Plague unbeatable early game?

Started by PiggyBacon, January 18, 2017, 08:56:49 PM

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b0rsuk

Put the sick people in ancient cryosleep caskets. They can't die while in there. I'm surprised no one else figured this out!!

Shurp

Yeah, that's what my team armed with short bows should do when someone comes down with the plague: storm an ancient vault and take on the mechanoids inside! :-P

(Actually, I've noticed that since a15 there aren't many mechanoids in vaults anymore.  What happened?)
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.

Hans Lemurson

Quote from: b0rsuk on March 09, 2017, 03:11:39 PM
Put the sick people in ancient cryosleep caskets. They can't die while in there. I'm surprised no one else figured this out!!
Sooo...you're saying I shouldn't have decosntructed all of the caskets to collect their little scraps of Uranium?  ::)
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

b0rsuk

Quote from: Shurp on March 09, 2017, 06:17:29 PM
Yeah, that's what my team armed with short bows should do when someone comes down with the plague: storm an ancient vault and take on the mechanoids inside! :-P

Very much doable. Some vaults are guarded by hives, which are pretty easy to kill with hit&run tactics. If there are mechanoids, but not too many - scythers can be even killed in melee. Shortbows can take them out from wall cover. And the real deal is deadfall traps.

I don't know why it happened but I've seen a centipede drop on its 3rd steel deadfall trap. head: destroyed, 0/36 HP. But centipedes are the real problem.

The tactic I would actually use against centipedes depends on their behavior. Some mechanoids raid you, some guard the area. If they raid you, you can.... simply walk around centipedes and put the desired people in cryptosleep caskets. Cryptosleep caskets, as long as they're not claimed, are not attacked by enemies ! If they guard the area, creating a bit of distraction lets you open the caskets, releasing neutrals or hostiles, and centipedes will often shoot them instead of you. Many times those guys are armed, and you can then take their weapons. Also, ancient danger rooms contain psychic lances and last time I heard they... work on mechanoids, so by opening a vault you're answering your own question in a way.

Facing mechanoids certainly beats reloading or whining that you're helpless.

Shurp

Quote from: b0rsuk on March 10, 2017, 04:25:37 AM
Facing mechanoids certainly beats reloading or whining that you're helpless.

But modding medicine so it works properly beats both!
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.

b0rsuk

Quote from: Shurp on March 10, 2017, 05:06:45 PM
Quote from: b0rsuk on March 10, 2017, 04:25:37 AM
Facing mechanoids certainly beats reloading or whining that you're helpless.

But modding medicine so it works properly beats both!

How is it not giving up ?

Boston

In my opinion, medicine shouldn't be a be-all-end all to diseases and wound-care.

Medicine isn't 100% effective; it doesn't mean you are going to fight off the disease, all it does is boost your chances.


Shurp

That's why my medkits are at 85%, not 100%.  Good enough to save someone with plague... barely.  I really have to keep an eye on them and make sure they don't get up to play horseshoes or put out fires.

What medicine should definitely *not* be is a 100% failure rate, which is about what you get with 70% medkits on day 30.
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.

EnricoDandolo

Usually vistors have stuff to sell. Most of the time, more often than not, they have Penoxocide, happened for me, saved my life.

Shurp

Penoxocide should instantly kill your colonist ;->
         ^^^
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.