Arrest mechanics

Started by Shurp, July 28, 2016, 11:57:02 PM

Previous topic - Next topic

Kagemusha12

Quote from: Shurp on August 03, 2016, 07:17:11 PM
Update: Ida finally got over her breakup!  Hooray!

But I still have a little problem:

Catharthis                     20
Low expectations           10
Ate fine meal                  5
Ate cooked insect meat  -3
In darkness                   -3
Feeling bad                   -4
Slept in the cold            -4
Ate without table           -4
Cramped environment   -5
Awful bedroom              -5
Pessimist                       -6
Cabin fever (serious)     -15
Hideous environment    -15
Totally joy-deprived      -20

Total:                           -49

This is what happens when you leave your colonist in solitary confinement for two seasons in a hole in the wall... I guess I'll have to wait for her to go berserk again, then try to rehabilitate her after.  Another beating will probably be required too.

Perhaps putting a horseshoe pin or a chess table into her cell would have helped with the joy deprivation

Shurp

Quote from: Boston on August 03, 2016, 07:36:37 PM
"The beatings will continue until morale improves!" has never been more applicable.

LOL, exactly.

"Get your act together, or we're all going to club you down like a baby seal!"

Good news: Ida is back to work and has made a complete recovery.  I force fed her some beer when I let her out and she had a good sit down in front of the TV before wandering outside for a bit.  Now she's plugging pirates with .50 cal sniper rounds again like in the good ole days.

I have noticed that colonists always stand 5 squares away from the horseshoe pin, so I don't think my cell would have been large enough.  The chess table could work.  Maybe a door to a small outside courtyard would help too.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

Limdood

I've seen some really annoying sudden mood hits too.

#1: had a boomrat manhunter pack heading in from the far side of the map.  didn't want to risk dealing with the 25+ of them with only 4 shooters and 2 turrets, so i placed 2 walls at my doors, restricted everyone in, and had plenty of food and projects to wait it out.

Then an escape pod landed and the game decided it was the CURRENT lover of a colonist who fell in love, got married, and got divorced to another colonist all earlier this game.  Needless to say, i was completely unable to go out and rescue the pawn.  since if i didn't want to deal with them inside my base, i certainly didn't want to deal with them in a 1 square doorway.  -17 lover died mood for the next several seasons.....on my nudist....during winter...when he had to wear a parka.

#2, similar situation....trade caravan shows up with a lover of another colonist (seriously, when are these colonists having these sordid affairs?).  Trade caravan leaves and when its just outside my base, a pirate raid with immediate attack hits....from the direction the caravan is heading.

Annoyed by the sudden, unavoidable, contrived mood penalties.  #2 was impossible to stop...i couldn't even have run my pawns into the pirates before they reached the traders no matter what.  #1 BECAME impossible due to other choices I made....but it all happened before the pod landed, so there was no predicting it.

Shurp

#2 was stoppable, you just needed to gun down the trade caravan before it left :) 

But yes, with the new mood penalties, creating solitary confinement cells for mad colonists is increasingly unavoidable. 
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.