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You might be able to spawn a targeted world pawn using dev mode but I don't know how to do it offhand.
I captured a pawn after being raided. Treated her wounds then sold her into slavery. Several months later, the same pawn came back as the leader of a neutral faction's trade caravan. She still had the scars from the battle.
You'll see them, again, most likely.
Were they a relative of one of your Pawns? Those are locked-in and they don't change, since they have specific attributes.
Random_Raider_Dude_#3 may or may not change. IIRC, they'll still be in the same "Faction" but a lot of things about them can change. (Equipment, etc.)
By and large, the initial choice is random and, as described above, if they survive significant interaction with you, then they'll be part of your game now and will likely reappear.
That's a LOT of pawns to track.
Don't quote me on this, but I think it's not so much that Random_Raider_Due_#3 gets changed as the game generates multiple, semi-randomized copies of preset pawns (like the backer-named characters) over the course of several runs of character generation. So you could encounter multiple Rynyks in the wild with slightly different stats, but you could also encounter the original Rynyk at some point if he/she gets rolled.
I'm pretty sure I've seen multiple recurring "Humps" dromedary knights in a campaign before.
I can't say what a particular Mod may add or change. Special factions and such mods have some weirdness interactions in Rimworld. I can't truly claim to understand all of this stuff, either. :)
On raiders: https://rimworldwiki.com/wiki/Raider
Basically, every non-hostile group I encounter has the same Leader (Though it can change if they come from a different area or have something happen to them, I guess.) and many of the same group members. Every time "Faction X" visits, it's likely to be led by the same pawn, have many of the same members as the initial group with the chance to have some I haven't seen before.
For Raiders, since most of the die, they don't come back... (Hmm, a "Revenant Mod" would be friggin' cool!) The ones that escape can/will come back. The ones that are released can come back, too. (Experienced that long ago, but not noticed it since 1.0)
I run "Hospitality Mod" and those "Visitor" groups seem to usually be /rng sorts of groups. That might "be a thing" in general or specific to Hospitality.
The point of all the above - A key mechanic in Rimworld is that it presents you with the possibility of recruiting new colony members. Every mechanic that introduces a new NPC pawn has something in it, IMO, that allows for a new, random, kind of pawn to appear. It may not always do so, but I think the intent there is to give you a chance to actually find a decent pawn to recruit if RNG has been exceptionally cruel to you.
But, many of the very same pawns do repeatedly visit/raid and keep their useless stats/personalities/etc throughout the same playthrough. I can remember scouring through the same caravan group multiple times, seeing the same useless pawns. But, I'd often find new ones I hadn't seen, too.
Note: "Relatives" are definitely permanent. I think they're usually in encamped factions rather than raiding-type groups, though. I can't recall any Relatives trying to kill me.. Well, at least not in Rimworld that I can recall. :)
Not sure what you mean by raiding-type groups vs. encamped factions... (the always hostile "pirate band" vs. all the other faction types?)
But I seem to get relatives as part of attacking raids quite regularly. The one I have in prison now was part of one of those other factions (a rough outlander union) but in my previous playthrough the pirate band was the only hostile faction for most of it, so I'm fairly certain there were some relatives among those as well.
(Even though it essentially doesn't do all that much, I really like the whole relatives thing. Whenever I get an opportunity to recruit a colonist's relative, no matter how crappy their skills or traits are, I welcome them in.)