Nearly dead colonists - HELP please!

Started by CheckSix, June 16, 2015, 07:34:44 AM

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CheckSix

I have been hit a few times by pirates and other colonies for my amassed wealth, and sadly have lost two of my original colonists (one was kidnapped by pirates, the other just bled to death). The other injured colonists barely survived with bad wounds.

Fortunately, I had enough hospital beds (though I had to convert two spare beds into a medical bed, not hospital), but they are ALL badly injured. One of the colonists went berserk, and bashed and stabbed the already injured colonist giving him medical assistance, and then proceeded to further injure the rest. I suspect they might not survive.

Is there some way to prevent this?

My solution was to go back two minutes to an autosave, get that colonist and move him into a separate room, and forbid his door, and I did the same for the other colonists just in case. I now have four badly injured colonists, each locked in their own room (one in a hospital bed, the others in medical beds in their rooms). I was fortunately able to convince the "brawler" who started it all to drop his plasteel knife, I'm sure that will help, but even a beating from this bruiser might kill the rest.

Do I just "sweat it out", and let the least injured colonist heal himself sufficiently to then start healing (and feeding!) the others until they improve? Should I force him to treat and feed the others to the detriment of his own health? How can I be certain that they won't go berserk again? They are all suffering from malnutrition, even though I have over 3000 potato, same amount of corn, and 1300 rice), they have been drafted for so long they aren't able to get a few meals inside them before the next raid, and they haven't eaten after the raid, as they are all unconscious.

What am I to do? Any suggestions from more experienced Rimworlders?

IF I can heal them all sufficiently, can I just capture a visiting tribe member to re-populate my colony? If I do, will that anger them enough to raid me? Or do I need to wait until some passer-by wishes to join?

Any advice given will be helpful. Thank you for your time.
Don't sweat the petty things
And don't pet the sweaty things.

SSS

It might be time to let to story take its course?

If you had built a cyptosleep casket, you could've put the testy colonist in that until you had everyone else healed up. Your options are limited otherwise, unless you just want to kill off the offending colonist.

CheckSix

Quote from: SSS on June 16, 2015, 10:24:33 AM
It might be time to let to story take its course?

If you had built a cyptosleep casket, you could've put the testy colonist in that until you had everyone else healed up. Your options are limited otherwise, unless you just want to kill off the offending colonist.

I wondered if this was possible. Do you draft the colonist and force him to melee or shoot the berserk colonist? I tried, but they only fought him AFTER his initial attack, but only if he attacked them. They didn't help out if a fellow colonist was being attacked by one of their own, but retaliated if personally attacked. It just made it a short fight because the berserk colonist was a brawler, specialising in melee attack, and was armed with a plasteel knife. Brutal.

So how do I defend my colonists against a broken fellow colonist? Do I draft them and force them to melee, or do I have to wait until they are attacked to defend themselves? Sadly, as the berserker is...well...berserk, I can't force him to drop his plasteel knife. Like I said in the original post, I rewound time by virtue of a former autosave and made him drop it and locked the bad boy in his room. But what happens if I open the door? Do I starve him? Will that affect the other colonists' morale?
Don't sweat the petty things
And don't pet the sweaty things.

Devon_v

Check out the types of injuries each colonist has sustained and prioritize treatment of those who are bleeding. HP doesn't really matter, so long as their actual wounds are treated you can set them to other tasks.  If someone goes berserk the best move is generally to have the entire colony punch them into submission. Giving them a bunch of one-on-one fights will just cause more injuries.

CheckSix

Quote from: Devon_v on June 16, 2015, 12:01:41 PM
Check out the types of injuries each colonist has sustained and prioritize treatment of those who are bleeding. HP doesn't really matter, so long as their actual wounds are treated you can set them to other tasks.  If someone goes berserk the best move is generally to have the entire colony punch them into submission. Giving them a bunch of one-on-one fights will just cause more injuries.

That's actually a very good tip. Thanks for that.
Don't sweat the petty things
And don't pet the sweaty things.

SSS

#5
Quote from: CheckSix on June 16, 2015, 10:43:08 AM
Quote from: SSS on June 16, 2015, 10:24:33 AM
It might be time to let to story take its course?

If you had built a cyptosleep casket, you could've put the testy colonist in that until you had everyone else healed up. Your options are limited otherwise, unless you just want to kill off the offending colonist.

I wondered if this was possible. Do you draft the colonist and force him to melee or shoot the berserk colonist? I tried, but they only fought him AFTER his initial attack, but only if he attacked them. They didn't help out if a fellow colonist was being attacked by one of their own, but retaliated if personally attacked. It just made it a short fight because the berserk colonist was a brawler, specialising in melee attack, and was armed with a plasteel knife. Brutal.

So how do I defend my colonists against a broken fellow colonist? Do I draft them and force them to melee, or do I have to wait until they are attacked to defend themselves? Sadly, as the berserker is...well...berserk, I can't force him to drop his plasteel knife. Like I said in the original post, I rewound time by virtue of a former autosave and made him drop it and locked the bad boy in his room. But what happens if I open the door? Do I starve him? Will that affect the other colonists' morale?

You could actually arrest said colonist as well, but after you get them to re-join the colony they'll take a mood hit that will last a week or so, meaning you would need to pamper them for a bit.

Anyway, yes, a drafted colonist can arrest or attack other colonists via the right click menu. You can also have them shoot other colonists by clicking the drafted colonist's weapon and clicking on the offending colonist. No need to melee unless you just want to.

Also, in the future, try to at least keep a good amount of herbal medicine around. If you have a decent doctor, they'll be able to bandage/set/etc. wounds with good quality if they have herbal medicine. Poor quality treatments have a higher chance of scarring or becoming infected (which can be life-threatening).

Devon_v

Herbal medicine is made from the Xerigium plant, BTW. The game doesn't explain that anywhere that I noticed.

picollo

Quote from: Devon_v on June 17, 2015, 08:14:29 PM
Herbal medicine is made from the Xerigium plant, BTW. The game doesn't explain that anywhere that I noticed.
It is suggested in Xerigium description. Possibile to check when you choose plant types. Not explicitly said, but you wshould get it that it is used to create herbal medicine.

demacrex

#8
Quote from: CheckSix on June 16, 2015, 07:34:44 AM
I have been hit a few times by pirates and other colonies for my amassed wealth, and sadly have lost two of my original colonists (one was kidnapped by pirates, the other just bled to death). The other injured colonists barely survived with bad wounds.

Fortunately, I had enough hospital beds (though I had to convert two spare beds into a medical bed, not hospital), but they are ALL badly injured. One of the colonists went berserk, and bashed and stabbed the already injured colonist giving him medical assistance, and then proceeded to further injure the rest. I suspect they might not survive.

Is there some way to prevent this?

My solution was to go back two minutes to an autosave, get that colonist and move him into a separate room, and forbid his door, and I did the same for the other colonists just in case. I now have four badly injured colonists, each locked in their own room (one in a hospital bed, the others in medical beds in their rooms). I was fortunately able to convince the "brawler" who started it all to drop his plasteel knife, I'm sure that will help, but even a beating from this bruiser might kill the rest.

Do I just "sweat it out", and let the least injured colonist heal himself sufficiently to then start healing (and feeding!) the others until they improve? Should I force him to treat and feed the others to the detriment of his own health? How can I be certain that they won't go berserk again? They are all suffering from malnutrition, even though I have over 3000 potato, same amount of corn, and 1300 rice), they have been drafted for so long they aren't able to get a few meals inside them before the next raid, and they haven't eaten after the raid, as they are all unconscious.

What am I to do? Any suggestions from more experienced Rimworlders?

IF I can heal them all sufficiently, can I just capture a visiting tribe member to re-populate my colony? If I do, will that anger them enough to raid me? Or do I need to wait until some passer-by wishes to join?

Any advice given will be helpful. Thank you for your time.
If someone is carrying off one of your colonists, IF you can, get anyone who can to focus fire on the one carrying so they die and drop your person, what I always do anyway and never lost one person to kidnapping :). You can arrest and capture your own colonists if you draft one and order them to do it, then wait for a trader and sell them for profit, or execute them (3 strikes and I sell some of their organs and then them, e.g. 1 kidney, 1 lung, 1 eye and an arm [some of those because of EPOE mod] and then sell the person because they can survive without that stuff and you net over 2k silver but your colony members won't be happy :P )
As for trying to keep people alive during/after raids I try to beef my defenses early with sandbags and inprov turrents, and generally don't send my best medical colonist out to fight so they are untouched and can heal without being hindered with their own injuries, and sometimes it's better to give up and start a new story but keeping what was your downfall last time in mind.
The first month I played I failed over 20 times until I figured everything out now I'm playing a tundra map on the last difficulty with cassandra and while it's hard as I love this game so much that no matter how much it kicks my ass I'm eager to pick it up next colony around and keep going :)
If Rimworld taught me anything, it's that 95% of your problems can be killed and eaten.