Tales From the Rim: Rimworld Adventures

Spring made its lazy way to Summer. For the most part, my little colony of Heretical Covenantists were content behind their thick walls and effective killbox. The refugees they had taken in eventually left, after helping fill the kill box with stone chunks. Unable to find convenient cover, any would be ranged advesaries would split seek cover at the edges of the defenisve fortifications, where our melee pawns would be waiting. They took out a Psychers' raid three times their size between the trap corridor and their defensive fortifications. They also sheltered in place when a large horde of shamblers wandered their way through the map. Amusingly, a pack of manhunting wargs took out a huge chunk of the shamblers, and when a visiting group of the more friendly outlanders were caught out in the open, we managed to kill the rest, while rescuing two of their fallen.

Midway through Summer, Tyler reached the tender biological age of 7, and got two choose a trait and two passions. One of his possible traits was Fast Learner, which was a "no brainer" choice, especially with pyromaniac being an option. For passions, I chose shooting and construction. The former, because everyone should have at least one good combat skill. As for construction... only elderly Eita has any passion for construction, and I definitely want to develop another one, given how slow we are at rebuilding our spike traps after each raid. We also received a gift from the refugees: a legendary charge rifle. Maisie's in heaven. :) Kasumi's also approaching the age of 7, and it's currently a race between reaching the next learning tier (where she also can choose two passions) and reaching the age of seven.

Summer's almost over, and the colony has added a small hospital/lab, a proper warehouse, an orbital commincations array, and a landing pad. Our stores of food have recovered from our visitors.

Sadako's healing abilities continue to be a boon to the colony. Everyone except Eita is in perfect health, and he's only got a small but bothersome scar on his leg. It's like having access to healer mech serum every six days. :) It's a pity that she can't heal herself. I'll be purchasing bionic eyes for her if they're available, otherwise I may research them myself.

There is one side effect with having Sadako in the colony so far: every so often, she experiences of a spasm of "psychic agony" that briefly downs her and anyone near her, and leaves them aching for days. They've all recovered quickly so far, but if that happened during a raid...
 
So I captured 2 of the three raiders attacking my little keep. As two of my pawns are getting married the two prisonners fell in love.
 
That can be very touching or very tragic depending upon how you treat your prisoners...
Yeah, I was trying to decide which of them to take but now I'll have to take both of them. Luckily the keep is pretty much self-sustaining now, so I can afford to expand.

I don't know if it's RNG but in the beginning when I really need the extra hands, all the attackers gets killed, but now that I don't really need more almost everyone is injured. The last attack all three attakers were injured and I had to execute a prisoner. Are there to make sure you injure or kill enemies? I'm playing tribal/medieval by the way no modern weapons.
 
Yeah, I was trying to decide which of them to take but now I'll have to take both of them. Luckily the keep is pretty much self-sustaining now, so I can afford to expand.

I don't know if it's RNG but in the beginning when I really need the extra hands, all the attackers gets killed, but now that I don't really need more almost everyone is injured. The last attack all three attakers were injured and I had to execute a prisoner. Are there to make sure you injure or kill enemies? I'm playing tribal/medieval by the way no modern weapons.
Blunt-o-matic weapons are your best bet. That would be mace, warhammer, zeushammer, club. Uranium is the best material for "Pdunk, legendary pompf". Gotta be careful though. They tend to deal damage to 3(?) body parts in line of swing. So headshot would be head, neck and shoulder. Can still kill pawns in one go. But you get more bruises, cracks and that and basically no bleed. The shock lances are another option for priority targets (even mechs). Then there is tox gas but that takes time. Stun+fire can work. Severe temperature shocks is a slow way. That's it from the top of my head. Blunt weapons is your main tool - they stun, too with skilled peeps and kinda have bonus vs armour (compared to sharp damage).
Zeushammer may be DLC content.
 
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Me, I used the bluntistan approach at the beginning. Later is was Punisher cannon (Rimatomics mod) and I was like "Let Mother decide who will survive the blast and try to crawl pitifully to safety). But melee squad was heavy on zeushammers and maces until I got a couple monoswords in (plays Cyberpunk 2077 theme) decently efficient for getting prisoners but really only to deliver to Omearth mechhive what's been due - blunt is my fav weaponry against mechs.
Tbh, blunt is always my favourite type in any game (I tried ofc in Cyberpunk, but I gotta admit that monokatana is just built for that game)
 
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Blunt-o-matic weapons are your best bet. That would be mace, warhammer, zeushammer, club. Uranium is the best material for "Pdunk, legendary pompf". Gotta be careful though. They tend to deal damage to 3(?) body parts in line of swing. So headshot would be head, neck and shoulder. Can still kill pawns in one go. But you get more bruises, cracks and that and basically no bleed. The shock lances are another option for priority targets (even mechs). Then there is tox gas but that takes time. Stun+fire can work. Severe temperature shocks is a slow way. That's it from the top of my head. Blunt weapons is your main tool - they stun, too with skilled peeps and kinda have bonus vs armour (compared to sharp damage).
Zeushammer may be DLC content.
Unfortunately blunt weapons are agaisnt my religion, literally.

Funny thing happened recently. I have one guy recruited who hadn't converted over yet and as my head priest was working on converting him he was talking and converting other people in the keep. One time after my head priest tried to convert him getting him from 94% down to a whopping 93%, the dude turned around and tried to convert my head priest dropping his confidence from 100% to 90%. The guy had the highest social than anyone in my religion. The moment I finally converted him, I made him head priest.

I got into this game for the mechanics, stayed for the drama.
 
Within a period of 4-5 in game days the little keep recruited a prisoner, carried out a religious ritual that resulted in a stray joining up and then recruited another two prisoners. A warden got an inspiration and recruited the final prisoner. Five new people in only a few days, doubling the population.

With the excess of people to use the little renegade community sent three of the new recruits who hadn't settled into a role yet out with chicken, hare, guineapigs, spare weapons, clothes and a lot of raw material to trade with a nearby town. The town only bought the animals and some clothes leaving the group to haul their raw material back with little to no spare capacity to buy the steel they needed. A second caravan was set the next day to buy steel, but they forgot to take silver with them so they were sent out agian the day after they got back with silver to finally get the needed steel to make armor. Making a quick calculatoin the brave leader figured with the two donkeys thay have they'll need five more caravan to haul enough steel to outfit everyone with armor. Once half of those are fitted, the raiding will begin.
 
I've been playing medieval for a while now and only just realized how chill it is. No more worries about the rush to get power going or solar flares. Food is basic but it lets me focus on improving the settlement itself and actually had to invest in decorations and beautifying the place.

With ideology and the work camps it spawns I think playing nomadic tribe is a lot more viable. The one thing that really annoys me about Ideology though is the old wrecks scattered around the map. I want a really medieval look.


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I never caught that my head priest has 'Sky high expectations' but it's disabled because he also has Alzheimers.
 
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Combat Extended has been released for 1.5 (anomalies) - I might finally have the chance to fire High explosive incendiary .50 cal munitions. Given that fire was such a lovely event last playthrough spreading it with bullets must be even better.
 
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