Violent, raiding and slaving rancher tribals, with the Giddy-Up mod for maximum mounted archer shenanigans. who are all dangerously inept, with really horrible traits and a single redeeming quality each. A heavily empire-aligned run, starting with the Empire's ideology, a bit accelerated with some bonus tech and equipment, and four starting pawns. An Empire noble's failson is sent to build an outpost in a godforsaken swamp, bringing along several awful people who everyone wants gone. The religion is 100% a cult of personality of the Chosen One, so priority #1 is always to make sure they're at maximum mood, everyone else's needs are sidelined. Naked Brutality, but the starting pawn has great stats and traits. The Prophet has awoken, naked in the wilderness with no memory, but a burning desire to subjugate the world to their will. In return, I promise to post whatever entertaining poo poo my colony gets up to. I'll do whichever gets picked in the first reply. I have several RP-heavy gimmicks in mind with varying levels of weirdness, but I have to actually commit to one of them. ![]() Processor: Intel(R) Core(TM) i7-8700K CPU 3.70GHz (12 CPUs), ~3.7GHzĭear thread, please help me pick a gimmick run! I love making little bespoke scenarios for myself and Ideology is like a gift from God, but like a lot of people I'm also addicted to restarting. Processor might be a couple generations old, but I figure even that's not the problem. I feel like my computer is pretty modern. I haven't tried any of them, maybe they will help you. There are a couple of mods that say they increase performance, like rocketman that was already mentioned and there is also this: Sure I only get ~20 fps when it is running but the game works completely fine, there are no problems at all, no pauses, no missed clicks, no freezes. I have this, there are 50 slaves and 25 regular pawns and a huge amount of animals: I don't mean to be rude or anything but that is the solution to having a huge colony. It feels like the game is checking "can you stand in a field and out-shoot these mechanoids" which, yeah, sure we can, but it was vastly unimpressive compared to a bunch of raiders with breach axes.įor fences you can now drop a pen marker that will tell you the nutrition growth in the area versus the consumption rate, I don't recall that existing before? It is helpful as it lets me know when I should go take a few camels to market. ![]() It certainly negates killboxes, but it also negates the sort of fun, complex, room-to-room running battles produced by say, a drop pod raid, because not only do the cannons break your exterior perimeter wall (thus, you know, allowing the mechanoids into the base, which is scary and fun) it also negates using any other cover, corners, sandbags, defense in depth, etc, because the termites just delete those instantly. not impressed with the design philosophy here, and I'm not sure it actually fulfills the intended purpose. They do slow down people pretty good tho, so you could probably put them in any killbox style hallways instead of more expensive options if you still go that routeĪfter finally experiencing a breacher raid by Termites with Thud Cannons, I am. You can define a pen in an enclosed room with normal walls too, it just costs more and takes longer to set up. They don't provide any security, just a line in the sand for your cows. Fences are basically just drawing a line around what used to just be defining a zone.
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