RimWorld Science: Sapper AI - RimWorld Alpha 16 Sapper SCIENCE!!! (Defense Strategies for Sappers)

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Bjorn Strongndarm

Bjorn Strongndarm

7 жыл бұрын

RimWorld Science: Sapper AI - RimWorld Alpha 16 Sapper SCIENCE!!! (How to Prepare for Raiders Digging at Your Walls)
** WHAT RIMWORLD MECHANIC SHOULD WE INVESTIGATE NEXT? LEAVE YOUR SUGGESTION IN THE COMMENTS! **
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Sometimes, raiders dig at your walls. Sometimes, raiders attack your walls. They do this to avoid coming into your beautifully engineered, meticulously constructed killbox. How could they!
Well, the bad news is, you CAN’T stop them. The good news, however, is that you CAN prepare for them! In this episode of RimWorld Science we examine exactly how sappers decide where to invade your base. This starts with a little discussion of pathfinding. Pathfinding work by trying to find a ‘cheap’ path to where a pawn is going. Normal pawns give walls an infinite cost, so they never path through them. Sappers’ pathfinding gives walls a much smaller cost, so they WILL path through them. But they also give defenses a HIGHER cost, so sappers will aim to path AROUND your defenses, including your lovely killbox.
By figuring out just what sappers are trying to avoid, though, we can prepare ourselves for them. We ask: Will sappers path to avoid turrets, deadfall traps, and bombs (IEDs)? The answers, it turns out, are Yes, No, and No. So we can design a base defense that exploits this fact!
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RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is currently in Open Alpha, and the current version is RimWorld Alpha 15. You should get it!
RimWorld Alpha 15 from Ludeon Studios: RimWorldgame.com/
RimWorld Alpha 15 on Steam: store.steampowered.com/app/294...
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About Bjorn Strongndarm’s Let’s Play: Games are fun! But they’re more fun when you share them with others. I aim to provide mature but family-friendly commentary in a way that enhances the story that unfolds in the game. In my RimWorld gameplay commentary, I try to draw out the stories of the colonists themselves as much as possible. Having fun is more important than winning. Remember, Losing is Fun! (At least, if Done Right.)
(Oh, and p.s.: It’s pronounced “Strong-in-the-arm”. With thanks to Sir Terry Pratchett.)
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My RimWorld Let’s Play series:
Series 1 (RimWorld Alpha 14):
• [Blind] Bjorn Plays Ri...
Series 2 (RimWorld Alpha 15):
• Bjorn Plays RimWorld A...
Series 3 (RimWorld Alpha 15):
• Bjorn's Randy Random R...
Series 4 (RimWorld Alpha 15):
• Bjorn's Randy Random R...
Series 5 (RimWorld Alpha 16:)
• Bjorn Plays RimWorld A...
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Credits (outro music):
“AT1”, by Synapsis
freemusicarchive.org/music/Syn...
Licensed under Creative Commons 3.0

Пікірлер: 335
@DamnDaimen
@DamnDaimen 7 жыл бұрын
..... Finding out sappers path to beds is worth a thumbs up.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Owned beds, mind you. They tend to ignore the unowned ones.
@henfinzim
@henfinzim 5 жыл бұрын
@@BjornStrongndarm What if you change bed ownership during a sapper raid?
@brayden361
@brayden361 4 жыл бұрын
DamnDaimen they also path to high value locations
@Jimboola
@Jimboola 7 жыл бұрын
One thing I have noticed about sappers is their X-ray vision! If you have a mountain barrier shielding you they will often attack what seems to be a random part of it... and they 'uncover' a hidden area which means they are a LOT closer to your inner area than you had expected. Damn cheats! :)
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
That's a good point. The pathfinding algorithm just scores the path -- it doesn't bother to check whether the raider has any way to *know* about it. (The same way the raider *knows* to path around your turrets even if those turrets are hidden behind a wall.)
@jmkhenka
@jmkhenka 7 жыл бұрын
yeah, but hopefully they expose machines and get killed :)
@NickR..
@NickR.. 7 жыл бұрын
I've had them take out most of the ancient evil, and all of the raiders died off.
@BHanif1996
@BHanif1996 7 жыл бұрын
Jimboola oh hell yeah. It's pretty annoying
@Jonsse
@Jonsse 5 жыл бұрын
Just to follow up a year later, I only recently purchased the game. The sapper omniscience is still there and is a bit unfair. I had one break down an untouched compact steel deposit. It was a weak spot in my already weak defense line, but the sapper should not have had any way to know that I had mined it out from my side.
@alespetranek8487
@alespetranek8487 5 жыл бұрын
I had recently a sapper raid. Half of my people were on a trip outside of the base. They started diging through a mountain where it was thinner. Folks in the base were kinda shit fighters, my best pawns were on the way home. So i started building granite walls, to buy time, while the raiders digged from the other side. Everytime they dug deeper, there was new wall waiting. Eventually they gave up, even before my fighters could get back home.
@denchen3884
@denchen3884 4 жыл бұрын
That sounds like a comedy. Sapper:OH FOR FUCKS SAKE Bandits:Another wall? *sigh* it's the thirs time this month. Alright, screw this. WE'RE GOING HOME BOYS *Meanwhile, inside* Every colonist:*Smugly giggles while sipping psychoid tea*
@icata12345
@icata12345 4 жыл бұрын
There is anotha!
@l.pietrobon3925
@l.pietrobon3925 4 жыл бұрын
From your colonists that was a very tense moment, for the raiders it was a nightmare of cosmic horrors, and for us it is a comedy. You can apply this for any thing in Rimworld.
@uristthedwarf7833
@uristthedwarf7833 7 жыл бұрын
It's not that they ignore traps, they just don't see them.
@illianderninebees
@illianderninebees 5 жыл бұрын
I understood your name reference. Although I'm sure on THIS thread, most people do, so... there ya go.
@LordBecher
@LordBecher 5 жыл бұрын
unless the same faction attacks multiple times, then they sometimes know about your traps...
@kanavkohli794
@kanavkohli794 5 жыл бұрын
And they do know turrets are there even behind walls right? Dumbass
@fergus247
@fergus247 4 жыл бұрын
Nitpicking comment of the year
@muhammadal-hiyari5239
@muhammadal-hiyari5239 4 жыл бұрын
@@kanavkohli794 they recon your base with satellites before coming.
@Elk_____
@Elk_____ 7 жыл бұрын
So great to see small youtubers doing great content!
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks, man -- I appreciate the kind words!
@hermineyaba420
@hermineyaba420 6 жыл бұрын
STOP ASKING ME TO CHANGE MY NAME GOOGLE! Hdfgffggcdevn ttvrhgjj'😕😕😕😕😕😢😔😛😛😖😨😨😨😖😨
@Griggers
@Griggers 7 жыл бұрын
I just love how Sol goes to sleep just when the raiders enters the base at the beginning 0:35 :p This video was really informative. Thanks for making this, I'm surprised how mush I can still learn from this game even after almost 900 hours of play time.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Yeah, Sol's little "Im'a stroll through a firefight and get my sleep on" cracked me up! And thanks for the kind words! I really do appreciate them.
@Blunderful19
@Blunderful19 7 жыл бұрын
Initial thought... Do doors count as blocking the turret's value the same way that walls do? If yes, you should be able to bait them into a killzone with turrets behind a "wall" of doors. Then set the doors to hold open and have a pawn run through them. Also would depend on if the sappers recalculate their path after certain events.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
+Eric Larkin Ooh, I likes the cut of your jib, sir! I didn't think to test doors, but now I wish I had. As for pathing: They will wander and then repath after being hurt. But (a) the turrets can maybe take them down while wandering, and (b) if they're close enough to their destination it might not be worth it to them to path back outside of the turret. It might not work, but it's definitely worth checking out.
@pigmiwarriorentertainment274
@pigmiwarriorentertainment274 7 жыл бұрын
Glad someone asked this, I was curious about this too. It'd be fun to give the sappers a nasty surprise
@majormelon8855
@majormelon8855 5 жыл бұрын
"hehehe, they left a bunch of doors open... OH SHI- *gunfire* "
@coops3600
@coops3600 5 жыл бұрын
The only problem I can see with that is that you'd risk the pawn getting mowed down by crossfire from the turrets. Game needs a way to command doors to open/close without needing to walk through them, like fallout 4's workshop has.
@majormelon8855
@majormelon8855 5 жыл бұрын
Nishe Siel I agree, that should be a function with the autodoor tech which allows colonists to run through without having to touch it and slow you down. Idk, maybe a future update.
@RichardMPM
@RichardMPM 7 жыл бұрын
I used a strategy that I've actually never seen anyone use by exploiting artillery shell placement for chain bombing. Maybe you could look into the mechanics of it since I didnt fully test it out. I had a huge kill box at the front of my base (wait for it...) BUT I built a thin wall at the back of my base with a huge pathway for sappers that wanted to sneak in. Along that hallway I placed 1 artillery shell every here and there just so they would chain explode. You can place only 1 artillery per square by making it a deposit with highest priority and then forbidding that same square just so your colonist will place the next shell in another deposit instead of stacking 25. By the end of that pathway (closest to my base) I have an explosive trap that will trigger the chain explosions. By the time a raider steps on that one, all the others are already inside and along the pathway and 100% of them die EVERY time (given you have a long enough hallway). It requires a lot of micromanaging to build but once done you dont need to lift a finger to defeat the entire raid lol. Its too funny too watch them get obliterated by one wrong step xD
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Sounds like a lot of fun. I might have to try it in my own base! Also, gets around the problem of raiders remembering traps when they flee, too...
@Jerbear1022
@Jerbear1022 5 жыл бұрын
That's genius for any kind of raid!
@Jerbear1022
@Jerbear1022 5 жыл бұрын
What kind of walls do you recommend?
@coops3600
@coops3600 4 жыл бұрын
I don’t understand the way you get them to only place 1 per tile. I understand it would be doable if you’re making new shells and carting them over one at a time. But what if you already have a large stack? Is there any way to split them?
@WJS774
@WJS774 4 жыл бұрын
​@@coops3600 Right-clicking on a stack gives an option to have the selected colonist pick up just part of that stack. That _might_ be from a mod though, and if so I don't remember which one.
@Sander_Datema
@Sander_Datema 7 жыл бұрын
BUT: If someone of a faction has walked into a trap, the faction will try to avoid that place the next time they raid you. So after they have found a trap, it will be caclulated for the paths cost.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Right, I had forgotten about that. A bit of googling tells me the following: (1) If some members of a raid survive a raid, any traps that raid triggered will be remembered. (2) The memory will last for 3600000 ticks, which is one in-game year. So the strategy I suggested can have problems. But I don't know they're going to be all that bad. First, notice that in the smallish raid I spawned, no more than half the traps were sprung. (And I used sandstone traps, which are low output -- if I had used something strong like steel, probably fewer would have sprung b/c people would have died faster.) So the same faction with a similar sized raid *and* spawning on the same side of the map can still path to the same trap area; they'll just hit different traps. Plus, the odds of getting two (or more) sappers, within a year from each other, all spawning on the same side of the base, are pretty low. You can also make the system safer by using more trapping/shooting spots -- maybe two a side instead of one, with some on either side of the killbox. It gets expensive, but I think that's just the game balance. As you get richer / more likely to get sapped, you have to spend more resources preparing for it.
@Davini994
@Davini994 7 жыл бұрын
How do I see how much damage different material traps make? I've been using wood/bamboo which sounds like a mistake.
@Sander_Datema
@Sander_Datema 7 жыл бұрын
David Campbell Click the I in the traps context menu. It should show the amount of damage there. Alternatively, you can take a look at the Rimworld wiki.
@ZakTheFallen
@ZakTheFallen 7 жыл бұрын
Essentially, stronger materials do more damage as traps: plasteel > steel > wood Sander's is right though, you click the 'I' for the trap to see what it does in damage, so you'll know what's best before you build them.
@gateboy9
@gateboy9 7 жыл бұрын
Yea, traps count as sharp damage.
@Ultravenom1
@Ultravenom1 6 жыл бұрын
I like using a comatose colonist to mark a bed outside the main base, inside a room, and riddled with traps.
@sebione3576
@sebione3576 6 жыл бұрын
Well done. Thank you for taking the time to do this. I was going about defences all wrong.
@Torodes23
@Torodes23 7 жыл бұрын
finaly i wanted such a video for soooooo Long
@hwl308
@hwl308 4 жыл бұрын
This is the best rimworld guide video I've ever seen.
@samski112
@samski112 7 жыл бұрын
Great, informative, high quality video. Keep up the masterworks!
@DeathByRabbit
@DeathByRabbit 6 жыл бұрын
Dude.. This video is incredibly insightful. Thank you for sharing. I'll give you my sub just for this.
@bacongravy8333
@bacongravy8333 7 жыл бұрын
Very informative, didn't know about the owned beds.
@Vesdus
@Vesdus 7 жыл бұрын
Wow Bjorn this science is top-notch. I really appreciate the effort you put into these videos. Keep up the great work man.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks, man. I really appreciate the kind words.
@MrFlik55
@MrFlik55 5 жыл бұрын
12:04 The name of the sap leader is "Engie, Engineer"... THE ENGINEER IS SAPPING MAH SENTRY!... wait what? o.o
@starlorddab6414
@starlorddab6414 4 жыл бұрын
That engineer is a spy! *baps*
@roryschussler
@roryschussler 4 жыл бұрын
What's funny is that in real life, a "Combat Engineer" is actually the guy who blows up walls.
@BoogieManFL
@BoogieManFL 5 жыл бұрын
I've had good success lining the inside of my walls with dumping stockpiles full of stone chunks. Like 4-8 tiles thick. Even if they do decide to go through the wall, they move really slow through the chunks and are easy targets.
@Scanixon
@Scanixon 7 жыл бұрын
wow thanks for explaining!
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
You're welcome!
@bennettjb2010
@bennettjb2010 6 жыл бұрын
Nice. I took this idea, and made a longer kill box right next to my standard one. The only difference is this one has no turrets, and is capped of on the outside end with walls. Then i placed some turrets around the base with exception of the line going down that hall and then and then right to my apartment building. So, normal raiders go into the normal killbox, and die. Sappers pop the wall 4 squares away, and go down the turretless kill hallway then leads to the houses but ultimately still ends in death. Because it is right next to the standard killbox, my guys can just change position in a few seconds. Hasn't had a problem yet.
@iotatq3728
@iotatq3728 5 жыл бұрын
Good job. I learned a lot from this.
@milkman9247
@milkman9247 5 жыл бұрын
those walls were XTRA THICC
@francegamer
@francegamer 2 жыл бұрын
once had a sapper ignore my 3-5 block walls (can't remember) to just dig straight through a mountain, they also exposed some compacted steel so that was pretty good
@Gabriel87100
@Gabriel87100 2 жыл бұрын
8:28 I watched this without checking the date and after I did I was like "So THAT'S why I can't place traps next to each other!"
@LividAF
@LividAF 4 жыл бұрын
7:58 *Casually erases a man from existence*
@GIboy1990
@GIboy1990 5 жыл бұрын
thats what makes the furnace trap defense so deadly. no turrets, dont even need traps. (except maybe an incendiary IED to start the fire inside.
@FuzzySquirrel25
@FuzzySquirrel25 7 жыл бұрын
Fantastic vid as always
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thank you!
@nachotoast
@nachotoast 7 жыл бұрын
Subscribed, this is just so cool!
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks, and welcome to the channel!
@roryschussler
@roryschussler 4 жыл бұрын
Great video! I think most of this is still valid in the final version of Rimworld, but it seems like if the lead sapper dies now, then the person with the next highest mining skill just takes over. Still, the pathing information is still incredibly useful.
@HalftardEddie
@HalftardEddie 7 жыл бұрын
I found if you make a 2 wide corridor, and checker board the inside with traps and sandbags, your colonists can get in to rearm the traps and the enemy will path over every trap in the corridor.
@doodlypear9393
@doodlypear9393 6 жыл бұрын
Great video! Still relevant^^
@Hansulf
@Hansulf 3 жыл бұрын
Doble walls with a space in the middle. Fill the middle space with turrets 😂
@noahprince4109
@noahprince4109 7 жыл бұрын
I was playing Rimworld and using this as background and when I heard that raid noise in the video I legit had a mini heart attack
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hahah! RimWorld Science(TM) cannot be held responsible in the event of cardiac arrest from mis-management of our resources. ;P
@OddJaguar15
@OddJaguar15 5 жыл бұрын
I've had sappers go through like 10 mountain tiles and 2 wall tiles instead of 3 wooden walls and 2 granite Sappers are just so strange.
@hawk176
@hawk176 7 жыл бұрын
thank you, this information will help
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
You're welcome! Glad it's helpful to you!
@jimbogimpo3543
@jimbogimpo3543 7 жыл бұрын
this is an awesome series idea
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks -- glad you like it!
@lonestars1158
@lonestars1158 6 жыл бұрын
7:55 ok noted for our border walls :3
@ricksanchez7849
@ricksanchez7849 7 жыл бұрын
nice set up nice sound :D
@KolinarK
@KolinarK 4 жыл бұрын
Thanks Bahroo
@throughtheendlessinertia1915
@throughtheendlessinertia1915 7 жыл бұрын
You are awesome!!
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks!
@volsung2511
@volsung2511 4 жыл бұрын
That's some really good investigative work and VERY useful intel! Question tho: what are those two high-tech looking things (with orange circles inside) at north entrance to your base? 12:23
@TheBooyaah
@TheBooyaah 5 жыл бұрын
I’ve figured out some effective ways to counter sappers. One of the best strategies was using a base design where normal raids would enter through one of 3 sides (top / left / right), and a sapper raid would only come through the bottom (which was a small kill box). The reason behind why this works is because all my bedrooms are central, and for a sapper to cut through my walls - it’s considered too expensive due to my defences. So they come through the bottom. You can keep an auto door open on the bottom as well - and when a raid occurs, if it’s a normal raid you can shut the door, or if it’s a sapper raid you leave it and they come through bottom. The bottom kill box is still very effective, just not as lethal as the defence system defending the top / left / right
@FoldAPieceOfWater
@FoldAPieceOfWater 7 жыл бұрын
I assume the avoidance of turrets is also a factor when they drop in from the sky, since it seems like they always find the most awkward spot to drop in with no turret coverage. I don't know how I feel about it, just like with turrets they can't see behind walls, yet still path around. The best solution would seem that a system would be implemented where survivors would tell their faction where the turrets (and maybe even dead fall traps) were last spotted, and future attacks of that faction would now avoid that spot. So basically, to defend effectively, you'd have to rearrange your defences multiple times, or make sure there aren't any survivors and perhaps a trade-off, for sending prisoners back to their faction in exchange for good will. As it is now, I kinda feel it's a bit bs, and also think they should try to avoid deadfall traps to the extend just mentioned. It would also be interesting to know if Infestations also avoid turrets when spawning.
@JamesSmith-dw1uz
@JamesSmith-dw1uz 7 жыл бұрын
They ignore traps because they don't know they're there mate
@catfoodbob1
@catfoodbob1 5 жыл бұрын
And that's why they call em traps.
@josfb8
@josfb8 5 жыл бұрын
And they do know turrets are there even behind walls right? Dumbass
@theCometPM
@theCometPM 5 жыл бұрын
@@josfb8 Have you ever played this game? Have you even watched the video? The raiders path to a completely out of site part of your base, of course they can see through walls. Raiders in RimWorld cannot see traps however (unless they are smart raiders or the same faction is attacking your base again)
@yancieb
@yancieb 5 жыл бұрын
Why are you calling everyone dumbasses?
@rn-zu5ld
@rn-zu5ld 4 жыл бұрын
@@yancieb he cant handle the truth he is one
@marcgarrett4401
@marcgarrett4401 4 жыл бұрын
Guess this explains why a sapper went after a completely exposed ancient danger rather than my actual base. (I mined the steal from around one wall, exposing it)
@reeceshugrue6167
@reeceshugrue6167 2 жыл бұрын
I'm curious how accurate this still is after 1.3's rework of sappers.
@AstBun1
@AstBun1 2 жыл бұрын
I cam confirm 100% that they still ignore IEDs
@stanislav_kruger7792
@stanislav_kruger7792 5 жыл бұрын
they don´t see traps. thats why i got mods for that!! just to make my life more difficult still a good video and series
@SlickSkiMask
@SlickSkiMask 6 жыл бұрын
All I do is make a moat on the open side of my base with no cover, long walls on each side, 2 turrent tables and snipers with cover shooting from afar. Then I have two doors for my melee fighters that the enemies pass to get to the fight. This is so when their raiders with good weapons try to flee I bring them in behind them to clean up and take their gear.
@n3v3rforgott3n9
@n3v3rforgott3n9 5 жыл бұрын
you only need one side with the sapper traps and should make the trap area bigger for larger raids that eventually come
@MrStufferino
@MrStufferino 7 жыл бұрын
Another awesome video, thanks for sciencing this one. One question - do they avoid turrets based on the turret's range or just a certain radius? Since there are multiple types of turrets (especially with mods) it'd be good to know
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thank you! And a good question. They don't seem to care what material the turret is made out of, but I don't know how it will work with mods which have different turret styles.
@scp7375
@scp7375 5 жыл бұрын
once you get turrets set up to stop sappers the game will use more drop pod attacks. apparently, though i havent personally tested it, you can use the beacon to lure them into kill boxes by setting it outside and they will be more likely to drop on it
@dezthedapper1181
@dezthedapper1181 7 жыл бұрын
you could make a path of land 1 wide and then ? long with traps and then have turrets coverage not touch it but be right next to it
@dementedbowine8681
@dementedbowine8681 7 жыл бұрын
one thing you overlooked factions remember trap locations so first time they will ignore traps but next time they will try and avoid them
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Yeah, some people were pointing that out. I'm not too sure what to do about that. But I think if they have no real other option, they'll still path through a trap.
@myb7721
@myb7721 7 жыл бұрын
Great videos. I'd love to see one on raid size/frequency/composition. I know wealth affects size but it would be nice to know how much building wealth affects this versus item wealth (if there is a difference). I'd also like to know if the composition of the raids is influenced by any factors. By composition, I mean what gear the raiders carry, mech versus pirate raids, etc. There may not be any factors that affect frequency other than the storyteller, but this would be nice to know. I also have a couple of questions regarding things you've already covered: How are infestation affected by roof types? If I remove a thin rock roof can they still spawn on that tile? Regarding cover, when standing behind a wall, what is the shooting angle reduced to?
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hmm, good questions about raids -- probably they would require a code dive, though! I suspect there are too many variables to figure out by just running tests. (Still, doesn't mean I can't do some research.) Also, I think if you're *behind* a wall it doesn't affect your shooting angle at all -- it's when there's *another* wall that gets in the way that you have a problem. Like, when you have: XO X Where X = pawn and O = wall, there's no shooting penalty. But if you have X O X then sometimes you can't hit. (Although the details of this are fuzzy, and now that I'm typing this out, this seems not 100% right either. NEED MORE EXPERIMENTS!) On the infestations: They can't spawn at all unless they're under a thick roof (overhead mountain). If there were a way to remove thick roof you could stop infestations, but you can't, at least not without dev tools.
@KingOhmni
@KingOhmni 5 жыл бұрын
I am on a map seed called Excalibur and thanks tot he internet I have coordinates for a mountain map with an _huge_ mountain pocket that has but one way in. Thus far my only real problems, in terms of enemies anyway, are sapper attacks bypassing my trap-fields and maze and Centipedes just saying meh all the way into my turret assisted kill box. My point? This video is right up my street given this colony is my first successful colony which means I will have to take my knowledge to a non mountainous map once I build a start ship, Randy permitting, and one I have not pre-scoped out at that lol.
@he3004
@he3004 4 жыл бұрын
I have a weak point on my mines that sappers try to mine trough so I just put a door in my mine and whenever they do I just throw a few molotov cocktails in it and repeatedly repair the door.
@General12th
@General12th 7 жыл бұрын
This is quite a brilliant design! Too bad it's so complicated. Rigging up this kind of killbox is pretty tough.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Maybe -- I think it's not that complicated. I mean, once you have a killbox (whatever it's like), it's just a matter of making sure you drop some turrets around your base but leave some un-turreted areas for the raiders to path. Then cover them with traps.
@kaleidoscope3234
@kaleidoscope3234 7 жыл бұрын
The idea is too guess the common target for sapper, and build a "specialized killbox" for them. I had used a similar idea, no need for complicative mechanic. I just welcome the first few sapper wave, see where they are most likely heading too then build an completely man-made, trap armed kill box separated from my main kill box. I think you only need one of this kind of killbox.
@user-fx9dn1cs2g
@user-fx9dn1cs2g 7 жыл бұрын
I’ve noticed a silly thing about sappers. When they try to blow up things, they don’t account for friendly fire. I had a little gap in defenses in my colony, and for some reason (I don’t remember) I’ve decided to build a snaky corridor with doors in random places. Sometimes, when sappers target this corridor, the sapper will walk inside to attack one of the doors, but since there are a lot of turns he has to stay close to that door and will literally blow himself up. I haven’t yet tried to abuse that fact, but there might be a good strategy.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Haha, oh wow! I've noticed that the sappers don't try to avoid their friends when throwing explosives (you can even see it a bit in the little intro clip to this video, I think), but I've never seen one blow himself up. That's kind of awesome!
@HoangAnh-jk9pl
@HoangAnh-jk9pl 4 жыл бұрын
I dunno why but my last run all the sappers kept running into my killbox which was reaaaally convenient because they were but normal raid :D
@vikkiTV212
@vikkiTV212 7 жыл бұрын
awesome rws!
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Ty!
@wyverndc979
@wyverndc979 10 ай бұрын
In 2:45 I don't know if you have auto tone or you just have a beautiful voice
@balukawaiirenekton7537
@balukawaiirenekton7537 7 жыл бұрын
Great science as usual. Obvious questions : what about people ? Do sappers prefer room with people or without ? Do they take into account the firepower of the person inside the room? What about hospital beds ?
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Oh, good followup questions. (I suspect the answer is 'no' to people, just because it would require more complex code, and the dev aims to make the code as simple as possible. But the hospital beds I didn't think to try.
@kitghost1
@kitghost1 7 жыл бұрын
Handy, im gonna mess around with some plans similar to this
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Cool. Let me know what you come up with!
@Zquirrelthing
@Zquirrelthing 5 жыл бұрын
This was super fucking useful. Thanks man
@Spoonwood
@Spoonwood 7 жыл бұрын
I had a sapper event as my last raid on base builder; Phoebe Chillax, in alpha 17, shortly before I launched all 14 of my colonists. I just had the master/masters draft and run out towards where the sappers had started from and where they were going to. I let the grenader take out the wall, and then released my swarm of boars, muffalos, alpacas, pigs, cows, chickens, and even three elephants. The main, large swarm didn't even make it to the hole in the wall as some alpacas, boars, pigs, and my pregnant elephant sacrificed themselves soon enough, I captured three downed prisoners, and I think buried four corpses. A little while later, after I had launched, I accepted a refuge who turned out to be incapable of violence. The remnants of my previous swarm (and some infants) took out a larger raiding party than the one above, and only like one or two of the raiders were heading towards my killbox where the main group of animals were waiting for them. I'm new to Rimworld, but my opinion goes that animal handling makes for an underrated defensive strategy and can prove rather powerful (you don't have to hunt for fine meals afterwards, everyone can practice medicine, your colonists might not suffer any damage, and I would guess that more raiders just end up downed for more potential captures/conversions). Even more so with fast animal swarms like boars or powerful animals like cougars, bears, muffalos, elephants, rhinos, and I wouldn't even underrate alpacas. You might only need special zones during the raid for the animals, and perhaps you have the potential to defend all corners of the map without walls. Though, manhunter animal packs would make for my biggest worry, but a killbox can take care of that.
@laughingalex7563
@laughingalex7563 6 жыл бұрын
I found animal swarms extremely good at stopping manhunter packs to. Also boomrats can be good for triggering infestation honeypots; just keep an animal area in reserve and use it to direct a few rats into the honeypot, insects down/kill the rats and the fires incinerate the bugs.
@Sentralkontrol
@Sentralkontrol 5 жыл бұрын
I think it's just because it's way harder to replace and takes much more time, even if less resources
@haarvaar7207
@haarvaar7207 5 жыл бұрын
Can you set up a couple of beds on the corner of the map and at the moment of the attack assign them to your colonists and put a bunch of turrets around that?
@coops3600
@coops3600 4 жыл бұрын
I feel physical pain watching youtubers individually order colonists to positions without Achtung
@popburnsy3207
@popburnsy3207 6 жыл бұрын
Do you know what raiders are more willing to path over, deadfall traps or turret gunfire?
@Handles_arent_a_needed_feature
@Handles_arent_a_needed_feature 5 жыл бұрын
Spy’s sappin’ my sentry
@villanex3708
@villanex3708 4 жыл бұрын
"here i add thick walls nope he is digging lets add more walls hmm I NEED MORE WALLS!"
@rshnflmsrbllsht3319
@rshnflmsrbllsht3319 5 жыл бұрын
Just keep a psychic shock or insanity lance in case of sappers. They don't come that often to make your defences around them.
@eternal8559
@eternal8559 5 жыл бұрын
8:36, from what i know traps are invisible for enemies
@piercedfreak27
@piercedfreak27 7 жыл бұрын
How does doors effect the walls. Do they alter the cost for stalkers? would 20 doors be as good as 20 thick walls?
@davidbass6780
@davidbass6780 4 жыл бұрын
So you could effectively trick the AI into going for the stronger defended areas by using wooden walls and having your colonists blow them up as soon as the enemies are close enough for you to feel like it'd be most effective? Using IEDs for example to get the turrets line of sight and to blow up any that try to retreat once walls destroyed?
@HASTN
@HASTN 7 жыл бұрын
Make a video about Luiferium. It's awesome. In particular, luciferium given to animals, like bears, or turtles.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Thanks for the idea!
@Checkmate54321
@Checkmate54321 4 жыл бұрын
Would love to see the same test done with the current release version. V1.0.2408
@ericcartman5722
@ericcartman5722 7 жыл бұрын
Big groups of sappers will struggle big time vs spaced wall lines, they tend to take cover once they break walls and hey end up hitting each other with the grenades, sometimes to the point they run back home on without you intervining. Once they break through couple of wall lines outside there would be 1-2 rangers and 2-3 mlee guys easy to be killed by your group.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hmm. I like the sound of that...
@paweg3694
@paweg3694 3 жыл бұрын
What do you habe to swich to show.colorful paths in rimworld 1.1
@iamzid
@iamzid 7 жыл бұрын
i was messing around and i hit on an idea: sappers do not avoid turrets blocked by walls, but do sappers avoid turrets blacked by doors? i'm trying out a new kill box built around the idea that you build a wall of doors with turrets spaced out every other spot behind them. when the raiders get into range i step some of my colonists into the doorways directly in front of the turrets, the rest of my colonists use the unopened doors as cover and shoot through opened ones.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hmm, good question. I should check this out when I get a chance. If you try it, let me know how it works!
@Mr_Maiq_The_Liar
@Mr_Maiq_The_Liar 7 жыл бұрын
once in a mountain map, sappers drilled into the mountain, and released the ancient danger
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Yeah, they will do that -- I think they did in one of my trials, too. Not sure if they will in A17 though. Their AI has been updated to be a bit smarter in general...
@din6675
@din6675 5 жыл бұрын
Can you make the turret corridors just 1-wide?
@Ajmmk2012
@Ajmmk2012 6 жыл бұрын
are all those doors important as well?
@Promethium666
@Promethium666 6 жыл бұрын
Interesting, i hear about killboxes but with my base i build a perimiter wall with embrasures, bags, put turrets on all corners to give me some coverage and then i mass turrets around the entire base at chokepoints between buildings, to cover certain areas etc, and as a result i never get sappers yet instead i get very large raids that swarm my turrets and simply overpower them, and its at that point that i have to rely on mortars to damage enough raiders so they will flee as my 25 colonists in pa cant take out 500 raiders.
@ShacolateClown
@ShacolateClown 4 жыл бұрын
i have the same problem. i came to this video because i just had a sapper raid where 4 had a triple rocket launcher and 2 a doomsday launcher. it was a raid of 20+ if not more. i think it might be your colony wealth
@bradschiffner2842
@bradschiffner2842 3 жыл бұрын
So I built a great tomb for my rimworld characters and noticed that the zippers started to target it, its also the highest value room in my base, I think that may be what the sappers target more so than bedrooms
@gianlucacecievodca9663
@gianlucacecievodca9663 11 ай бұрын
What mod do you use to keep your traps from being destroyed?
@cthulhu6095
@cthulhu6095 7 жыл бұрын
A strategy I use is unclaim home areas from my outside walls and it appears they avoid anything not claimed by me, so long as they have a way to get into my base through tunnels and such. Maybe look into that?
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hmm, interesting thought. But they will dig through unclaimed walls that are in their way -- I've seen them dig through an Ancient Danger, which is unclaimed...
@TheDragonCat99
@TheDragonCat99 5 жыл бұрын
What happens if the entirety of your base is surrounded by 20+ thick walls? Will they just not attack, or will they power through the nearest one?
@panther7584
@panther7584 4 жыл бұрын
0:36 "ooo fuck dis shit. imma go sleep" "hey keep it down"
@Suiseiseki00Rozen
@Suiseiseki00Rozen 6 жыл бұрын
one thing about the traps/bombs is the AI cant see them unless their faction has previously triggered that trap/bomb so eventually the traps/bombs might become effective as deterrents
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
Yeah, people have pointed that out before. May need to rethink. (If you put the traps in a checkerboard pattern, it helps -- they CAN avoid the traps, they just won't unless they remember they're there.
@ennou1236
@ennou1236 4 жыл бұрын
What it, i wall turrets behind doors and when he comes i hold them open will it work?
@doctito2623
@doctito2623 3 жыл бұрын
the question is what happens if the turrets are behind doors, better said behind open doors istead of walls. does it count as a wall and so the turret doesnt count against cost of traspassing. that would be nice for the killbox with turrets.
@WckedShadw
@WckedShadw 4 жыл бұрын
Mountainous temperate forests region the mountains give so much cover
@normanwei529
@normanwei529 7 жыл бұрын
the thickness
@superresistant8041
@superresistant8041 6 жыл бұрын
Any update about those strategies ?
@xypher_3609
@xypher_3609 6 жыл бұрын
What happens if you put a bed in the killbox?
@BjornStrongndarm
@BjornStrongndarm 6 жыл бұрын
They might path to it. If it's the only owned bed, they will. But I think they choose their pathing object as soon as they spawn in, so if you change bed ownership after they show up to get them to come to your killbox, it might not work.
@akgunbun4305
@akgunbun4305 7 жыл бұрын
I noticed something really odd in A15. Sappers didn't try to go through walls with different types of materials. So I had 1 layer of wood surrounding my base immediately followed by 1 layer of Granite. Sometimes they would throw at the granite, but after the granite blew up, they would give up on the wall. They wouldn't go through the wood. I haven't tried this on A16.
@BjornStrongndarm
@BjornStrongndarm 7 жыл бұрын
Hmm, I didn't try layering. That might do interesting things with their algorithms. I did try just making a big wall out of different kinds of materials all around, and they didn't seem to show a preference for which kind of wall they wanted to come to.
@SyedSaif17
@SyedSaif17 4 жыл бұрын
Sammy it's a traaapp!!
@bloxsclaymation
@bloxsclaymation 5 жыл бұрын
Its easy to make it so they cant avoid traps such as mines you just build a straight line of mines around your base and watch them eat dirt as they splode from walking in to them.
@meowmix1569
@meowmix1569 5 ай бұрын
Place more turrets in areas you don't want em to go to funnel them to your KB with some turrets
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