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The optimal method for accomplishing this is a psycaster with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ( psychic sensitivity increasing equipment such as Eltex garments and an Eltex Staff or a persona weapon with an appropriate trait are recommended to increase maximum neural heat), and ideally a jump pack. This not only removes the danger of the incoming mortar shots, but the "sieged" army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).
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If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked. This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen. Unlike ammunition, sieges will not be resupplied with building materials should any go mysteriously missing. the components) and thus prevent them from completing construction of the mortars. Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player. Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties. If their food or ammunition runs low, more drop pods will land to resupply the raiders.
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They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of Mortar shells. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains. 7.11 Item Stash Opportunity (Time Remaining)Ī group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare.They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events. Alternatively, notification messages can be dismissed without opening via right click.Īll event title portions in parentheses below are variable. Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events. Usually, the color of the envelope will suggest the severity of the event. Some events can also happen on temporary maps. Other events will pause the game and pop up a window where the player must make a choice. Most events occur with an envelope icon that will appear down the right side of the screen. They range from everyday occurrences like passers by, to all out assaults on the colony. For a guide to survive events, see Events Guide.Įvents are driven by the currently selected AI storyteller.
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