Can't save an incapacited starsailor

Started by VincentJ, March 01, 2018, 09:55:52 AM

Previous topic - Next topic

VincentJ

Hello

I've received a transmission from an incapacited starsailor, certainly crashed down from space, two walking days from my base.
Fearing an ambush, I sent a negociator and three shooters, because even with a tribal start I have fireguns.

Once everyone've been on the site, my squadron approached the incapacited people, waiting for the bandits to come up from the... the void ? And nothing happened.
I healed him (or her, I can't remember), and then, what sould I do ?

By left-clicking, I had a "bring the refugee to your base" or something like that.
If I do that, my healer leaves the area alone carrying the incapacited refugee, creating a caravan alone, and the three other pawns escorting him stay here.
I gather everything I can pack on the area and walk out, creating another caravan.

I can merge the two caravans, food for two days, SIX WALKING DAYS to come back to my base !!! :o
WHY !?

I really don't know what to do. The only thing I see I could do, would be 1/establish a little camp here 2/gather all the food I can find on the area, 3/ come back to my base.

I have an alpaga whith me.

wwWraith

1. You can try to wait a while after the refugee is healed. There is a chance that (s)he will join your faction when (s)he regains consciousness. If not, you can capture him/her (you'll need an improvised prison cell for this) and either try to recruit on that map or bring him/her to your main colony as a prisoner.

2. The caravan's speed is decreased most probably because of the wounded pawns (including that refugee). It will slowly increase back while traveling as the pawns will heal. The other possibilities could be the winter coming or some effects when using Logistics, but I don't think that's the case here.

3. It's always a good idea to bring some extra food with your caravans for such situations. Besides establishing a camp and gathering food (though it'd be useful, too) you can deliver more food with a new caravan from your main colony (even meeting at some rendezvous point somewhere halfway) or drop pods.

4. To decrease the amount of extra food needed, you can divide your returning caravan so the healthy pawns won't be slowered by the injured ones, they'll return faster thus consuming less food. The default speed of alpaca is 3.8 so (s)he is slower than a healthy human, too. You can even abandon the slowest pawn(s) if you'll find it the only way to let the others survive.

5. There is also a chance (though little) that your caravan will have an encounter with some other caravan/raiders/whatever where you could get some more food.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Lys

I believe this event is currently bugged. Carrying away does not work properly.
You can heal them on site (patch them up, put in a temporary sleeping spot) and when they are healed all that will happen is that the refugee walks off the map and you and your colonists will be left alone, confused as to why you even made that trip. Event is worthless in its current state.

At least thats how it went for me when I had that event the first time (and as such it was also the last time I bothered).

wwWraith

Quote from: Lys on March 01, 2018, 11:35:00 AM
I believe this event is currently bugged. Carrying away does not work properly.
You can heal them on site (patch them up, put in a temporary sleeping spot) and when they are healed all that will happen is that the refugee walks off the map and you and your colonists will be left alone, confused as to why you even made that trip. Event is worthless in its current state.

At least thats how it went for me when I had that event the first time (and as such it was also the last time I bothered).

Making radical conclusions based on only 1 attempt with something involving RNG is not very reliable. There is some chance. Most probably it's the same as for refugees from the crashed pods in the main colony. I don't know exact value or if it depends on any circumstances but I'd say 30-50% of my refugees (including those found in these quests) were willingfully asking for joining my faction after recovery. And after all, you still can capture him/her if (s)he won't join.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Lys

#4
Quote from: wwWraith on March 01, 2018, 01:23:56 PM
Making radical conclusions based on only 1 attempt with something involving RNG is not very reliable.
Well after that happened to me I googled the event because I felt seriously bamboozled. All posts I found relating to it said the same, that people got nothing out of this event, unless they made the cumbersome effort of building a prison at the area and capture -> recruiting the refugee. If I remember correctly there even was a post from tynan on reddit as a response where he said that it isn't working as intended. So theres that.

Edit: https://www.reddit.com/r/RimWorld/comments/7nmakc/caravans_worth_investing_time/ds315ze/ there it is

VincentJ

30-50% ? It's huge ! Does someone know if you can influence that probability ?

I still can reload everytime the refugee doesn't join me until (s)he does.

There's no battle, so no one is injured when I meet her/him. A pawn carrying another pawn goes much slower, right ? Maybe that explains the 6 days trip.

I can wait until (s)he recovers consciousness.


Anyway, thank you for your help.

Lys, I share your way of thinking. Most of the time, there's an ambush and the ennemies are way too numerous. But I really need this space scientist.

Shurp

Just a point on food: if you have some colonists at your base still, they can grab some food and meet your caravan halfway.

Also concerning the speed, don't forget to check the time of year.  If you've transitioned from fall to winter you might be screwed.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

VincentJ

#7
Halfway caravan supplying is really too complicated.

Anyway... I've made it ! You were completely right wwWraith, things happened exactly how you described.
I healed easily Voort, a 16 years old female scientist, and housed my rescue team, gathering mushrooms and berries, making food supply for the trip back.
Once she's been able to walk, a message appeared : Voort wants to join your team, do you accept her ? Although she's been sleeping halfdead naked on the floor for days.
I said yes, of course, and we've taken only two days to make the journey back home, two ambushes, one by crappy raiders and another one by crazy hases.

Ok, she's addicted to yayo and her kidney is severely damaged, it filters only 20% of the liquids that pass in, but another scientist with us, poor raiders equipement and three dead hases.

Winter can come now, 9 adults, 3 children, tons of wheat, pemmican and olives, lovely base.