This bunker can be used for defense from all angles even if mechanoids drop right here perhaps. If somehow the fire gets started, we got a little fire foam popper here that is just nearly encompassing the entirety of the bunker, as you can see here. The second thing you will notice is that there are tiles inside the bunker the reason that there is a nothing like a tree or grasses growing inside is that they can potentially get caught on fire. You don’t have to have this much sandbags I just chose all these sandbags because I wanted to protect my colonists a little bit more and to force opponents to spend a lot more time to get into the bunker. BunkerĪs you look at the bunker, you will notice different layers of security and the first thing is three layers of sandbags. The only difference is that some of them do more damage than others. If you are an architect and you go over to the security option and you click on a deadfall traps, you can see that nearly any type of metal or stone can be made into a deadfall trap. I would suggest you make a dumping stockpile throughout your hallway, so that the creatures that get caught in the hallway are that much slower and are stuck in this funnel of death, while you can put your men inside the bunker to fire at them.ĭeadfall traps are surprisingly powerful and you can make them just from anything. You can also notice some steel slags lying at the end of the hallway on the right side, that’s because this area over here is a dumping stockpile. This checkered pattern allows our colonists to weave and bob through these deadfall traps without getting any type of injury, while the opponents will often walk straight through them, killing several raiders and a lot of animals as they walk past. This is because our deadfall traps can be laid in a checkered pattern. The way you make your basic structures that are going to be making your defense area is crucial.įirst, you will notice that we have a big hallway which has a choke point of two squares. Elephants are very tough creatures, and you cannot sustain lots of damage going against them, but you also get a lot of money if you manage to kill them all, especially a ton of a meat, and a ton of tusks that you can sell. The only things I would say should be as central as possible is the dining area, and the main stockpile.As you can see, there are seven of them. Then you just keep rooms that need each other, close to each other. You don't generally need to worry too much about the distance between different aspects of the base, kitchen to stockpile to hospital to bedrooms etc., as long as there is a decent path to the middle and to where they need to go from there. When I set up my hospital beds I make a small stockpile nearby for any meds/bionics, etc. Usually add a barracks of my own to help with pawn overflow. Add a rec room, with a guest barracks next to it. Make long hallways full of bedrooms, close enough to the dining room. Maybe add a few small stockpiles for clothes/weapons later on, of course next to the production rooms. Then I set up 1 large stockpile for all the materials, with a bit production room or 2 adjacent to that. Make a kitchen, with the freezer behind it, dining room next to the kitchen, with a fridge(mod) for meals. Long hallways connecting things, occasionally linking any hallways together.
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