How to change the chance of the Wanderer Joins event

Started by SubZeroBricks, December 22, 2016, 03:03:26 PM

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SubZeroBricks

I remember when disease was added it was far to common to get diseases and the recommendation was to manually edit the xml values to make disease more balanced.

So if anybody knows which file holds the chance for the wanderer joins event please leave it below.

The reason I want to change it is that when playing the Rich Explorer way too many wanderers join out of no where. I am aware that you can turn off the event as a gamerule but I've already started a game.

Cheers

Matt
"The only time you have too much fuel on board is when you are on fire."

taha

../Mods/Core/Defs/Incidents/Incidents_Various_Good.xml
line 76-83

SwiftShadow

I think we should get a choice to accept him or not. I mean wtf he just joins, what if we dont want him?

ArguedPiano

Quote from: SwiftShadow on December 26, 2016, 03:04:39 PM
I think we should get a choice to accept him or not. I mean wtf he just joins, what if we dont want him?

Agreed ^
The only difference between screwing around and science is writing it down.

Wintersdark

Really, any event where someone can join should present you with their profile and an option to accept them or refuse with no penalty.  It's annoying to get saddled with problem people you can't readily be rid of, or at least without negative morale modifiers.

Wanderer_joins

Quote from: SwiftShadow on December 26, 2016, 03:04:39 PM
I think we should get a choice to accept him or not. I mean wtf he just joins, what if we dont want him?

So he came, so he left... Send him naked, alone, without any stuff in a caravan, see what happens.

ReZpawner

Either that, or give us a way to expel people. As it is now, I don't even bother rescuing people, because I'm too afraid that they'll join.

Travinsky

I definitely think there should be a pop-up along the lines of:

"A wanderer by the name of Derek who is Sheriff has stumbled upon you encampment and has asked to join. Do you wish him to join? Y/N"

Perhaps if you say no, they attack your colony for supplies (This could be your first raid of a new colony) or they go off and join a pirate band and point raiders to your colony. I don't think you should be able to see their skills, just like with the being chased by raiders event. Part of the reason I think you get the skills of slaves from ships is because you're paying for them (And their prices are adjusted accordingly?) but that isn't the case for these wanderers. It's partly a survival game and you have to deal with pawns who aren't 20/20 in every skill or those arseholes who refuse to haul for the sake of balance.

LordMunchkin

The wanderer events exists so dead colonies can start over in theory. In reality, even a dead colony will have so much wealth that the first raid will kill that new colonist almost assuredly.

Wanderer_joins

Quote from: LordMunchkin on December 27, 2016, 10:32:19 PM
The wanderer events exists so dead colonies can start over in theory. In reality, even a dead colony will have so much wealth that the first raid will kill that new colonist almost assuredly.

Not in A16, in an outpost.

SubZeroBricks

Changing the event chance from 0.4 to 0.05 has improved my experience of the game.

Thanks.
"The only time you have too much fuel on board is when you are on fire."