge but on Arboria instead of Rime. Most crippling thing by far right now is the 240GW energy achievement, reliance on manual generators, not having gold amalgam for a SPOM, steel is coming along slowly (3 manual generators!) until I can set up a proper industrial zone. Open-air electrolyzers outside the base in rust biome just started to pool enough cheaply harvestable hydrogen to start using that, just 1 hydrogen gen is already a big help. No way I'll get achievements as fast as you, but carnivore is done and no others have time limits AFAIK.
FJ points out all of the great ways to deal with raids, but he left off the very best one: Polka music blasted on loudspeakers to interrupt the sleep of the raiders. They'll either get drunk and dance themselves into oblivion or be so tired they can't shoot. :D
I'm pretty sure that is a war crime and not in a good way :)
Skipping the components away is absolute genius.
I found this channel not long ago but I’m so glad that I did. Your explanations are informative and useful and your videos are so much fun to watch. Without a doubt one of the best rimworld TH-camrs I’ve seen and you deserve so many more subs
Regardless of how much I liked the old ending song for RimWorld episodes I hope this one becomes a new one from now on. :D
I didn't ever think we would see anymore of the murder munchkins
I'm very happy now xD
I miss them alot :)
Great tips all around. Loved the removal of vital components to disrupt the AI 🤣🤣🤣
I've found a good tactic in the early game is to allow them to finish building their mortars before triggering them to assault your colony, you can claim the mortars and move them inside your base after you've wiped the enemies out. This allows you to get mortars way before you can complete the research for them. You won't be able to make your own ammo without the research, but finding ammo on traders isn't that rare.
however it's a bit tricky, since THE MOMENT they built their mortars they can start firing at you, so you'll need to time this just right so they won't shred your base to swiz cheese.
@@mrShift_0044 yeah, you basically have to have already started getting them aggro'd before they finish so you can get them to assault your colony before they get the mortars loaded and start firing. But you can see what sort of ammo they're going to be using and as long as it's not incendiary ammo the damage they'll do with 1 or 2 shots usually isn't that bad.
Well, thank you Francis for a new ending song I guess?
But nooo, I got accustomed to *your* epic guitar ending which I happen to love (and straightfully ignore its author lol)!
Bravo for another powerful and funny RimWorld tutorial btw.
This ending song was just a one off, I found it for the waiting pirates time lapse and could not shake it. The guitar will be back.
if you're playing royalty, a squad of invisibility/berserk pulse pawns gets you through almost almost any raid.
mow them down while they're too busy fighting each other to notice you.
That is one of my preferred tactics.
HOW have I never thought to skip their components away!? It's a well known fact that they won't get any more goods; other than the occasional drop pod with more mortars and food. This seems like the perfect ploy to force them into just a normal raid. Brilliant!
So happy to see the Murder Munchkins coming out of retirement to do what they do best!
Great advanced guide. Covered pretty much all the options I can think of. :)
That method of dealing with sieges is genius!
I've always daydreamed of an animal-focused playthrough in a mountain base with combat boom rats. Breed and die, little buddies, for Ben!
Things like this deserve more views.
My take on siege methods -
1 - sniper rifles - I agree regarding their advantages and disadvantages. Main thing is to be aware of your avenue of approach, cover, and what you can hit.
2 - animal pulsers - I haven't had good luck with these even on animal-dense maps. I've triggered one only to have maybe 10 out of 50 animals on the map actually go berserk, and not the 10 that can break a siege. That said, if you have settled permanently, you can call in settler exotic goods traders or tribal shaman traders and they can bring pulsers or other artifacts.
3 - Doomsday + smokecloud - Francis John is spot on about this one. However, unless it's a particularly large siege, I'd save my doomsday for mechs or hives due to their rarity. However, as FJ covered in previous runs, smoke clouds are great for safely, though slowly taking down mechanoid turrets where you can't get a melee pawn to rush in.
4 - Aerodrone strikes and salvos are cool! They're a perfect option against so many enemies, you don't have to take time switching weapons, etc. The cooldown can be mitigated by having multiple imperial titled pawns, mining gold with 2 drill-arm pawn and donating all the USELESS prisoners is a good way to get the honor for that. Too many players overlook holding useless prisoners until they can give them to tribute collectors, they all give the same honor and the tribute collectors don't care what bodily condition they're in, missing a lung and kidney and walking on peg legs is fine by them.
5 - psychic lances - my experience with these was uneven. For me they were most effective when used on enemies with rockets or grenades. Sometimes they'd fire right away blowing away half their allies and breaking. Sometimes they wouldn't get a chance to fire and just be melee'd down by their allies and I could pick up a doomsday that way. I didn't think about using it on a shield-pack carrier, absorbing and wasting their rockets is a genius move too.
6 - Counter-mortars - This tends to be my most common method for breaking sieges. I usually aim for 8 mortars in my mortar box. It really is useful to build a dedicated mortar area with sectioned off mortars and section off the different ammos too into their own cubbies at an end or preferable in the middle (takes a lot more space though). It may not even be the most practical or efficient method, but it's satisfying to see explosions rain upon and around loitering raiders. It's rare for one or two to be enough - unless you're using the mortar accuracy mod, in which case you can pinpoint-destroy any static tile on the map. You should stick lamps and statues in there so pawns don't get darkness/hideous environment moodlets since they'll be at it for a while - you don't want a mortar pawn going on a destructive break aiming to destroy your antigrain warhead that's conveniently close by. Between double drill-arms deep-drilling steel and milking boomalopes, ammo is always available.
7 - Stealing components - It's a good move if you can pull it off, this is the most likely to preserve the siege drops. By the time you have skip and jump packs, getting chemfuel to recharge it is easy.
There are additional options - calling imperial trooper/janissary squads, combining stealing their components with a toxic fallout quest that happens to be available, main thing is as Francis John says, make sure you have a wide range of options available, don't ignore anything because it's disposable or single-use. This isn't like Baldur's Gate and Neverwinter Nights or Final Fantasy where healing potions are always expensive, never heal enough and you just spam full heal spells all the time anyway.
2 Animal pulser now turn every wild animal insane. If the animals wait outside your door get your sprinter to aggro them and draw them towards the enemy. Then either jump jet, skip or invisible away so they retarget the siege.
5 psychic lances from what I have experienced cause the affected pawn to go melee, I have hit grenade people only for them to start punching instead of exploding. Mechanoids are a different story for some reason.
Seiges are one of the few good uses of flashstorm, and can similarly take out their components if you get in early enough, in addition to taking out their food and making them go hungry real quick.
And you forgot the penultimate way of dealing with seiges, most useful early to mid game, just fleeing. Someone really needs to make a 'escape however you can' mod that lets you use the same rules to leave your home that you use when invading another tile(which is different than the 'getting ambushed' rules)
get "Caravan Journey Spot" mod, reverts to an earlier version of Rimworld caravans when you could choose where you want to leave the map like a sensible person!
Making them go hungry by stealing their food will not work. They don't drop extra components after you still the firsts, but they do drop extra meals and mortar shells whenever their stockpiles gets low. On another hand, stealing those can be an way to acquire large amounts of extra supplies for yourself.
I got floored by two mortars. I'm sad but I've learned something very valuable.
..in which we see Francis fully embracing how OP space wizards are.
Ever wanted to bullseye something with an Antigrain? Have your psycaster equip some incendiary grenades or a launcher and have them carry an antigrain somewhere within skip range of the target. Optionally, use invisibility. Use the incendiary weapon *once* on the antigrain. When you hear the hissing noise, skip the antigrain to its target. Bullseye.
Otherwise referred to as the worlds most dangerous game. I save that for nasty mechanoid infections.
The hottest of potatoes
'Explosions are funny in that...' nuff said imo
Francis: small request. When you get your 389 pawns in the other playthrough PLEASE give them each a morter at least once. I want to see whats left after a 389 gun salute
389 mortars is not a small request lol
Not a small request, no, but picture 389 mortars... Guessing his rig will have it's first "syntax error" 🤣
I'm not sure we can afford the space or the frames, but 50-60 should be doable.
Amazing guide! Would love to see your views on dealing with breachers etc
I wonder do mechanoids try and and avoid turrets as well?
Love your channel francis
Very nice guide and loved the music too
I recently tried an animal pulser for the first time. The situation just hadn’t seemed dire enough before (or the map filled with enough animals. But this time it was fairly early game & the pirates were frighteningly well armed compared to my colonists.
Unfortunately, they were able to take out all the animals that came at them with almost no injuries, including the rhinos that had been nearby. Also, for some reason a huge number of the map’s animals decided to hang around my base’s walls instead of going after the pirates. So my colonists were stuck indoors while the pirates set up their mortars and set the entire map and parts of my base on fire with incendiary shells.
I was pretty bummed… I’d been looking forward to seeing those rhinos take them apart. 😆
You were on a arid shrubland tile right? Not as many animals about on those tiles, makes it a bit harder to pull off.
@@FrancisJohnYT Sadly, it was a tropical rainforest tile, which should totally be an ideal place for a successful animal swarm. That’s why I was so optimistic about how cool the frenzy was going to be. I hadn’t done much hunting in awhile, so I thought it would work. However, the pirates were in the bottom left of the map - I guess there just weren’t enough big animals down there, and the ones higher up were too lazy to make the trek (despite it being a standard sized map).
The ones i remember seeing actually reach the pirates were a small group of rhinos, a troop of monkeys, some chinchillas, and a number of those really big, ugly, cranky birds. I wish there had been a herd of elephants. I don’t think there were any on the map at that moment. Sigh, that rainforest really crushed my violent dreams. 😂
The next time I use an animal pulser, I think I’ll take both the position of the enemies and relative position of the animal population into account.
Another Rimworld upload From Francis: YAY. But its not the new Series:BOO....I AM SO CONFLICTED!
My personal favorite: raining artillery hell upon them. My artillery is prepared, theres is not.
I'm not sure if the devs fixed this, but back in the A17 days I used to use the Transport Pod feature to throw EMP shells at them - if them land it closer than the real shells, they'll just harmlessly shoot EMPs at you until they finally decide to attack the colony two days later (or until you manage to take them out first).
Probably less effective these days though, as some implants from Royalty make you susceptible to EMP damage.
A skip is 25 heat? So with 75+ heat limit you could skip in as soon as they aim, skip the components, and skip out. Level 4 psycaster - the minimum to learn skip - comes with 60 heat limit. Haven't looked at the math in some time, but I think you could make up the difference with the psychic sensitivity trait, or an eltex staff, or an eltex skullcap, or a good quality eltex robe.
Animals in this game really crack me up.
NICE SONG! 👍👍👍
One thing I'd like to add with the animal pulser, DO NOT use it while a friendly caravan is on the map. Their animals will be affected, and this will likely lead to the caravan going instantly hostile.
Oh, never had the joy of experiencing that before.
I needed this video.
I’m a complete noob to this game, and apologies if i missed this. The animal pulser idea seems like a really good one, but wouldn’t it mess your own animals up as well and cause you a massive problem in your own base?
I like the notion of animals outside going spare, but not the three or four muffalos I have chilling in their wooden pen.
Where can sieges spawn though? can they only spawn at the edge of the map or can they drop inside of a big open space inside your walls like a field? If they spawn inside of a field, you can't just mortar your potatoes!
AFAIK they never drop in the middle. Always edges
You can totally mortar your potatoes. I have set off a doomsday inside my base taking out my own labs. Good pawns are the hardest thing to replace. Everything else is expendable.
How abut using animal pulser while you have your own animals? How does it work?
Doesn't seem to affect those.
animal pulsers only affect 'wild' animals. So your own animals and animals belonging to visitors (like a trader's pack animals) are unaffected.
AAND WE'RE BACK
Could you compile all rimworld tutorials into a playlist please? There's no search in chanel for mobile =(
They should all be in this playlist
th-cam.com/play/PLS-hAL3jgjOvy3MrdfvKPDH60q_tzOup8.html
@@FrancisJohnYT thx. already seen them All keep it going.
Smoked kielbasa polka for credits from now on plz.
For the current playthrough ... curious if you've tried to run that many pawns at once in a test world.. seems... like it might explode your pc.
Oh I'm pretty sure it will, the question is how far we get and if it's gets slow enough I have to upgrade the PC.
you should probably clarify animal pulsar turns wild animals hostile to everything, I remember the days when they would turn your own animals hostile too, rendering the item completely useless. I was very happy when I first saw they no longer do that.
Oh my gooood I did not know that! I dumped so many of themmmm.... So much pain would be saved
Great tips! Thanks
That song wasn't to 'catchy' ;). If you would visit any Polish weding
party (or probably any slavic weding party) than you would most likely
hear more similar stuff (I would invite you to my wedding but due to
pandemic I'm still not sure if it will be for 4 people or for
low-shield pack just so op, for me maybe using extra psychic shock lance just to secure the shield pack loot drop for later usage
EMP grenades are supposed to shut them down just like mech shields.
good video with information :) these mortals are sometimes really hard to deal with ! I Hey I have a question while we are at it. I tried to instal the same mods that you have on your games but perhaps I have missed one or it doesnt work properly. most of them works jsut fine but there is an issue. I couldnt find one in the steam store too but unfortunately forgot which one it was. Anyway, I dont have this "fist" icon on the pawn screen that you use to make them agressive or ignore target. Your powns themselves attacks enemies around, react, you can make them not reaact. But I dont have that. What mod is that? Also i installed simple arms and all so my pawns carry both ranged and melee weapon and I can freely make them change the weapon so they put the other one in the invectory but the problem is when they are not drafted/or drafted, carrying ranged weapon and they get attacked in melee (for example by a mad rabbit) they will drop the ranged weapon on the ground and equip their melee weapon (they should switch the weapon in invectory, not dropping it on the ground) and i dont know why they are doing that? also I have one pawn that is a knight and once when i was on the doffrent tail raiding a tomb he issued an order to build a building, i ignored the ques and left the project there then abandoned the tail, and now he have an increasing debuff because i ignored that. I cant rebuild it because i lost the plan and cant get it back, will it pass? or will he get angier and angier till its like -100 to mood?
Flee, Ignore and Attack 'answers' to threats are vanilla (with 'Flee' being the default).
pretty sure the combat stance is vanilla, maybe you have a combat mod that is disabling that? I think in Vanilla you need to do it on the pawn card rather then one of the management windows?
As for your simple arms, there should be an option in the mod settings to toggle dropping or putting in inventory when they go into melee.
@@starlightbreaker561 Maybe. Main point was to answer Wielki about choice & display between these 3 stances: it's 100% vanilla.
@@starlightbreaker561 AFAIK, you can change pawn stances in the same menu you set clothing, food and drug restrictions in Vanilla Rimworld - and while sure, you can just click on your pawns and set them case by case, this is tedious and in menu you can make bulk changes by just dragging your selected stance/restriction
For the weapon dropping go into the mod options it has a setting/tick box in their to stop than happening. It should not happen by default as far as I'm aware.
I have no idea about the demand, I have never had a knight demand anything most likely because they are all ascetic.
could someone please tell me how to get that minimap
thx in advance :D
Dubs Mint Minimap - Dubwise
So handy.
@@FrancisJohnYT thank you :)
is this a spoiler for the 389 pawn challenge?
No
@@jessiuss_juiice *not yet :P
Just trying to get some knowledge out their, after pouring so much time into the game it's nice to pass on what you end up finding out.
Ooo! Thanks for the tutorial!
How do you only have 7 people
Here come the camels 🐪🐫
Personally I think if an item or strategy is from the DLC (or any future DLC), leave it to the end and put some emphasis on it. New players looking at tutorials likely won't have the DLC and so won't have these options available to them. Worse yet it could cause confusion to these new players who don't realise that it's part of the DLC.
+1 for an emphasis on them DLC only tactics.
Good point, I have played it so long I forget that it's an expansion. Though in my defence the thumbnail lists Royalty.
amazing
2:52 and themselves I guess
♥
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