Rimworld Guide: Standard Enemy Pathing. Bait all standard enemies. (1.4.3901)
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- Опубліковано 13 чер 2024
- Rimworld Guide: Standard Enemy Pathing. Bait all standard enemies. (1.4.3901)
Executive Summary: For baiting enemies, the standard plan is to hold open doors to create a path into the main living area of your base AND have lots of pieces of furniture outdoors in a “bait area”. The “Best” method is “it depends” and we’ll get into what it depends on later.
This video guide replaces this previous version I made. Original is slightly outdated and unclear: • RimWorld Guide: Pathin...
Notes as of November 2023:
1 - Closed Animal Flaps and closed Fence Gates are not pathable. They both count as walls for enemy pathing purposes.
For a text version, here's a working script. There is some info for future guides in there. Also will include code info: docs.google.com/document/d/1w...
Collision Mechanics: • Stacked Enemies in Rim...
00:00 Intro and Executive Summary
01:04 Detailed Mechanics
01:46 Common Misconceptions
02:01 Details on 7 Step Process
07:21 Target Overrides
10:50 Practical Info
11:29 Powered Turrets and Collision
12:10 Target Priorization
13:08 Example - Ігри
Well, me watching this video just cost my killbox-dwelling guinea pig called Bait its life. Gotta keep that colony wealth in check, you know.
Finally and updated and full guide, I was seriously not understanding why some things didn't work, but now everything's clear, thank you :)
And if possible, do more guides, the current guides are either outdated or have some technical problems, your quality is perfect for this sort of thing, just to the point and perfect audio and visuals!
The wise and handsome Mortal Smurph is an endless fountain of knowledge. Thanks for putting this out!
Powered turrets as bait not giving ranged enemies collision answers one of my biggest confusions about collision, thank you wise bread.
i love the scientific breakdowns of in game mechanics
Very simple and straight to the point explanation. Thank you for the information, will definitely keep this in mind when the next combat comes around.
Wow, lots of useful info in this vid. I'll have to make some adjustments, this explains why some of the enemies don't head for my zoneable animals, choosing random furniture, walls or doors instead. great vid. :)
Your killbox can fulfill all the "prerequisites" if you put turrets, with at least 1 powered, chairs for the colonists to sit when shooting, a shelf with melee weapons next to the colonists, a table for the colonists to eat in case of a "long raid" and a field of hay or flowers in the kill area
As stated in video, a single powered turret alone can bait all but causes issues with collision.
Colonists do not gain comfort from chairs while drafted nor from walking or standing over them. Chairs only add comfort for tasks that specifically can use chairs.
Please go on with these videos.
Exactly what you have to know.
well made and clearly explained
Really great video! Thank you!❤
Very helpful guide. Thanks!
Oh damn I followed you on twitch recently. Had no idea you made videos about game mechanics. These are helpful
YOOO THIS IS ALL MEAT! got yourself a new subscriber!
Yes, More videos!
Very helpful! Thank you, Smurph.
Got sent this to help setup my kill box, didn't realize straight away, my Pawn is featured in this video 3:31 (there was a way you could pay a couple bucks and have a pawn you name entered into the database to spawn into the worlds)
Thanks for the amazing research you do for us!
great guide
Earned a sub for the extremely useful video. I didnt know zonable animals were no longer good for baits.
Give every child a gun
(But seriously, thank you so much for these very clear and concise videos and all of your research)
So succinct!
This video is God's work.
Very good❤❤
This is just Mike Tyson calling things passable for 15 minutes straight
TY
Skullspikes are definitely somewhere before structure targets
Great video btw
Only 400 views is a crime
can shallow water disrupt enemy pathing?
Do closed animal flaps count as pathable?
Closed Animal Flaps and closed Fence Gates are not pathable. They both count as walls for enemy pathing purposes.
I forgot to include that. This guide was version 2. Do we have to go to 3 now? (no :P )
Wonder how you feel of cai5k
CAI5000 is actually easier for double thick wall, run around like an idiot style I prefer. I usually do that style and don't make any defenses. CAI is designed to beat defenses. I don't use defenses.
damn what a quick reply lol thx@@MortalSmurph
what about traps on a path?
Traps have no impact on enemy pathing. Even non-breacher / sapper raids that are "unusually clever" and say they will notice some of your traps... they don't. Turrets do have a very minor impact on "unusually clever" non-sapper/breacher raids. But, turrets do not have an impact if you are using that standard plan of one opening in a wall.
Good Q. I hope to sometime get around to showing exactly what "Unusually Clever" means.
so super thick walls dont do shit anymore?
They never did anything to raider pathing. Thick walls are good for tactics like letting enemies attack random walls.
Leaving a door open to your base is a shit idea... Why are they making standard enemies go after walls? Isnt that what sappers are for? What do sappers do now? This game needs smarter enemies where is the AI?
IIRC, sappers treat walls as pathable to some degree or another. Regular raids target walls at a low priority so that just surrounding yourself with walls isn't a foolproof defense against them
This is not a fun way to play the game. This is not realistic.
and?