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RimWorld => General Discussion => Topic started by: Franklin on September 05, 2016, 10:38:38 AM

Title: "Beavers!"
Post by: Franklin on September 05, 2016, 10:38:38 AM
The roving gang of tree-clearing alpha beavers that doesn't seem to go away is a nightmare event. It cleared half the map's trees before I realized it wasn't going to go away. I took a few hunters out there and first shot the beavers swarmed them, they could take bullets like wolves. They dropped the hunters, then swarmed the base on the other side of the map, killing the rest of my colony.

Honestly, I love this game, but some of these events are really unbalanced and not at all fun.

edit: I couldn't even be more prepared, it was fairly early into my game.
Title: Re: "Beavers!"
Post by: Spudra on September 05, 2016, 10:40:58 AM
Which story teller did you use?
I once had beavers, and i instantly targetted them for my hunters. It took a while to have them all taken down, but it was somehow easy, and i got a lot of food/leather form it ^^  But i don't remember how far i was in game.
Title: Re: "Beavers!"
Post by: mew_the_pinkmin on September 05, 2016, 10:46:13 AM
What?!? Beavers killed you! Sorry but that's hilarious. Out of the 20 times thay visited me me in a15 I didn't even know they would fight back if if you didn't melee them. I guess just use survival rifles or greatbows and don't get to close.
Title: Re: "Beavers!"
Post by: Wex on September 05, 2016, 10:47:15 AM
Randy threw them on me on day 7.
It was savescum time.
Title: Re: "Beavers!"
Post by: Franklin on September 05, 2016, 10:51:17 AM
Quote from: Spudra on September 05, 2016, 10:40:58 AMWhich story teller did you use?
This was Phoebe Chillax on 'Some challenge', and it happened on the 15th day of my first Fall. I didn't expect these to be super beavers when I took a few hunters out to dispatch them because of how early into the game it was.

Also I'm a Permadeath masochist, so I just took what the beaver God had to give me at that point.
Title: Re: "Beavers!"
Post by: Franklin on September 05, 2016, 10:52:27 AM
When the swarm was making its way to my base, I had two more riflemen and my cook with a handgun hold up in a bunker just before the entrance to the base. But they swarmed the bunker like vampires in heat, there was no stopping them with just 3 men.
Title: Re: "Beavers!"
Post by: cultist on September 05, 2016, 10:57:24 AM
Beavers don't attack unless a hit on them triggers the manhunter state. A pack of manhunting anything can be a huge problem early on. You just got really unlucky. In most cases, the beaver event just means free food because as mentioned, they are not hostile when they spawn.
Title: Re: "Beavers!"
Post by: Franklin on September 05, 2016, 10:58:39 AM
Dang, that's some shitty luck.
Title: Re: "Beavers!"
Post by: Wex on September 05, 2016, 11:16:40 AM
One of the best tactic is find them when they are sleeping, close them into a wodden structure.
They don't eat the wodden wall and die by starvation. Surrounded by food.
Title: Re: "Beavers!"
Post by: Serenity on September 05, 2016, 11:27:28 AM
Never had a problem hunting them down. Maybe if only have crappy shooters. And they never went hostile on me
Title: Re: "Beavers!"
Post by: MikeLemmer on September 05, 2016, 11:32:49 AM
I almost had that happen to me one time as well: the entire beaver pack went Manhunter while I only had 4 colonists. However, here's 2 dirty secrets that saved me:


I already had a wall and door set up next to a wall. When I entered it they nearly destroyed the door but didn't. After that, I just waited overnight for them to sleep it off, then gathered my hunters and tried again.

APPENDEUM: It also helps if you wait a bit for the pack to spread out before you hunt them. That way only a few beavers go Manhunter.
Title: Re: "Beavers!"
Post by: Thraxon on September 05, 2016, 12:56:56 PM
Beavers are a thing when they manhunter, but you can run at almost the same speed, so you can pause and call your army while hunter run for his life.

But elk and dears are, beleve me, much more dangerous because you can't escape from the mighty stags  :D
Title: Re: "Beavers!"
Post by: Arctic_fox on September 07, 2016, 12:13:45 PM
I use a 10 step process to get rid of beavers.

Step 1. Get as many grenades as you can find
Step 2. Wait for night and them to sleep
Step 3. Go out to where they are
Step 4. Throw 6 grenades onto a sleeping beaver
Step 5. Try not to fall out of your chair laughing
Step 6. Free food
Step 7. While your out go find a pack of boomrats or boomalopes
Step 8. Repat steps 3-5
Step 9. Make sure your freezer accepts animal corpses
Step 10. Have 1-2k meat early on and a good laugh.
Title: Re: "Beavers!"
Post by: John_Bigless on September 07, 2016, 12:16:33 PM
Quote from: Franklin on September 05, 2016, 10:38:38 AM
The roving gang of tree-clearing alpha beavers that doesn't seem to go away is a nightmare event. It cleared half the map's trees before I realized it wasn't going to go away. I took a few hunters out there and first shot the beavers swarmed them, they could take bullets like wolves. They dropped the hunters, then swarmed the base on the other side of the map, killing the rest of my colony.

Honestly, I love this game, but some of these events are really unbalanced and not at all fun.

edit: I couldn't even be more prepared, it was fairly early into my game.
I am pretty good at eliminating beavers.
I set all of them to be hunted by hunters (to add some automation, i guess)
Or, i usually draft my colonists and kick ass.
Title: Re: "Beavers!"
Post by: Shurp on September 07, 2016, 05:41:11 PM
Alpha beavers *usually* won't attack if you shoot them.  So the "Beavers!" event usually just means "free food at the edge of the map waiting for you to take".  If you're on a large map it's often not worth the hassle of hauling them home.  Just shoot them and let them rot/freeze.

If they do attack, it helps to have some turrets back at base :)

My impression is that manhunting animals will give up if you stay indoors for a while.  So a viable option is to stay inside, then wait for some pirates to kill them (or vice versa).
Title: Re: "Beavers!"
Post by: Aatxe360 on September 07, 2016, 07:49:18 PM
Sleep cures the lone manhunter status(or those groups triggered by hunting) except for the manhunter event.  Though, when the manhunters from that event start leaving the map and are still maddened, they actually ignore your colonists even if they are shooting at them.  The drawback is that it takes quite a while for them to exhaust themselves and try and sleep.
Title: Re: "Beavers!"
Post by: FridayBiology on September 07, 2016, 08:10:39 PM
Personally I group my colonists within a few days of the event and then bunch closeby and then single target them so that the targetted beaver doesn't get time to become a manhunter and instead is killed outright.
Try to target the closest as sometimes the missed shots can harm one in the way and that then changes them to manhunters.
Title: Re: "Beavers!"
Post by: rexx1888 on September 07, 2016, 09:43:17 PM
its complaints like this that make me reevaluate my stance on "nightmare" events an wonder if im just approaching them all wrong...

i dont think ive ever even thought of the beavers as an event. A box turns up, i designate them for hunting an i never see them again... bigger maps make them a complete non event. They simply cant eat trees quick enough to keep them from growing back. Hell, i reckon i could leave a few alive n just have a population of alpha beavers on a map some day
Title: Re: "Beavers!"
Post by: KnockTwice on September 09, 2016, 10:45:07 PM
Alphabeavers were the death of my first colony.  The first time Alphabeavers showed up, I sent a colonist out and shot them one by one. No problem.

The second time they showed up, I sent a poorly armed band of my three best colonists out.  They all rampaged simultaneously, downing two of them (out of five colonists).  I managed to survive that, with a pet doing the rescuing, but they were so injured that when a fire broke out in the hydroponics room, everyone burned to death.

Since then, I have never seen an Alphabeaver rampage.  OP was unlucky.  Now, though, I always draft a large mob to deal with the Alphabeavers.

A few minutes ago, I got three events at once: Alphabeavers, Mad Animal, and a poison ship with four defenders that landed inside my base.  We survived, but...ouch.

Again: OP was unlucky.  Alphabeavers don't rampage often, but it is a possibility.
Title: Re: "Beavers!"
Post by: carbon on September 10, 2016, 08:22:18 AM
Assuming you have at least one colonist who can outrun whatever manhunters you trigger they are pretty easy to take down. Just draft the runner and have them go in elliptical back-and-forth arcs within shooting range of the rest of the colonists with the pack on their tail.

Manhunters go after the nearest colonist, so just keep the non-runners at a safe distance and they can shoot continuously until the last manhunter dies.
Title: Re: "Beavers!"
Post by: Franklin on September 11, 2016, 09:04:32 PM
Okay, again... Managed to drop 2 beaves before the third sparked the rest of the dozen to attack my colony. Again, early-ish into the game, only 3 colonists with basic firearms. Dropped us like a pack of wolves.

Either I'm the least lucky person in the world, or the chance to go manhunter (which I'm increasingly believing is a ridiculous game element) is higher than it should be.
Title: Re: "Beavers!"
Post by: Shurp on September 11, 2016, 09:46:44 PM
Very, very weird.  Maybe you should leave the beavers alone until you have some turrets.  Beavers are slow; you should be able to run home and let the turrets do the rest.
Title: Re: "Beavers!"
Post by: Anonymous_Captain on September 12, 2016, 05:48:39 AM
Beavers are essentially food relief by the game. Never in my playtime have I ever encountered a deadly Beaver pack. Bad luck man!
Title: Re: "Beavers!"
Post by: Shurp on September 12, 2016, 07:28:00 AM
Are you playing with a mod that changes beaver behavior?  (Not that I can imagine why anyone would mod that)
Title: Re: "Beavers!"
Post by: Franklin on September 12, 2016, 08:44:37 AM
No mods, entirely vanilla. Also on Phoebe Chillax/'Some challenge', so it's not like I'm grinding through some ridiculously punishing mode.

I'm willing to assume it's still just bad luck, but it's making me skeptical. I'd leave the dang things alone, but they never go away if I do, so eventually they end up just eating half the map's trees before I decide to deal with them.
Title: Re: "Beavers!"
Post by: Britnoth on September 12, 2016, 08:55:19 AM
Okay.

How is everyone having problems with herd animals going manhunter?!?

Are you all hunting with the pistol or something?!!
Title: Re: "Beavers!"
Post by: mcgnarman on September 12, 2016, 12:04:16 PM
I've actually loved beaver events. I just set them all to be hunted and a few days later they are gone. Never had a beaver revenge for the whole group before....
Title: Re: "Beavers!"
Post by: myfirstme on September 12, 2016, 02:49:26 PM
I have had the beaver event 3 times now. Twice everything was fine, but one time they became manhunters. My early colony with 3 fighters and one pacifist was almost destroyed. The 3 fighters downed the beavers, but had to be rescued by the pacifist. Nobody was lost, but I burned through almost all medicine to heal them. Was armed with the standard starting weapons.
Title: Re: "Beavers!"
Post by: Dingus on September 13, 2016, 01:22:24 AM
I've had a beaver revenge a couple times, and a mass revenge once. Beavers aren't the most durable creatures so a decent marksman can usually put a couple down while they are charging at him. Also here's a free tip: Never let someone with a melee weapon hunt unless it's a small animal. Animals almost always retaliate when hit with a melee weapon.
Title: Re: "Beavers!"
Post by: juanval on September 13, 2016, 06:39:59 AM
Two of my colonists (the tailor and the artist) were hunting beavers too close. Beavers became mad and killed my tailor and downed my artist  ;). The angry beavers attacked my colony but turrets killed them. The artist was rescued and healed, and he became the key in the next raid for the survival of the colony  ;D
Next year another wave of beavers appeared, but this time the colony was more populated and strong, and the artist and other 3 colonists, all with good skills in shooting, killed easily the new beavers
Rimword is great. It's like watching a film  8)
I hope to see more new events in the future
Title: Re: "Beavers!"
Post by: MrButters on September 15, 2016, 04:18:00 AM
Just lost my second colony to beavers, or more precisely, complacency.

Just like some of the others, I saw the beavers show up and instantly thought about the food and leather aspect of it. 

Sent my two best at firearms to take them down, but it was too early as the beavers were all grouped together.  Instantly they all attacked, and both hunters went down before I could get others into the fight.  Demetri's husband was killed right off, while my main character lay injured.  All of the beavers were eventually taken out, but after losing one of the six colonists, all others except for one eventually died from a lack of proper medical care shortly after.

I was playing on an easier setting, under Rob's storyline.  Immediately after losing the colonists, I had two dropped in, with a third that requested rescue.  Needless to say, Rob made the story interesting by giving me completely worthless colonists to replace the others, but I decided to finally call it quits to try another biome out.  I have to admit too that I had a good laugh out of all of it.

In the end it wasn't the toxic fallout, volcanic winter, dry thunderstorms, heatwaves, or raiders that took down my colony, but rather complacency in dealing with something that shouldn't have gone so horribly wrong.       
Title: Re: "Beavers!"
Post by: Shurp on September 15, 2016, 07:00:28 AM
Quote from: Britnoth on September 12, 2016, 08:55:19 AM
Are you all hunting with the pistol or something?!!

Is manhunter chance determined per *hit*?  This might explain the trouble people are having.  My colonists all walk around with survival rifles for the high damage value.  Two or three hits and a beaver is dead without much of a chance to go Manhunter.  But someone plinking away with a pistol might enrage the pack before killing them...
Title: Re: "Beavers!"
Post by: Britnoth on September 15, 2016, 07:36:46 AM
// Verse.AI.Pawn_MindState
public void Notify_DamageTaken(DamageInfo dinfo)
{
if (dinfo.Def.externalViolence)
{
this.lastHarmTick = Find.TickManager.TicksGame;
Pawn pawn = dinfo.Instigator as Pawn;
if (!this.mentalStateHandler.InMentalState && dinfo.Instigator != null && (pawn != null || dinfo.Instigator is Building_Turret) && dinfo.Instigator.Faction != null && (dinfo.Instigator.Faction.def.humanlikeFaction || (pawn != null && pawn.def.race.intelligence >= Intelligence.ToolUser)) && this.pawn.Faction == null && (this.pawn.CurJob == null || this.pawn.CurJob.def != JobDefOf.PredatorHunt) && Rand.Value < this.pawn.RaceProps.manhunterOnDamageChance)
{
this.StartManhunterBecauseOfPawnAction("AnimalManhunterFromDamage");
}
if (this.pawn.GetPosture() != PawnPosture.Standing)
{
this.lastDisturbanceTick = Find.TickManager.TicksGame;
}
}
}


This is my current understanding. I don't see any obvious check to limit the manhunter response to the first hit only, or a time limit of any kind.

Go try hunting with a minigun and see if its more likely?  :P

PS. This is why I rate the shotgun as the best hunting weapon when you lack a great shooter...
Title: Re: "Beavers!"
Post by: OFWG on September 15, 2016, 02:01:00 PM
Is the alphabeavers going manhunter a new addition? In A14 I literally never saw it happen, to the point that as soon as they showed up I set them all to be hunted and forgot about it. Haven't seen as many of them in 15.
Title: Re: "Beavers!"
Post by: Wintersdark on September 15, 2016, 03:57:43 PM
I do think the manhunter chance is way higher in A15 than it was in A14. 

I very rarely experienced it in A14, but now?  I've had beavers go manhunter multiple times in a single group.  I've had a colony destroyed by deer (sweet jesus those stags are fast and can utterly wreck an unarmored colonist), and have gotten REALLY gunshy of beavers, which I always previously interpreted as a positive event, not a negative one.

But yeah, I actually prefer shotguns for most hunting now (until you can get sniper rifles at least) because you miss a LOT, then just wreck them when you finally hit.  Misses don't trigger Manhunter.

On the other hand, Pistols are terrible for hunting, because you're close, get lots of hits that do comparably little damage so there's lots of chances to go Manhunter.
Title: Re: "Beavers!"
Post by: Sanaart on September 15, 2016, 06:29:25 PM
I'm reading all your stories and man you guys are so unlucky... I've had the pack aggro on me once, and I just ran to my base back to where all my turrets are...
Title: Re: "Beavers!"
Post by: delor on September 15, 2016, 09:10:46 PM
  Never had any trouble with beavers, myself, but it's still my most hated event.

  It just happens so frequently, and when it does because the hunting AI is so dumb I've got go out and micro killing each of them one-by-one to stop the tree blight.  Frequently having to walk all the way across the map to do it, too.

  The first time it happened, it was cute.  The fourth and fifth times it happened I was ready to just stop playing the campaign.  It was never challenging or threatening, just extremely tedious.

  Hunting AI ought to be fixed to have it close to a distance that offers reasonable accuracy, if nothing else.  A prioritization system that let you say "prioritize all of these similar tasks" would also be a big improvement, so that I could just say "kill beavers and keep killing until they're all gone before you do anything else."  (both of these, of course, help way more than just the beavers event)