A game where I can't get any new colonists

Started by jasta85, March 02, 2015, 08:34:06 AM

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Boboid

#15
Xerigium.
It takes a while to grow but each plant yields 1 herbal medicine which is 85% as effective as standard Medicine.
It *technically* spoils (takes like 150 days) so you can put it in your freezer if you want, but there's not much call for it.


Tommytom in regards to weapons...

Burstfire weapons are naturally going to yield results that line up more closely with the % chance to hit various bodyparts because their sample size is always going to be larger.You can look up the % chance to hit various bodyparts using the dev tools.

They're generally pretty detrimental to turnover because as originally pointed out, they continue firing even if the first shot incapacitated the target which means 2 more bullets ( and the majority of the damage per burst ) could potentially hit and kill the already fragile target.

Don't even get me started on miniguns :P
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Coenmcj

All storytellers apart from Randy random have a soft popcap I believe.
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tommytom

Quote from: Coenmcj on March 02, 2015, 10:34:53 PM
All storytellers apart from Randy random have a soft popcap I believe.
Has anyone verified that? From what I read, so people were suggesting that instead when you have a 10+ pop that you generally have better weapons and more bullets which would cause more deaths than incaps.

Coenmcj

After a little research, I found the storyteller defs

Max is the soft cap, while critical is the hard cap,

Cassandra
<desiredPopulationMin>3</desiredPopulationMin>
<desiredPopulationMax>11</desiredPopulationMax>
<desiredPopulationCritical>16</desiredPopulationCritical>


Pheobe
<desiredPopulationMin>3</desiredPopulationMin>
<desiredPopulationMax>11</desiredPopulationMax>
<desiredPopulationCritical>16</desiredPopulationCritical>


Randy
<desiredPopulationMin>3</desiredPopulationMin>
<desiredPopulationMax>16</desiredPopulationMax>
<desiredPopulationCritical>50</desiredPopulationCritical>
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Boboid

#19
Hrm those numbers don't reflect my experiences at all.

There's a lot more going on than just that, those figures would at the very least be modified by the difficulty scale.

I've certainly noticed situations ( Especially in my melee games ) where raiders are dead for seemingly no reason, no fatal wounds, no bleeding, no destroyed organs ect, but they're very rare and happen almost exclusively due to blunt damage so I'm willing to assume there's some upper cap on pain which kills though I could be wrong.

I personally don't notice a slowing in the recruitment trend until at least 20 colonists and I play on Cassandra almost exclusively, 100-160% depending on what I'm attempting.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Teague

#20
Quote from: tommytom on March 02, 2015, 09:41:50 PM
A. I believe he already did that. He must have gotten 99'ers and gave up and never fixed relations and can't afford to to attempt again.

B. I kind of disagree, to an extend. Usually, multi-shot are lower damage per shot. Yes, you could hit all (say) 3 shots and kill them, but you could also hit for less causing less damage.

C. I was under the impression that is simply a trait of the prisoner. Otherwise, why is it not 100% or more? I have started a colony with terrible social and have recruited people with less chance. I think the social just gives them a higher "talked with warden" buff. Like lvl 1 = 1x30 = 30 where lvl 10 = 10x30 = 300. lvl 10 is well over the 99 happiness requirement where worst warden is not even 1/3 of the way there. You need to boost their happiness passed the recruit requirement, so you need a better bed/social/beauty/food/space/lighting/non-shared/etc or otherwise your warden will have to talk to them a lot more before you reach the 1% chance threshold and even then it's only 1% chance (has to be max on happiness AND only 1% chance).

*snip*

He didn't mention kidnapping in his OP, not gonna assume he was. Logs / Fists do a whole lot less damage than any gun, even the multi fire ones, and will stop attacking at incap - added advantage that you are right next to your capture target (rather than at range). And this was pulled directly from the rimworld wiki

Social
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.

Each point increases social interaction impact by 10%
Each point increases gift impact by 5%
Each point increases recruitment chance by 5%
Each makes trade prices 0.5% better

tommytom

Quote from: Teague on March 03, 2015, 07:05:52 AM
Quote from: tommytom on March 02, 2015, 09:41:50 PM
C. I was under the impression that is simply a trait of the prisoner. Otherwise, why is it not 100% or more? I have started a colony with terrible social and have recruited people with less chance. I think the social just gives them a higher "talked with warden" buff. Like lvl 1 = 1x30 = 30 where lvl 10 = 10x30 = 300. lvl 10 is well over the 99 happiness requirement where worst warden is not even 1/3 of the way there. You need to boost their happiness passed the recruit requirement, so you need a better bed/social/beauty/food/space/lighting/non-shared/etc or otherwise your warden will have to talk to them a lot more before you reach the 1% chance threshold and even then it's only 1% chance (has to be max on happiness AND only 1% chance).

And this was pulled directly from the rimworld wiki

Each point increases social interaction impact by 10%
Each point increases recruitment chance by 5%
Makes sense. I guess I was half right.

Social boosts the warden social interaction, allowing that 1% for 99ers to kick in sooner. There is 20 lvls of social, split into 5% blocks (5x20=100%). Tynan must have programmed in a 99% cap though to prevent completely unrecruitable prisoners.

jasta85

Quote from: tommytom on March 03, 2015, 08:20:12 AM
Quote from: Teague on March 03, 2015, 07:05:52 AM
Quote from: tommytom on March 02, 2015, 09:41:50 PM
C. I was under the impression that is simply a trait of the prisoner. Otherwise, why is it not 100% or more? I have started a colony with terrible social and have recruited people with less chance. I think the social just gives them a higher "talked with warden" buff. Like lvl 1 = 1x30 = 30 where lvl 10 = 10x30 = 300. lvl 10 is well over the 99 happiness requirement where worst warden is not even 1/3 of the way there. You need to boost their happiness passed the recruit requirement, so you need a better bed/social/beauty/food/space/lighting/non-shared/etc or otherwise your warden will have to talk to them a lot more before you reach the 1% chance threshold and even then it's only 1% chance (has to be max on happiness AND only 1% chance).

And this was pulled directly from the rimworld wiki

Each point increases social interaction impact by 10%
Each point increases recruitment chance by 5%
Makes sense. I guess I was half right.

Social boosts the warden social interaction, allowing that 1% for 99ers to kick in sooner. There is 20 lvls of social, split into 5% blocks (5x20=100%). Tynan must have programmed in a 99% cap though to prevent completely unrecruitable prisoners.

wait, so does social on warden's lower the difficulty of recruiting prisoners?  or just allow you to try recruiting them faster?  because I had a warden with 10 social spend a week trying to recruit a tribal prisoner and its difficulty remained at 99% the whole time before I ended up selling it to a slave trader.

Argon

Xergium is the herbal plant.

Give high melee skill, and low shooting skill colonists maces, they are good incap weapons.
Give high skill shooters M24s, they have a good chance to clip off limbs, and can literally shoot raiders off their feet.

-Argon

Teague

Quote
wait, so does social on warden's lower the difficulty of recruiting prisoners?  or just allow you to try recruiting them faster?  because I had a warden with 10 social spend a week trying to recruit a tribal prisoner and its difficulty remained at 99% the whole time before I ended up selling it to a slave trader.
The way I read it, every point reduces the difficulty of recruiting a prisoner by 5%. However, I do believe that prisoners can effectively have a much higher than 100% difficulty to recruit - but theres a soft cap making sure you always have 1%.

Your 10 social may have been trying to recruit someone with more than 150% effective recruit and thus only got the pity 1%.

CodyRex123

Alright, Not sure if this is combat realism work, but if it is, it probably will work just fine in the normal game.
Your goal should be to get a T-9 launcher, it uses fire and from what combat realism does, has decent range, Set a forest fire in a few minutes type of crazy..
Fire is best to knock someone out... T-9 might over kill by cooking them while on the ground so yea.
Dragons!

juanger

i have had terrible luck with recruits in the new alpha, the first game i barely got by with the random recruits, with one being over 60 with all the new shenanigans, i managed to fight off a lot of waves of enemies, and managed to capture about 27, and even though the prison and medical facilities were outstanding, all of them succumbed to random infections, or died before the 60 year old doc could get to them

Vexare

Having played one game for awhile now, I can say recruiting seems to be a lot more difficult this round due to injury issues, added morale issues and medical healing skill issues. It seems all of those things combined with your warden's social level are preventing a large percentage of recruitments.

I purposely chose one of my 3 colonists with an insanely high social skill at start (that criminal kingpin Vector is amazing!) and he's really good at most 'average' recruiting when the colonist is not injured or suffering really low morale but if anything on the list is debuffed he has a much harder time and this guy's social is like 17!

Now it's already stated somewhere that tribals are the hardest to recruit (usually a 90 or higher recruitment barrier) so I don't really count those but even normal drop pod colonists (who I think should have the lowest percentages against recruit) are difficult now... days and days sometimes.

I got all five of the crypto-casket tomb sleepers saved ...first time they've ever been non-hostile for me. They were all so sick with crypto sickness there was little chance my guy could have any effect on them at first. Then by the time the crypto sleep sickness wore off, two of them had major infections from prior injuries. Lost one, reruited 2 fairly easily, the other two took forever, I think over a week to recruit.

I've not had any new drop pod recruits since then. Vector, my criminal kingpin, wants to just recruit every captive we get but the tribals are so difficult and my world has two tribes who attack. We have one measely ally and it's getting mighty tempting to just start arresting them when they visit due to how few new colonists we've added in a year.

magicbush

Quote from: tommytom on March 02, 2015, 09:41:50 PM
Quote from: magicbush on March 02, 2015, 09:40:08 PM
Which plant is for herbal medicine(I as did the OP apparently usually buy medkits)? I see a bunch to plant when making a new farm :P. I have only used farming for food to this point, but will branch out :).
Xerigium. You will probably use a lot at the start, so I would plant a lot. Later, you can tone it down once you have a stockpile. I only use med-kits for colonists or making hospital beds. Generally, you will want to use hospital beds ASAP anyways and it increases the percent for good operations and bandaging more than medkits alone. Research and make at least one then switch to herbs.

Thanks for the tip I will give it a go :).