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RimWorld => General Discussion => Topic started by: Hrolgar on November 11, 2013, 07:18:30 PM

Title: Issues - Slavetraders and corpses
Post by: Hrolgar on November 11, 2013, 07:18:30 PM
Hello,
I am currently at day 201, and enjoying the game. I'm playing on Cass-Classic.
My main issue is getting more people to join my colony, I currently have 12 people. I read that if I imprison some of them, a slaveship will come by. I imprisoned 6 of my 12 colonists at day 173, now 28 days later, not one slave trader has come by, and no travelers. How come?

My other issue is the growing body count, raiders attack more or less every second / third day. So there is bound to be tons of bodies. I've lately learned that you can burn them with molotov coctails (which again can spread to your people and buildings), or use explosives (which costs materials). I hope there will be added something other then graves, because the body count is really depressing my colonists, even if I am doing my best to keep the bodies far away.
Title: Re: Issues - Slavetraders and corpses
Post by: CmdrQuartz on November 11, 2013, 07:44:37 PM
For the corpses, and rubble as well, you can also use grenades to get rid of them as long as they aren't parked next to something important.
Title: Re: Issues - Slavetraders and corpses
Post by: ShadowDragon8685 on November 11, 2013, 08:37:26 PM
If you're playing .250, then the problem is likely related to the long-running game. That said, I think there might be a slave-ship cutoff of six in Cass/Callie.

Remember: Frag grenades don't cost resources.

Alternatively, if your defenses are largely based around baiting the AI down an outdoor of death lined with 'splosives, line the road with the graves. Not only does this vastly simplify cleanup (just kick the son of a bitch into the ditch next to him,) but for some reason detonating explosives cleans out the graves, making them available for immediate reuse - which is a good thing, because if the line of death just went off, they're going to need immediate reuse.
Title: Re: Issues - Slavetraders and corpses
Post by: Hrolgar on November 11, 2013, 09:14:40 PM
Actually, after I logged on earlier I got the idea of the granades, it works perfectly. So, thanks for the tip! No more corpses around my map!

So, any idea what the best tactic for capturing raiders then? :) I've heard melee, but running towards a raid of raiders, focusing on meleeing - is suicide! :p
Title: Re: Issues - Slavetraders and corpses
Post by: Semmy on November 11, 2013, 09:22:48 PM
Is it?

Try flanking them (-:
Title: Re: Issues - Slavetraders and corpses
Post by: ShadowDragon8685 on November 11, 2013, 10:38:35 PM
Quote from: Hrolgar on November 11, 2013, 09:14:40 PMSo, any idea what the best tactic for capturing raiders then? :) I've heard melee, but running towards a raid of raiders, focusing on meleeing - is suicide! :p

Typically, it's best to switch to melee after the raiders are in rout. If your defenses are set up right, they'll have as bad a time getting out as getting in - meanwhile, you can just hock off a wall to get your men out past the waffle to be waiting for them with cudgels and fists.

Sadly, in my experience, it doesn't work out. Cassandra/Callie does not want you to get more than about 10-12 people, so she'll make the raiders die instantly rather that get incapped.
Title: Re: Issues - Slavetraders and corpses
Post by: Lechai on November 12, 2013, 12:20:49 AM
yep your chance of incapacitating raiders seems to be linked to how many you have.
The only way of getting more past 10-12 seems to be from the random events (based on the storyteller)

Ive even sent packs of colonists to melee fleeing raiders without success after the cut-off point.

Fleeing raiders should be arrestable IMO, and increase the speed penalty due to injuries. This should then replace the incapacitated system altogether. You could then also add the fleeing mechanic to individual colonists who make a b-line to their bed if they take too much damage. Their combat skill being the factor in fleeing chance.
(I'm just picturing a scientist getting hit once from a M24, dropping his weapon and running for it. While the Commisar beside him stands firm with his pistol firing non-stop despite the overwhelming odds...)

Anyways....

Title: Re: Issues - Slavetraders and corpses
Post by: EarthyTurtle on November 12, 2013, 12:49:31 AM
Quote from: Hrolgar on November 11, 2013, 09:14:40 PM
Actually, after I logged on earlier I got the idea of the granades, it works perfectly. So, thanks for the tip! No more corpses around my map!

So, any idea what the best tactic for capturing raiders then? :) I've heard melee, but running towards a raid of raiders, focusing on meleeing - is suicide! :p

Well some people have gotten up to 15 or so colonists so it's possible to get more colonists (though highly unlikely). Melee is the best way of doing that. Best way is to force them into close quarters. Secret door ways lining a thin corridor that the raiders must navigate to get to your base is a good way to get close enough to a raider to force them into melee combat.
Title: Re: Issues - Slavetraders and corpses
Post by: RebCom1807 on November 12, 2013, 02:18:35 AM
Quote from: Lechai on November 12, 2013, 12:20:49 AM
(I'm just picturing a scientist getting hit once from a M24, dropping his weapon and running for it. While the Commisar beside him stands firm with his pistol firing non-stop despite the overwhelming odds...)
And taking a moment to shoot the fleeing scientist, yelling something about some distant world's god-emperor.. :P

As for incapacitating/capturing raiders, I agree a bit that you should be able to do it if you're careful about it or use the right kind of weapon. If only because it makes things slightly more even in the fight.
Title: Re: Issues - Slavetraders and corpses
Post by: nnescio on November 12, 2013, 03:48:32 AM
Quote from: RebCom1807 on November 12, 2013, 02:18:35 AM
Quote from: Lechai on November 12, 2013, 12:20:49 AM
(I'm just picturing a scientist getting hit once from a M24, dropping his weapon and running for it. While the Commisar beside him stands firm with his pistol firing non-stop despite the overwhelming odds...)
And taking a moment to shoot the fleeing scientist, yelling something about some distant world's god-emperor.. :P

Unless the commisar's last name happens to be Cain, in which case he will be the first to retreat. Problem is, he tends to retreat towards the enemies.
Title: Re: Issues - Slavetraders and corpses
Post by: rh on November 12, 2013, 03:54:45 AM
QuoteAs for incapacitating/capturing raiders, I agree a bit that you should be able to do it if you're careful about it or use the right kind of weapon.

Yeah. Right now the chance to capture raiders alive is relatively low. This makes playing any storyteller except Phoebe a bit too hard for my taste because you are outnumbered very soon. If there is an arrest system it should be possible to specifically order it and don't rely on a slight chance of incapacitating the enemy. A specific weapon (Taser?) for that sounds like a good idea. Or maybe always knock out / stun enemies when you reduce their hp to almost zero with melee attacks?
Title: Re: Issues - Slavetraders and corpses
Post by: Col_Jessep on November 12, 2013, 04:43:14 PM
If you want a larger colony you can select Randy Random(?) as storyteller. If you are careful during raids and don't lose settlers you should accumulate settlers from random events. I have 25 settlers now, 6 dedicated haulers/cleaners. I really enjoy the game much more this way.

(http://i.imgur.com/2jKXNEk.jpg)

One caveat though: You might experience some lag occasionally. It's not too bad for me though and goes away after a little while. I guess it just happens when the game needs more resources for AI.
Title: Re: Issues - Slavetraders and corpses
Post by: mumblemumble on November 12, 2013, 04:48:02 PM
for burning bodies, just put the body dump a ways away from the base, and make it a body ONLY dump. Fill it to capacity, 1 molotov, then let it cook. Assuming it doesn't rain, should be just fine.

Could also dig out a cave and leave rock pillars for supports, make THAT your dump, and just light the cave on fire when you get too much, since the rock is flame retardant, and the roof will stop rain from putting it out, I think.
Title: Re: Issues - Slavetraders and corpses
Post by: Merry76 on November 12, 2013, 05:55:24 PM
Quote from: mumblemumble on November 12, 2013, 04:48:02 PM
for burning bodies, just put the body dump a ways away from the base, and make it a body ONLY dump. Fill it to capacity, 1 molotov, then let it cook. Assuming it doesn't rain, should be just fine.

Or just use frag grenades. They finish off corpses in about 3 hits...
Title: Re: Issues - Slavetraders and corpses
Post by: Nasikabatrachus on November 12, 2013, 11:15:07 PM
I do what mumblemumble suggests: right next to the battlefield is a cave with 3 corpse dumps inside. With a little bit of hauling and a molotov or two, disposal is quite easy, although you have to remember to turn the dumps off while the bodies are burning: if there are any leftover corpses your mans will foolishly try to haul them in and catch fire themselves.

I forego frag grenade disposal because they could easily damage rock faces or blasting charges, and because manually targeting ~60 raider corpses and waiting for them all to be destroyed properly is kind of a pain when I could be paying attention to something else.
Title: Re: Issues - Slavetraders and corpses
Post by: Spike on November 13, 2013, 09:06:25 AM
The T-9 Incendiary Launcher will also start fires - that's what I use.  Also, fires will throw sparks at a max of two tiles away.  So if you make a concrete pad for your stockpile(s) with an extra perimeter around it, the fire won't spread outside.