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RimWorld => General Discussion => Topic started by: Riph on November 05, 2014, 07:48:11 AM

Title: Effectively Train Medicine (Solution may include war crimes.)
Post by: Riph on November 05, 2014, 07:48:11 AM
So I've got my colony's medic up to medicine 14 without assistance from mods or any cheating.  The method was, of course, practice.  But how are you going to find that many wounds to operate on?  It's easy if you have...

The Thunderdome


The Thunderdome is a fairly conventional prison cell with a dozen beds, a dozen desperate prisoners, and stacks and stacks of human meat.  The door is locked and, as you might expect, the prisoners soon go mad and brawl with each other.  These brawls create dozens of small, nonbleeding, easily treatable wounds all over each other's bodies.  Once everyone is on the ground unconscious, you send the medic in who cheerfully patches them all up, and the cycle begins anew!

The whole affair costs you nothing beyond the setup costs because the prisoners eat naught but human meat, and medical treatment gives you XP whether you use medicine or not!  Of particular note, you can see in the screenshot there that my medic actually has a 100% chance of good treatment even without medicine, provided she's at least working on a hospital bed.  This seems to happen around skill level 12ish.

So now you too can effectively train up lifesaving medical skills, and all it will cost you is the interminable suffering of countless human beings!
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Spectre on November 05, 2014, 09:03:14 AM
That's pretty damn clever! Quick question, how long can your medic stay in there before he/she starts to go a bit nuts? Also ever had it where you're patching one inmate up and the other goes insane and kicks off at the medic?
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Mikhail Reign on November 05, 2014, 09:13:21 AM
I use basically the same tactic, except since I'm playing with the bionic mod I can remove body parts with an infection. I remove all the prisoners arms (and upgrade then to bionics to sell on the black market) so that they have little chance to kill each other and the fight go on for a long time. Also means that my medic isn't at risk. Also, all my colonists are psychotic cannibles so they have no problem with it. I use to remove their legs so they couldn't fight, but then my wardens spent all their time feeding my living fridges because they couldn't feed them selves. I wish we could remove body parts and use them to make food instead of just using them to make bionics. Then I could slowly eat then as I needed it.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Darkfirephoenix on November 05, 2014, 09:30:37 AM
Quote from: Spectre on November 05, 2014, 09:03:14 AM
That's pretty damn clever! Quick question, how long can your medic stay in there before he/she starts to go a bit nuts? Also ever had it where you're patching one inmate up and the other goes insane and kicks off at the medic?
I think the room itself isn't the trigger for rampage, the trigger is the food the prisoners eat = Human meat, which results in a rather hefty morale debuff (unless they are cannibals)
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: UrbanBourbon on November 05, 2014, 09:31:05 AM
Hmm. Be sure to capture only pessimist, depressed and neurotic types and other such easily agitated types. If possible, keep the jails small to induce 'cramped space'. Keep the jails also dark and dirty. Maybe have the prisoners sleep on the floor? Undress all prisoners for the nudity penalty.

Wait... my phone is... Yes? Hello? Ah, hello, Geneva Conventions. What's that? Mm? Uh huh? Oh.. Now wait a m... If you could just let me expl...
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Riph on November 05, 2014, 10:04:00 AM
Quote from: Spectre on November 05, 2014, 09:03:14 AM
Quick question, how long can your medic stay in there before he/she starts to go a bit nuts? Also ever had it where you're patching one inmate up and the other goes insane and kicks off at the medic?

I'm not sure, I never lock the medic in there.  Given Rimworld's combat, I wouldn't want to risk the 1% chance she'd get punched in the brain and die instantly.

Instead, I only send her in when all the prisoners are unconscious (or at least not rampaging).
I have had a prisoner suddenly go nuts while she was in the room.  It's interesting to watch, because if the new berserker targets anything but her, she just keeps on working.  The moment she becomes targeted (even from across the room) she shoulders her rifle and puts him down.  It's one of the few times I've cheered AI.

On the off chance that a multi-man brawl occurs with her in there, you'll want to Draft her and scoot her out of there in a hurry, and lock the door behind.  Rampaging prisoners are still legcuffed and can't chase very fast.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Spectre on November 05, 2014, 11:11:10 AM
Quote from: Darkfirephoenix on November 05, 2014, 09:30:37 AM
Quote from: Spectre on November 05, 2014, 09:03:14 AM
That's pretty damn clever! Quick question, how long can your medic stay in there before he/she starts to go a bit nuts? Also ever had it where you're patching one inmate up and the other goes insane and kicks off at the medic?
I think the room itself isn't the trigger for rampage, the trigger is the food the prisoners eat = Human meat, which results in a rather hefty morale debuff (unless they are cannibals)

Of course! The morale penalty is if you butcher humans, not if the meat is just lying around. This is a great idea.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Mikhail Reign on November 06, 2014, 06:56:20 AM
If you dezone the room as a home zone the floor pretty quickly ends up coated with blood which also helps with the ugly environment buff.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Endoric on November 07, 2014, 11:32:05 AM
Nominated for the 2014 rimworld evil genius award!  Dont forget to harvest all left kidneys and lungs!
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Thorin on November 10, 2014, 07:10:36 AM
Dang, why do I always the right stuff.
I will never be evul.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: iShura on November 10, 2014, 08:05:13 AM
 :D :D :D you are a evil (very evil) genius! "Why are you doing this madness to us??" - "Because I want to train my Doc! *muahahaharharhar*"
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Coenmcj on November 10, 2014, 05:49:48 PM
If only the fear system was still in! they'd be begging to join your colony at this point!
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: eatKenny on November 10, 2014, 06:23:31 PM
read the post, pray for humanity.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: Barley on November 10, 2014, 06:43:37 PM
We're only in Alpha 7 and we've already got our very own "Mermaid Bones" Thread. Excellent.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: KR4K40 on November 14, 2014, 10:42:33 AM
...oh God.
Title: Re: Effectively Train Medicine (Solution may include war crimes.)
Post by: ITypedThis on November 14, 2014, 11:55:46 AM
Haha! I've done something like that! Yours is more efficient though.



Colonists come in, take a pistol and open fire at the prisoners once standing at the end of the wooden floor. They fire until the prisoner is either incapacitated or killed. Once the prisoner is down, the doors at the bottom unlock for a doctor to come in and haul the prisoner to bed and begin healing him.

This trains both shooting and medicine rather effectively, especially with multiple prisoners. However, the prisoner morality rate is quite high despite only using pistols.

In this particular colony, I was going for a "purist" colony of a sort where no one with bad traits would be recruited. This gives an ample supply of targets.