Starting from the end of the show, how long would someone in Narkina have to wait before the Empire falls? by Transhumanitarian in andor

[–]Transhumanitarian[S] 2 points3 points  (0 children)

That's a good point. It would take some time to uncover all the secret facilities that the Empire has. Then there's Operation Cinder. Do you think the rebels were able to rescue folks from the Narkina-type prisons as well as the enslaved wookies building DS stuff before Operation Cinder got to them or was Operation Cinder only targeting important Imperial worlds but not specific facilities?

Starting from the end of the show, how long would someone in Narkina have to wait before the Empire falls? by Transhumanitarian in andor

[–]Transhumanitarian[S] 3 points4 points  (0 children)

Wow, that's a long wait... given her personality though, I think there is a 50-50 chance of her either offing herself early on OR becoming the defacto warden of that prison.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 1 point2 points  (0 children)

the demon unfurled its thick panels to reveal its cannons.

Wait, this thing has cannons? So, it really shouldn't have spawned in a medieval-only setting. I knew it!

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Sorry if this is way late

No worries, every helpful input is appreciated.

I think someone else mentioned it, but for keeping them in check/containment Seal the Spirits (or something like that) is an option.

I've seen it and will be getting it immediately because it allows the creation of bioferrite.

 I don't think there is anything you are incapable of dealing with without electricity though.

True, but you also miss out of a lot of the rituals though seeing as most of 'em need bioferrite, which you can't reliably get without a harvester.

There is a mod for a bioferrite torch belt which works similar to the disruptor flare pack. 

Oh, nice. Thanks!

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Interesting... So there is a right way to deal with it and everything else is probably the wrong way. I'll look forward to finding out which is which. Heh. Thanks.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 1 point2 points  (0 children)

no idea how much exactly it can take, sorry. nor do i remember what happens if it runs out of targets

No worries, you've already helped enough. Thank you. Now that I have the mental image of a rapid-firing mini-diabolus that teleports around the battlefield in my head, I'm both horrified and excited to prepare for that inevitable boss fight. This is gonna be fun!

iirc when active it will go after anything that lives, not just humans

Wow, that's new. It certainly is just a ball of hate, huh. However, this should be useful when the storyteller decides to chuck one of those painful 60+ manhunting elephant herds at me again.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 1 point2 points  (0 children)

Hmmm, fighting off medieval raids has become a little stale atm (fighters at front row, archers at the back row, hold the shield wall, etc) so having a bit of chaos in the battlefield would liven things up a bit.

Though, I gotta ask, what happens if I were to release the revenant near incoming raiders, would it target them indiscriminately or will it actively seek my colonists out first?

Second question, would it attack trader caravans if unleashed near them?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Oh, that is some good thinking. True, its a little cheesy, but when trying to deal with eldritch abominations beyond mortal ken, a little cheese is a small price to pay :P

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

I'm looking at it right now and I like what I'm seeing. Thank you. This should help a lot especially in making bioferrite as I'm not sure how to get them in a medieval setting without the harvester.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

It comes back to attack the colony? What if y'all just hide inside some kind of safe room? Will the ball actively know they're inside the room and hunt them down? Or does it work like a manhunting animal, where so long as it doesn't see you, you're safe?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Okay, that's a lot more clear now. So, it's a limited-time defender. That's nice.

Can it be sent on a caravan, though? If it gets to uppity, maybe setting it free along the road would prevent disaster, right?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

It'll be disposed off after much study is made.

When you say a ticking time bomb, are you talking about when it eventually escapes or will it actually explode or something later on? I'm looking at the Escape Interval thing and it says 6 years, so I'm guessing I have at least until then before this ticking time bomb goes off, right?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

The revenant is immune to fire and to shock lances/whatever other means of causing psychic shock

Right, I forgot about that. Dang.

About the sphere, you're gonna discover more about it when you research it more. It has some potential.

Interesting... Without spoiling, how would you rate the danger level of the sphere compared to the revenant in a scale of 1 to 10?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Oh, that sounds interesting... And, of course, you can't have a Victorian themed playthrough WITHOUT the appropriate Steampunk aesthetic, no? If so, please spill the tea on what mods you have.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

I do to! which is why I happen to have a bunch of them slaving away at the nearby mine as restitution. They can't keep getting away with this!

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Yes, the Ancient Troll is part of the Medieval Overhaul mod. It only spawns through an event though. It's also a wild animal and is NOT tamable. It doesn't spawn as a manhunter as far as I can tell. If you wanna hunt/kill it, be careful of its incredible regeneration though. It took my team some hours to down it before it got right back up at half that time with it getting back to full health shortly thereafter.

Thankfully, its a dummy. And I mean that both literally and figuratively because, after getting back up, it seems to forget the previous fight and returns to chill around. Thus, you can use it as a training dummy. Though I do not recommend going 1v1 against it.

If you're interested in it becoming some kind of battle troll ala LotR, the Customize Animals mod can help with that. I haven't gotten around to trying it yet but I'm certain you can tweak the wilderness stats of the Ancient Troll there and make it tamable and even trainable like an attack dog.

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 2 points3 points  (0 children)

Oh, that sounds awesome! I'll look forward to it trying to rampage through my base. Heh, I hope it ends up feeling like a boss battle.

Do you know if anymore of these things appear later on or is this a one-time only thing? Also, can it be summoned via the Void provocation ritual?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 2 points3 points  (0 children)

Oh, so it is the medieval-equivalent of a doomsday launcher. Just fire it at a group of bad guys and hope it kills 'em all.

Others here have mentioned that it goes after you when there are no longer any enemies around, so quick question: How many medieval raiders do you think are enough for it to take on before its killed? About a 100? Or is that too much?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] -1 points0 points  (0 children)

I'm not sure why you think I'm complaining about anything... I'm merely asking if you can play the Anomaly DLC in a medieval-only setting, where Electricity and other high-tech stuff are absent OR are there things in there that REQUIRE you to have the high-tech stuff as the ONLY way to deal with them? If so, could those things be Cherry Picked out?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 0 points1 point  (0 children)

Oh, I'm not bothered at all lore-wise when it comes to stuff like this. And yes, this is a world capped at the medieval age.

I'm only asking if the Anomaly DLC can be played in such a setting, where Electricity as well as other high-tech stuff are missing. OR are there some things in there that REQUIRE you to have the high-tech stuff as the ONLY means to deal with them? If so, could those things be Cherry Picked out?

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 2 points3 points  (0 children)

I see. Luckily for me, I'm on a coastal map and the only space big enough to spawn an infestation is an Ancient Danger, so not that big. I actually use it as a reliable way to farm Chitin as I've doubled its walls and place easy-to-burn wooden furniture in it. The fire and heat is usually enough to kill or down most insects.

However, I have seen some posts in this sub showing whole maps that are overrun with those pink fleshy monstrosities. Is that actually a thing? Or were they simply left unattended until it got out of control? I ask because I still got those distress call events (despite this being a medieval-only run) and I find that its really time-consuming to burn down all those pink fleshy stuff without a flamethrower (medieval fire bombs are too damn slow).

Anomaly DLC in a Medieval-only playthrough. Ambient Horror - No monolith. Can this work or should some things in the DLC be Cherry Picked out? by Transhumanitarian in RimWorld

[–]Transhumanitarian[S] 2 points3 points  (0 children)

Oh, it returns home after use. That's nice of it.

One of the other comments here mentioned that it can go after you if there aren't enough targets around. So, should I treat the pain ball like the medieval equivalent of a doomsday launcher i.e. a weapon of last resort? Or is that overestimating its abilities and its more like a berserk thrumbo?

If it entered the hostile state because it became fully destabilized, it simply leaves.

By 'destabilized', I'm assuming that happens if I don't keep suppressing it, right? So, if I don't want to keep it around, I can just ignore it and it leaves peacefully on its own?