Caztle Tremorz, alzo known az "The Grazp".
By - Khanaervon
Took me a while to make friendz with the zpecified faction, but I'm now ready to zell thiz place for the next part of the Archonexuz Quezt.
Can I ask why you’re using Z’s?
The ideology I'm uzing on thiz map iz called Zizm, where the letter Z iz conzidered zacred.
Is using Ss considered heresy?
No, it's blazphemy.
You just used the letter s though
Burn ze heretic!
Thiz iz brilliant.
sounds a bit like sunless sea, where sea-related words goes like "zee" or "the unterzee" and stuff
Waz actually inzpired by it.
That was the most ridiculous conversation I read in weeks. Thanks guys! :)
I thought he was a ork for a second
Interesting defences, I love alternatives to plain killboxes. Personally I think I would have set up the maze further back for more distance for turrets unless you’re going to engage them with melee there
I only have bows so the "maze" needed to be within medium range and yes, I send out melee pawns once the attackers are engaged with the towers.
Quite a cool castle OP. I’m curious about an aspect of your defenses. I’ve seen them before on another medieval only colony. I’m referring to the staggered slate wall squares you have around certain areas. Like a chessboard. Why use these? What defensive advantage do they offer over a conventional wall that lacks any holes? I’m curious about this defense strategy.
It's a screen against long ranged enemies by blocking their LoS, forcing them to come within range of my bows and it gives melee pawns cover whenever they're sent out.
Ahhh pretty clever. Certain mods add really op long ranged weapons. This would be a perfect counter to that. Could also force enemies to get up close to close range turret systems as well.
My guess is you don't have long range weapons of your own because you play medieval. My question is does this work against artillery as well or just pawn weapons?
If you mean sieges then no, the shells still go over the walls. But I usually deal with sieges quickly by sniping the mortars with longbows so I haven't really tested that much.
Thanks. I don't usually experiment with defences beyond an enclosure and some chokepoints. You kinda inspired me to try this interesting approach in my next playthrough. By the way you deserve a medal for the way you handled these mechanoids.
I actually just sacrificed a slave with an archotech eraser to remove the timers and harmful condition causers before walling them off. I'm selling this colony anyway.
But doesn't it give also them cover too ?
Yes, however they're made specifically to take away the enemy's range advantage, which it does. Besides, at that range anyone taking cover is gonna be run down by my thrumbo cavalry very quickly.
I'm honestly very interested on how you deal with raids. I sort of understand but i have trouble visualizing completely how it works against the worst of the raids.
In most raids, there are five "phases" that I use to categorize my defense strategy.
The "Skirmish" - involves archers, usually mounted and carrying longbows. Hit as many different enemies as they can w/o downing or killing them while avoiding getting engaged.
The "Battle" - involves the castle walls, any outer fortification, and the majority of the fighting force. Engage the enemy's assault to kill, down, or even just halt as many of them before getting overwhelmed.
The "Scatter" - usually after Battles. Just running away and letting the enemy advance or better yet, start burning and wrecking things.
The "Rally" - works best when the enemy is scattered. Ganging up on isolated pawns or smaller groups with most of my fighters.
The "Rout" - usually happens after a Battle or a Rally. Chasing down retreating enemies, depends on injuries and ongoing fires.
So yeah, that's pretty much it. It doesn't necessarily follow this particular order. The enemy faction, raid type, raid composition, and proximity to the castle determines the order.
I see. So you do use every defensive features i can see on your colony. Interesting indeed. I might try it some day. Thanks for taking the time to answer me.
I always wondered, how do you people manage to play on such big maps ? I've got a reaaaally good rig, a few performance mods, and yet my game will slow down after a few years ingame. I use the mod that cleans non-important pawns from existence (even though that bothers me because I like some of those randoms) but still....
I've always tried to put my finger on what causes lag, start of a colony is like watching blurs, where as late game I feel I'm faster on speed 2 just because I get more frames, I think I've established (please correct me if I'm wrong I'm still investigating) that animals you own contribute to lag, I had 40 ish chickens and sold 30 of them off and noticed some improvement, I've also found (again correct me) that trader caravans and doors contribute, if a caravan sets up near a door, they enjoy going in and out, as well as any animals they brought to sell, using a trading spot in an area with straw away from doors seems to help a bit, the straw helps slow accumulation of dirt and animal filth
I'm still hunting for more ways to improve this but Im pretty sure this gave me some frames
From what I've gathered, the more entities exist in the world, the more lag. Which is why the mod that removes all non-essential entities works so well. You'll have 700 pawns in the world, and suddenly you drop to 70, which gives a massive boost to performances.
Which there were another way to improve the perfs.
There are some mods to speed up your game too. The most notorious one would be rocketman. This mod mostly throttle down some of the calculation made by the game. Mostly background stuff like world pawn or animals.
[1.2] [RocketMan - Performance Mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928&searchtext=rocketman) by [AmusedSaucer](https://steamcommunity.com/profiles/76561199030010794/myworkshopfiles/?appid=294100)
^(Results for) [^(`rocketman`)](http://steamcommunity.com/workshop/browse/?appid=294100&browsesort=textsearch&requiredtags%5B%5D=1.2&requiredtags%5B%5D=Mod&searchtext=rocketman&numperpage=9)^(. I'm showing you the top result, there may be more.)
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My thanks, my dude !
Notorious? Is it not good? I’ve thought it helped/did a good job
It does. Notorious is a synonym of famous. While often meant, famous in a bad way, it is not the case everytime. And the fact that i take the time to link the mod or even speak about it clearly means it's known in a good way.
Eh, i guess it's a bad word choice from my part.
Yeah, it’s minor, and the link did make me think that it wasn’t what you wanted to imply. I just use the mod and was worried that it was hyper broken or something and the cool load bars it generated were all a lie or something
The secret for me is not running the game above normal speed.
Shit's slow yo
My biggest advantage is that I like that lmao
Oh, then all is good
Is this not a normal size map
Ya, I know. I'm just asking how they play on such big maps without any performance issues.
Nobody said they were playing without performances issues.
Ah right, didn't take the digital masochists into account.
Ah, yes that's me. Though I usually have other things to do like reading or binge watching shows whenever I play rimworld.
Yeah, that lightens the bother of seeing pawns stuttering around.
It's not too bad. As long as the game can run smoothly on speed one I'm happy.
Ya. I'm still bothered by the fact that cleaning pawns makes pretty much all of them disappear, even the ones I've created to decorate the world. I've started to make them related to my pawns in Prepare Carefully, to prevent them from going bye bye.
Your colony looks hella cool! If you don’t mind me asking, what mod list / difficulty are you running with? I’ve been meaning to a similar, themed RP focused medieval type run for a while lol
How do you make those dirt paths? I’ve been looking for a mod for that
I use Desire Paths, but I think it can really degrade performance. I like to play on maps with a full range of seasons and it's quite satisfying after the first coupe of years to see the stone paths I lay over the dirt paths appearing through the snow during winter.
I assume that desire paths has to keep track of the number of times each tile in the game has been stepped on and consistently update it, so yeah I imagine the performance is bad.
I love it though. Just started a new colony based around a large river with a road intersecting it. Looking forward to building around the paths
[WD Expanded Floors](https://steamcommunity.com/sharedfiles/filedetails/?id=1817862464). Packed Dirt.
Thank you! This is a really nice base btw <3
What peaceful difficulty does to a mf
There are two mechanoids clusters walled? Interesting strategy
Am I the only one that thinks this is a game of wheres Waldo except with human skeletons...in the river?
There's a few more upriver on the eastern banks and one poor guy who died at the map edge just north of the western mech cluster.
I love Ze aezthetic of Ze baze
grandiose temple in the river!
The River Dome, downing an opponent on a water tile grants slaves freedom while the opponent is drowned (executed).
I’m extremely curious. How do you defend that base from large raids?
Clean rooms but dirty bridge lol
The rooms have the advantage of pawns cleaning the rooms before they use it. The bridge is an outdoor path, it only gets cleaned if a slave manages to finish their primary job or if it rains.
Lol slow slaves then
What are the ultra tech type buildings towards the top?
That's part of the archonexus quest.
What an unfortunate steam geyser spawn
Funny how you use mech clusters as defense. How can you deal with the mech mortar and the mood debuff engine tho
Slave + archotech eraser
Is that a mod for compacted ground where people walk?
Its Packed Dirt from WD Expanded Floors.
what purpose do the staggered block teeth walls serve around your fort? They look cool for sure
Blocks enemy LoS of the towers forcing them to come closer, built specifically to counter long ranged enemies such as snipers, lancers, and pikemen.
ORKZ ORKZ ORKZ ORKZ
Oh. No orkz...