This is luck because someone has cleaned up the mechs, pirates and enemy animals for you And one question: what size map are you playing? Because I've never seen such large bedrooms and rooms
What makes them fantastic is their armour, they do decent damage but they are not as effective as a scypher to take enemies down. They are tankier than a centipede under the right conditions however and if they fight anything that isnt using a melee weapon they'll win
@@dccrotmg8923 Sometimes it’s easier for me to restore a corpse in a gestator than to repair a conditional sentiped all day, considering that I don’t have implants that speed up repairs
@@v1tko they're not for everyone but I swear by 2 tunnelers every playthrough, they are the first thing I make as a mechinator and functionally replace melee pawns in my colony until I don't need that role anymore, and they are great for face tanking bugs in mountain base infestations! To each their own, I'll sing their praises but I'm sure your system works too!
Losing is fun, standard settings, I gave 500% threat scale a whirl in the beginning but the new anomaly stuff is quite overwhelming compared to the standard game on that difficulty so had to tune it back down after I lost a few colonies aha
I have a question that you probably answered before but why are your colonists named with different ground types? Like, where did that habit came from?
Hey! You're actually the first, every successful play through I do a different religion and I generally name my colonists following that theme. My current religion is an anomaly cult that worships the God of the Chasm, my colony is called The Pit, and all my colonists have an earth or mineral theme to honour the Chasm. My next colony will be different, it's just a way I have more fun with the roleplay aspect of the ideology expansion, hope that explains it!
@@dccrotmg8923 That's pretty cool. Usually I title my pawns as like "G Crafter" or "GG Crafter," one G representing that they have a Gun in their hands & 2 G's showing that they're at least level 15+ with it.
@@Daint_Savid I started similarly to that too! Problem is I actually rarely have specialist pawns aha, just not organised enough, I'll have a researcher and a cook but otherwise everyone is good at everything so I ended up with like 4 people called crafters ahaha, I just have fun with it now but I'm sure that style of naming works for someone more organised than me!
Randy: Random Bullshit Go!
now this is something i didn't expect. Pirate vs bears vs mechs? what is this? crazy land?
Thanks everyone!
John
You have a contagious laugh good sir
This is luck because someone has cleaned up the mechs, pirates and enemy animals for you
And one question: what size map are you playing? Because I've never seen such large bedrooms and rooms
I know you probably have thousands hours in rimworld but it would've been so much better if you didn't fast forwarded through that entire fight
I have like 600 but I agree it's definitely just habit aha
Are tunnel mechanoids that good in combat? Even better than the Scyther?
What makes them fantastic is their armour, they do decent damage but they are not as effective as a scypher to take enemies down. They are tankier than a centipede under the right conditions however and if they fight anything that isnt using a melee weapon they'll win
@@dccrotmg8923 Sometimes it’s easier for me to restore a corpse in a gestator than to repair a conditional sentiped all day, considering that I don’t have implants that speed up repairs
@@v1tko they're not for everyone but I swear by 2 tunnelers every playthrough, they are the first thing I make as a mechinator and functionally replace melee pawns in my colony until I don't need that role anymore, and they are great for face tanking bugs in mountain base infestations! To each their own, I'll sing their praises but I'm sure your system works too!
What settings are you playing on?
Losing is fun, standard settings, I gave 500% threat scale a whirl in the beginning but the new anomaly stuff is quite overwhelming compared to the standard game on that difficulty so had to tune it back down after I lost a few colonies aha
@@dccrotmg8923 Yeah the Noctol attacks are wicked, and that fleshmass lagged my pc to the point of nearly being unfuctional
@@captainforrix956what are your specs
I have a question that you probably answered before but why are your colonists named with different ground types? Like, where did that habit came from?
Hey! You're actually the first, every successful play through I do a different religion and I generally name my colonists following that theme. My current religion is an anomaly cult that worships the God of the Chasm, my colony is called The Pit, and all my colonists have an earth or mineral theme to honour the Chasm. My next colony will be different, it's just a way I have more fun with the roleplay aspect of the ideology expansion, hope that explains it!
@@dccrotmg8923 That sounds interesting. Thanks for explanation!
@@dccrotmg8923 That's pretty cool. Usually I title my pawns as like "G Crafter" or "GG Crafter," one G representing that they have a Gun in their hands & 2 G's showing that they're at least level 15+ with it.
@@Daint_Savid I started similarly to that too! Problem is I actually rarely have specialist pawns aha, just not organised enough, I'll have a researcher and a cook but otherwise everyone is good at everything so I ended up with like 4 people called crafters ahaha, I just have fun with it now but I'm sure that style of naming works for someone more organised than me!
@@dccrotmg8923 Yeah I definitely play a unique way on rimworld with at least 200 mods. I usually start off with 20 pawns and end with like 50-60.
Was a raider pregnant lmao
you're right, she was aha
@@dccrotmg8923 i wonder what colony the child would be from if you capture her and she gets the kid while in your colonyprison