Saving before hunting

Started by Shurp, July 28, 2017, 07:12:37 AM

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Shurp

I find it ridiculously annoying that I have to save my game before going hunting.

"Caribou Revenge"

Either make it the standard behavior for animals to attack when injured or get rid of this stupidity altogether.  The 1:20 chance is just stupid.
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.

Thraxon

The problem come also from the speed of the cervid speed. They are more dangerous than elephants because you can't pause and outrun

shaw357

Quote from: Shurp on July 28, 2017, 07:12:37 AM
I find it ridiculously annoying that I have to save my game before going hunting.

"Caribou Revenge"

Either make it the standard behavior for animals to attack when injured or get rid of this stupidity altogether.  The 1:20 chance is just stupid.

At some point, you just have to say F*** it. What I do with herds of ibex or deer or any other revenge animal, is have all of my colonists who can hold a gun get drafted, have them all walk into the middle of a herd, and just open fire. Less casualties, more food

SpaceDorf

In this case I prefer the firing line.

Two or three long range pawns start shooting at the herd, and as soon as something aggros it gets hosed down.

Or if you are microing allready you can use the brawler/night-owl combo and just slice and dice them as they sleep.
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sadpickle

I feel your pain Shurp. I play on the largest map size; it's REALLY fun when this happens near the edge. My only non-micro solution is to set hunters to aggressive. Instead of pointlessly trying to outrun a pawn with faster tile speed, they stand their ground. 3/5 times they can finish it with a couple shots and a bonk on the head.

I wish it would throw a red flag instead of a yellow flag. Or at the least, when it's the whole herd it should pop a red so the sim will pause and I can react. For that matter, getting hunted really needs a flag too. Revenge for hunting is one thing, but actually BEING hunted doesn't even toss a flag. You just one of those notices in the upper-left corner. I've gone a whole day before I realized I was missing a pawn. RIP Stubbs.

Flags and a way to make a "hunting group" of more than one pawn that will stick together and cooperate in some limited way. Should be possible with the enemy AI where it is.

wired2thenet


Shurp

Lol, hadn't thought of using mortars.  Expensive, but you can turn the meat into more mortar shells, hmmm.

As for melee, no.  Not when the caribou outnumber you 3:1.  headbuttheadbuttheadbutt "X has been beaten to death."

Caribou have a speed of 4.3, so if I'm careful to only use colonists who can outrun them... but still, it's annoying.
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.

Bozobub

Hunting = risk, that simple.  And you DO get a notification when an animal turns for revenge.
Thanks, belgord!

Amber001

 ;DYes.Just as you have said.It's sounds  ridiculous.

Shurp

Hunting = no risk, except that 5% of the time it entails risk.

If I knew with 100% certainty the caribou were going to attack, I'd send out a sniper, shoot one, then have him scurry back to base and wait with everyone else in the killbox.  That would be more manageable -- and more entertaining -- then the paranoia of "OK, are they going to attack *this* time?  Nope.  Ok, time to collect the meat bags."
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.

Nainara

It's perfectly reasonable for colonists to be hunted by the savage native wildlife of a faraway planet. Baseline humans probably aren't the top of the food chain on every world.

That said, I feel like if there's a problem, it's that almost all of the native animals are uniformly presented with an appearance similar to their terrestrial counterparts. It sets an expectation for the player that a xeno-deer will behave in a similar way to a terrestrial deer when threatened, which is not the case.

I would favor making the fictional animals like wargs and megatherisloths more aggressive and prone to hunt colonists, and making other animals like ibex passive and predictable when attacked.

Boston

Quote from: Nainara on July 29, 2017, 11:50:55 AM
It's perfectly reasonable for colonists to be hunted by the savage native wildlife of a faraway planet. Baseline humans probably aren't the top of the food chain on every world.

That said, I feel like if there's a problem, it's that almost all of the native animals are uniformly presented with an appearance similar to their terrestrial counterparts. It sets an expectation for the player that a xeno-deer will behave in a similar way to a terrestrial deer when threatened, which is not the case.

I would favor making the fictional animals like wargs and megatherisloths more aggressive and prone to hunt colonists, and making other animals like ibex passive and predictable when attacked.

No. Humans are always on top of the food chain. We are the apex predator. Even when humans get hunted and eaten by other predators, that doesn't mean we lose our spot, unless they make it a habit of eating human.

The animals in Rimworld present terrestrial appearances and behaviors specifically because they are descended from terrestrial species, a direct line of descent in the majority of animals.

.... the only actually-fictional animal created out of whole cloth is the thrumbo. Megasloths are. or were real-world animals, and wargs, boomrats and boomalopes are just regular animals genetically modifed.

As for if animals should attack hunters.... it happens all the time in the real world. "Even a cornered rat will bite", after all, and plenty of hunters get  hurt and killed even in the modern day by their prey.

In New England, we hear stories about hunters going up to Maine and New Hampshire, shooting a moose, and the moose turns around and thrashes them straight into the hospital. Same thing with deer.

Shurp

How often does a team of four tourists armed with M16s confront a moose pack in Maine and get stampeded?

As for apex predators... that would make for an interesting addition to Rimworld.  An alien species with organic armor plating capable of resisting bullets which likes to snack on pawns but is most interested in plundering the pemmican stockpiles that inevitably are found nearby...
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.

Boston

Quote from: Shurp on July 29, 2017, 01:24:59 PM
How often does a team of four tourists armed with M16s confront a moose pack in Maine and get stampeded?

As for apex predators... that would make for an interesting addition to Rimworld.  An alien species with organic armor plating capable of resisting bullets which likes to snack on pawns but is most interested in plundering the pemmican stockpiles that inevitably are found nearby...

They usually don't, because hunting large game with such a small caliber weapon is foolish. Only in Rimworld does it equal a good idea, and that is only because the weapons are hilariously removed from reality.

Yet, you hear stories, and read about them in the paper, of hunters going out with big-game-killing guns (in-game, they would be the bolt-action rifle), messing up the shot, or even just not killing the animal instantly, and the animal gets pissed and charges.

Now, groups of animals getting pissed off all at once is stupid, but not single animals.

As for apex predators...... almost every moderately-sized predator in Rimworld is already an apex predator. Bears, wolves, wargs.

Oh, and there are no aliens in Rimworld.

kubolek01

I did it once, before testing "Turret Overhaul" tactic againist the Thrumbo. Failed twice, losing one colonist. Third time went well and turrets did the rest.
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