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{{for|strategies against threats|Defense tactics}}
 
{{for|strategies against threats|Defense tactics}}
  
Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking everything else into account, whereas hostiles only attack.
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Raids are frequent and numerous as enemies don't journey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.
  
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
 
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.
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==== Burning floors ====
 
==== Burning floors ====
You can build flammable floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a {{Bad|{{%|{{Q|Burned floor|Move Speed Factor}}}}}} movement factor, and will persist until removed.
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You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.
  
 
=== Traps ===
 
=== Traps ===
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#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
#* The "escape exit" has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
 
# "Slowing down" corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.
# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangement).
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# "Shooting range" corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangment).
 
#* Above, the "escape exit" corridor, filled with spike traps (doors allow replacing traps without having to walk on them).
 
#* Above, the "escape exit" corridor, filled with spike traps (doors allow replacing traps without having to walk on them).
 
#* Below, the "entrance to the base", also filled with traps.
 
#* Below, the "entrance to the base", also filled with traps.
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This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas.  
 
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas.  
  
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation. Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it has good hp which means it will burn for longer and has high flammability, so it will catch fire quickly. Another alternative is to use tainted clothing.
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To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation. Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it have good hp which means it will burn a longer time and high flammability so it will catch fire quickly. Another alternative is to use tainted clothing.
  
 
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room.  
 
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room.  
  
Once the temperatures reach ({{Temperature|250}}), insects will begin to burn. They will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach {{Temperature|500}} or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.
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Once the temperatures rise so high ({{Temperature|250}}) that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach {{Temperature|500}} or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.
  
 
Although using this method will not yield you valuable [[insect jelly]].
 
Although using this method will not yield you valuable [[insect jelly]].

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