Editing Crashed ship parts
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− | {{ | + | {{rewrite|reason=Cleanup}} |
− | + | NOTE: As of the 1.1 update, Mechanoids now immediately spawn in a dormant state around the ship rather than as a result of the ship taking fire. Other than causing fear in your colonists if they get too close, everything else (including previous strategies for combating them) appears to remain the same since the Mechanoids stay in that dormant state until provoked. | |
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− | + | '''Crashed ship parts''' drop as part of a map event. A crashed ship part, accompanied by fire, appears at a random unroofed location when the event triggers. | |
+ | These ship parts carry negative effects. | ||
− | + | Upon attacking the part a group of [[mechanoids]] will emerge to defend it. They will also emerge if a player built structure is placed too close to the ship part. The size of the group is dependent on colony wealth and storyteller difficulty. The mechanoids will surround the ship part to protect it: unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part. Once the ship part's health drops too low, however, the mechanoids will simply charge your colonists like a normal raid. | |
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− | + | [[File:Ship_part_safe_build_radius.jpg|300px|thumb|left|Planned defenses close to a crashed ship part.]] | |
− | + | A 14×9-tile rectangle, with an extra 1×6-tile row along the top and bottom of the ship part and an extra 1×3 column along each side, should be left clear. Placing any item or structure within this radius — such as a wall, sandbag or spike trap — will open the ship as if it had been fired upon. Objects placed or built outside of this radius will not affect it, allowing the player to build defenses prior to opening the ship. Since the threat is not immediate, players can build defenses surrounding the ship part. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge. | |
− | Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s. | + | Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can "kite" the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s. |
− | + | When destroyed, both the psychic ship part and the defoliator ship part leave: | |
− | + | * 100 [[steel]] | |
− | + | * 35 [[plasteel]] | |
− | + | * 9 [[Debris#Slag debris|steel slag chunks]] | |
− | * | + | * 4 [[component]]s |
− | * | + | * 1 [[advanced component]] |
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This is in addition to any parts you can salvage from shredding defeated [[mechanoids]]. | This is in addition to any parts you can salvage from shredding defeated [[mechanoids]]. | ||
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== Psychic ship == | == Psychic ship == | ||
− | {{Infobox main|building | + | {{Infobox main|building|exotic |
− | | | + | | type = Buildings |
− | | type = | + | | type2 = Exotic |
− | | type2 = | + | | image = PsychicShip.png|Crashed ship part |
− | | image = PsychicShip.png | + | | description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous |
− | | description = | + | | size = 6||3 |
− | | size = 6 | + | | hp = 1000 |
− | | hp = | ||
| flammability = 0 | | flammability = 0 | ||
− | | beauty = - | + | | beauty = -100 |
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}} | }} | ||
− | This ship part contains a hostile [[persona core]] that emits a psychic drone that negatively affects the | + | This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity traits may worsen or lessen the effect of the drone. |
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane. | The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane. | ||
− | === Psychic drone stages === | + | === Psychic drone stages === |
{| class = "wikitable" | {| class = "wikitable" | ||
+ | |- | ||
! Psychic drone (level) | ! Psychic drone (level) | ||
! Onset | ! Onset | ||
Line 77: | Line 66: | ||
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... | | My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare... | ||
|} | |} | ||
− | {{ | + | {{clear}} |
== Defoliator ship == | == Defoliator ship == | ||
− | {{Infobox main|building | + | {{Infobox main|building|exotic |
− | | | + | | type = Buildings |
− | | type = | + | | type2 = Exotic |
− | | type2 = | + | | image = PoisonShip.png|Crashed ship part |
− | | image = PoisonShip.png | + | | description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it. |
− | | description = | + | | size = 6||3 |
− | | size = 6 | + | | hp = 1000 |
− | | hp = | ||
| flammability = 0 | | flammability = 0 | ||
− | | beauty = - | + | | beauty = -100 |
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}} | }} | ||
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− | Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. | + | Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]] {{RoyaltyIcon}}. |
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+ | The effect has a maximum radius of 100 tiles. If colonists and animals are zoned away from the mechanoids' range, the defoliator ship can be safely ignored indefinitely. Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity. | ||
− | + | Note that this event was once called a "poison ship", and references to that may still be seen in the game or this Wiki. | |
− | + | * (Ver?) It no longer generates snow in the poisoned area. | |
− | <gallery heights= | + | |
− | Poison ship. | + | <gallery widths= "500px" heights="300px" class="center" mode="nolines"> |
− | + | File:Poison ship 1.jpg|'''Manually putting out nearby fires does not crack open the ship part.''' | |
− | Poison ship 2.jpg| | + | File:Poison ship 2.jpg|'''When the defoliator ship is defeated, growing zones harmed by poison can be replanted.''' |
</gallery> | </gallery> | ||
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== Version history == | == Version history == | ||
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* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''. | * Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''. | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] |