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RimWorld => Stories => Topic started by: ToXeye on November 14, 2014, 10:28:45 AM

Title: The Empath, The two Clone Hermits and the Kingpin
Post by: ToXeye on November 14, 2014, 10:28:45 AM
I started out on the hardest difficulty on cassandra just to show my buddy.
It began with killing some deer and showing the "forbid/unforbid" system.
I then begun building some wooden cabins for the colonists to sleep in.
There were some pirate raids and some tribals.
After a while, the pirates came to prepare a siege. I assaulted them
in order to prevent damage to my colony. I did not have any mountain
to hide under, so it was pretty inevitable that  I assaulted them.
Then I went on to find a nice spot to fire from, an old ruin provided
excellent cover. After my men were all incapacitated and/or dead, they
decided to take prisoners and leave. That's where the empath came to
capture the pirate that the pirates left behind bleeding. In essence,
the pirates don't bring their own back. What happens to the kidnapped
colonists could be unspeakable, or unimaginable. Still, I was able to
use my empath (non violent 15 social skill) to capture one of the
pirates. I then got to use the claim button to claim the mortar and sand
bags for some extra metal, minus 80% of my colony. She's the only remaining
colonis. Emilia, the empath. Capable of everything except fighting and
hunting. I will have to build some defenses for her. Too bad she has two
prisoners just waiting to be fed with food, while the colony starves
from not having any meat producing hunters. I made some turrets outside
the comm room, so that Emilia the Empath can hide behind that door when the
next raid comes. Now they have to eat raw meat becaue Emilia can't manage
to cook herself considering that she is all alone in the colony, with plenty
of space for herself and her two prisoners Azsura and Redfields. A trade
ship just came by. A combat supplier. Too bad Emilia doesn't need any of
that, she can't handle guns. A group of tribespeople now came to attack
the colony, so she had to be drafted and enter the comms room. The
tribespeople went straight for the comms room and started bashing down
doors to the first chamber. That's where they will fail, I hope. That's
where the turrets are. After being shot by the turrets they all fled.
i could continue building the second solar generator. I stripped the
soldier that remained, I had previously equipped them all with armour
vests and helmets, the tradeoff is that it will slow her down.
Colonist left unburied
Ate off the ground
Observed corpse
Ate raw food
She is gooing to leave the colony soon.

Both the prisoners are around 90 recruitment difficulty
and both of them are below loyalty threshold.
Of course, I have visitors, but none of them are helping me out.
Now I buried the dead colonist. She became less grumpy.
Even the prisoners are happier, they even have their own
sun lamp to help them out! Wonder how well they would sleep
if sunlight was detrimental to sleeping in the game.
Now the prisoners attack each other. Redfields went on a rampage.
I hope Azzura wins this, or Emilia will have to hide in the corner again.   
Aaand he did. Now Emilia has to patch both of them up.
I even made separate rooms for them now.

Now I have tons of things to do: patch prisoners up, feed them venison,
and recruit them. In between sieges... Emilia is going to have problems   
And now she begun harvesting the cotton. I removed the cotton growing
zone and made a new one for potatos. Bad choice, but hey, they still
grow fast enough.

And now Redfields is on another rampage. Emilia will have to use the
killbox/comms room. Luckily she didn't have to do that because he just
stands there being psychotic. Redfields no longer gets any food and I
have locked his door. That's when he started bashing down the door.
Apparently, he avoided my killbox because of his psychotic thoughts.
He attacked the other prisoner and bashed him down. Now he approaches
my killbox, which was previously just a research room. When he was
down, I force-attacked the tile he was on to make him less of a hassle.
I still try to care about Azzura, one of the pirates that tried to kill
the colony and apparently succeeded up to 80%.

Emilia has started hauling the food that the pirates brought with them,
so she's got time over now.

Surprise. One of my prisoners got attacked by the visitors from
community-at-the-plain. Now Emilia is soon going to have less
of a hassle deciding what to do, and instead focus on building lots
and lots of turrets and a mortar. Nope, he survived but got beaten down.
Damn tourists.

Emilia patched him up again, but the tourists came and beat Azzura down.
As usual, they even use guns on him until he lies down. They just enter
the prison without approval, damn tourists. I wanted to recruit that
guy. This time they left, though, so now Azzura can stand up without
being brutally assaulted.

Azzura
Female mercenary sniper of The Fearful Unit
status: not yet recruited

Emilia
Empath of Microton
status: the only surviving colonist of Microton

There's no time for friendly chats now, Emilia has to build defenses.
Collecting the leftovers from the siege that the pirates left...

I notice that she always takes the chair closest to her meal,
not the chair in the shortest path.

Digging new graves. Not important, but could save time.

It's May the 3rd, the first year. Only the arrested escapee survived
the pirate onslaught. Currently building defenses to survive longer.
Just... one... more... turn...

Given that her social skills is her best asset, I decided to make
Emilia try to recruit Azzura.

Oh ok solar flare.

Slave trader! Too bad there's a solar flare going on.

And now an eclipse.

She keeps trying to recruit Azzura while bringing back metal.

But I have power left to try to contact the slave trader.

I recruited two hermits and sold Azzura. After all, I was
going nowhere with that guy.

Both hermits are named Bacchus. Both were good at shooting. Both were
now to be equipped with M24 sniper rifles, making them formidable at
long range, easily defending the killbox. Upon further inspection,
it would seem that they are clones with the same name: Riesling Bacchus.

And now "A group of pirates from The Fearful Unit have arrived in
drop pods nearby."
"They are attacking immediately."

Woops. And one of the pirates is named Futa. We hid behind
the pillbox to avoid them, and let them fight with the turrets.
No sniping this time, because they came from the west and the killbox
is facing east.

Explosions: Grenades. Turrets exploding. But Emilia and the
Bacchuses survived.

Had social chat x3         13
Had an unpleasant conversation x2   -3
Pessimist            -8

I decided to equip both the bacchuses with pistols instead. They make
better shots at short range.

And the kitchen boomrat. It's been in there since it was built.

Now we're running out of metal but have plenty of time to grow plants.
Also, both of the clone hermits are hunters with excellent skills.

Tip, don't build a table in the midddle of nowhere unless you want your
crazy colonists to use it as a gathering spot. Without actually gathering
together.

And now a male psychic drone. Hope none of the hermits become mad....

I just noticed the hermits are female. So the male drone didn't do anything.

Now I can start growing cotton again - to bring in some silver.

The hermits keep eating in Emilia's room, because the distance to it is
shorter than to the other rooms. However, it's a much longer path.

Tribespeople attack! The colonists will have to hide inside the comm room
again, I will not expose them to danger.

The tribespeople are shooting each other in the back. Dammit. I expected
some resistance here! Still, they outmatch my single turret easily. It's
up to the two backup turrets to fix the rest. And plan C is to let the
hermits shoot them up. Easy..? Their friendly fire did part of it, the
exploding turret disintegrated one of them. The wooden door fixed some
of the delay. They keep hitting each other with rock, pila and arrows.
And the turrets do a good job. One of them is ready for capture now, I
think. If I manage to make THAT work out.

I captured him, the Keeper named Bascullo. Recruitment difficulty 80.
I will talk to him to try to make him more willing to join the colony,
using the high social skills of Emilia the Empath.

Also, I made a table in front of the kitchen. It will slow people down,
but it will also make sure that they don't go to Emilia's room to eat.
I removed a wall and the door to the kitchen, so now it has a roof
(Tynan please add so that you can build your own roof zones, with risk
of making them collapse of course, rather than having no-roof zones).

Now I was thinking "where is that turret? Oh yes, it exploded."

I set out to mine for some more metal

"Prisoner below loyalty threshold" on the Keeper Bascullo. He's got
his own energy supply for his sunlamp, so why doesn't he join? J/K

"Emilia successfully recruited Bascullo (14% chance)."

Now he's resting in the medi halls instead.

Cargo pods full of silver! Yay.

And one of the bacchuses got plague. Not yay.

And since I have no mods installed I can't get any medipacks until a ship
comes by to drop them for me. He will not get good treatment, I wager.
Apparently he did get treatment. Hm...

If we start naming the Bacchuses by the fat one and the thin one,
it's the fat one who got the plague.

I equipped Bascullo with one of the two sniper rifles, because now
he's going hunting.

He killed a turtle.

Now the fat Bacchus is going to hunt with his pila. Damn, slow warmup.
High damage. Know what happened? The nose of the turtle was
"Cut off (fresh)" and he's bleeding, and his pain level is "Little".
I just carved the nose off a turtle with a throwing spear!
And he didn't feel a thing! Next up he died from destroyed liver and
got a crack in the shell.

The cotton is coming along nicely, so I think I will get some silver
for that, which in turn will bring some new <stroke>colonists</stroke>.

A dude named Vector appears in a drop pod. He's apparently a Criminal
Kingpin, so he's not going to do anything for me except shoot with his
mediocre 3 in shooting and 5 in melee.

I noticed a kink in the system: When looking at the thoughts screen
for Bascullo, the "Starts expiring in:" time decreased AFTER the
"Finishes expiring in:" time. So It would start expiring in 0.6 days,
and then finish expiring 1.2 hours before that.

Vector was recruited. Now he can do his Kingpin-y things and just stand
around waiting for some raiders to come and kill him "just as planned".
He has hyperweave clothes, which makes him resistant to attacks, but still.
I gave him a club to reflect the fact that he's better at melee than at
ranged combat.

Oh no, now bacchus the fat has both plague and malaria. Better get him to
the hospital.

A group of tribespeople attack, now I will be able to snipe them with
Bascullo's sniper rifle, perhaps deterring them from zerging. I think
this is the battle that will end Microton and Emily or Emilia or what
she's called... Emilia.

Bascullo failed sneaking up on them, and didn't get a shot before being
bombarded with arrows. He managed to get away, still. I will now equip
him with a spear to make him better in close quarters. Bascullo is soon
going to break, as he has a high mental threshold value. Being wounded
and hungry, he decided to become grumpy and approach his mental
threshold level.

The tribals waited until night to attack.
Draft everyone and "flee! run to the comms console!"

I let bacchus the fat and sickly run to the back with Emilia,
and let the rest stand and melee attack anyone who enters the door.

Bacchus the thin tried to stave off the attack by firing from the door,
but he ended up being incapacitated when one of the turrets exploded.
Bascullo was evaporized by the second explosion, and vector with his
hyperweave threads were unharmed and then the tribals fled. Strange.

They simply put survived the onslaught, but none of the turrets did.
Now the thin and the fat bacchuses both have reasons to be in sick-bed.
Vector just stood there letting the shrapnel fly off his shirt.
The thin bacchus, however, did not have such luxury.
All that remains of Bascullo is is spear. Poor Bascullo.

More about the Bacchuses. Since they are both basically the same
person, they have the same origins and stats. Both are youth
delinquents and involuntary hermits. They are weird, in simple terms.

Ahhh, finally the boomrat has left the kitchen. I wonder when, though.
Probably at the same time I removed the wall and the door.

I rebuilt some of the turrets. They are efficient. And harvesting potatoes.
Potatoes for teh winz. Just cooking them means that they are just as good
as anything. And a mad squirrel. Just what I'm looking for. Emilia is attacked
by the squirrel! And she abhors violence! AAAAHHHH!!! PANIC! Sending vector
with his club and fancy space vest.

And with the squirrel dealt with, a group of tribespeople attack
immediately. Malaria-bacchus, also called thin bacchus, will stand
and throw his WHOLE 30 DAMAGE pila at incoming enemies.
8 shots from the two turrets, then a pila to the torso.
Bacchus the thin got some arrows and stone onto him...

Vector the Kinkpin is a good doctor, it appears. Nope, only 3.
I am interested in seeing how Crush (handful of stones) can be
treated when it's on the right kidney. Poorly sutured... Ok.

Finally a trader that can buy my cloth! Leatherjackets for
everyone! Except for vector, because he doesn't need it.
He got someone's old leather jacket instead.
Squirrelskin jacket.

And so it continues, attack after attack, never really ending the
story since there is little addition to the colony. No new recruits
and no plasteel or AI core. Just pirate raiders and tribals.
And the amount of graves becomes larger and larger.

I don't think the gameplay will improve from now on, so I quit.
Title: Re: The Empath, The two Clone Hermits and the Kingpin
Post by: ToXeye on November 16, 2014, 11:26:48 AM
I actually did continue this, and the kingpin and at least one of the hermits died. So more slavery for the non-violent social person.