Difference between revisions of "User:Hordes/Events"
Line 22: | Line 22: | ||
*'''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls indiscriminately, as opposed to sappers having a target. The rest of the raid acts as normal. | *'''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls indiscriminately, as opposed to sappers having a target. The rest of the raid acts as normal. | ||
− | <gallery widths=" | + | <gallery widths="300px" heights="300px" class="left" mode="nolines"> |
File:Raid.png|'''Assault''' | File:Raid.png|'''Assault''' | ||
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!''' | File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!''' | ||
Line 38: | Line 38: | ||
==Infestation== | ==Infestation== | ||
{{main|Infestation}} | {{main|Infestation}} | ||
+ | Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive. | ||
+ | |||
+ | In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{temperature|-17}}. Light, and temperatures below {{temperature|-8}} reduce the chance of infestations. | ||
+ | |||
+ | ===Too Deep: Infestation=== | ||
+ | Alternatively, insectoid infestations can spawn when actively digging from a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive. | ||
+ | |||
+ | |||
+ | == |
Revision as of 10:59, 13 November 2022
Events are driven by the currently selected AI storyteller.
Most events that occur create a Letter, an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.
All event title portions in parentheses below are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
Major Threats
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the raid points mechanic; generally increasing with wealth, colonist count, and difficulty.
Enemy attack
Commonly known as a raid, this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions.
Arrival methods
Tribal-level factions can't use drop pods, so are limited to assaults.
- Assaults: Arrive at the edge of the map, either by walking or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.
- Center drop: Raiders arrive via drop pod, centered on of one of your colonists. 40% to drop on an unroofed orbital trade beacon if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.
- Scatter drop': Raiders arrive via drop pod, which have gone "hay-wire" and will disperse throughout the map.
Types
- Unusually clever: Will try and avoid traps and turrets.
- Sappers: Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom.
- Breachers: Appears with breach-type raiders, such as tribals with breach axes or termite mechanoids. Breachers will attack walls indiscriminately, as opposed to sappers having a target. The rest of the raid acts as normal.
Siege
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct sandbags and mortars, and will continously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.
It is possible to steal a critical material (like components) and prevent them from completing construction. This is largely possible with psycaster using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.
Strategies to force sieges to attack include the sniper rifle (watch out for other snipers), a psychic animal pulser, or your own mortars.
Infestation
Infestations come with hives and insectoids. Hives will produce insect jelly, but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.
In order for a regular infestation to spawn, there must be an open area with the overhead mountain roof, within 30 tiles of a colony structure, and a temperature above -17 °C (1.4 °F). Light, and temperatures below -8 °C (17.6 °F) reduce the chance of infestations.
Too Deep: Infestation
Alternatively, insectoid infestations can spawn when actively digging from a deep drill. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.
==