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Bir çeviri sorunu bildirin
I know THAT feeling all too well...I just abbandonned a game in which I started with 3 of which 1 already was non-violent. My next 7 pawns were non-violent too....when the 8th rescue call came in, travelled to him and he was non-violent AND incapable of skilled labour I simply called it a day and started a new game.
If/When you happen to have them join you (hopefully your smart enough NOT to actually try and recruit them) then you simply send them out, alone, on a one way caravan to die.
There are good mods that do stuff like give you runaways stats/interests before you say yes you will defend them, or ignore them....there is also the often mentioned 'Hospitality' Mod that lets you have visitors you can recruit (after researching/seeing their stats ahead of time).
IF you have a computer that cannot use mods, then simply put you might want to upgrade some parts on your computer or get a new computer.
I was playing this game, with mods on an old Gateway LX 6810, with a slightly better video card than the one that came with it, and while I had some slight lag, I was able to play with multiple mods. Chances are very high that most, if not all, people playing this nowadays have MUCH better computers than that one.
They're unaffected by the stacking mood penalties from butchering humanlikes- and although other colonists may get a -6 mood thats easy to counteract.
(I can't recall if Bloodlust has the same effect.)
Suddenly you have a supply of human-leather Dusters to sell, and emergency backup food for animals / starving colonists.
Not to mention +35 mood for the Cannibal(s). (+15 for eating cooked raiders, AND +20 for eating raw human meat.)
Cannibalism is frowned upon, but this is the Rim - and you can make those delicious muffalo steaks last longer if fewer colonists are eating them because 'Om Nom' over there is enjoying sauteed raider fillets. ^_^
It's one thing to deal with non-violent pawns....it becomes another thing alltogether if you ONLY get non-violent pawns on offer. Even with hospitality you still need a pawn with a decent social skill to be able to build on the possibility of forced recruitment without the rest instantly going berserk in your base (or your hotel; if you're at least smart enough to seperate them from the general populous.) and I don't know about you but in my line-up of pawns I pick to start out with; social is at the very bottom of the list (well; maybe art would be lower).
With a bad entertainer you can forget about recruiting guests without making major enemies and if the game then also only tends to offer you one non-violent pawn after another it only takes something like the plague on your doctor before your violent-able pawns will eventually die too. Sure they may get immense stat-boosts in return for being non-violent....but non-violent pawns won't help you when raiders come a-knocking.
I have personally never had every possible recruit be non-violent. Once in awhile, maybe, but I never fall into the "I need to recruit this colonist no matter what their stats are".
I have no problem recruiting a non-violent IF they have a skill I really need and have a burning desire to learn it...sometimes.
I just think it was a fluke...happily over 13 colonists in my new game now...none of which are non-violent. Also; what you said is true for me too with 1 exception....I will recruit the first burning passion medic I come across (non-violent or not) simply to have a backup if, for whatever reason, my main doc becomes unavailable. Other than that I have no problem recruiting non-violent pawns either because they normally come with great stats (nor do I have any problems with Chemical interest or pyromania because I have Psychology too, which allows you to treat those)....
Thinking about that...I might actually have that demand for that second doc BECAUSE I want to be able to recruit pawns who might have pyromania or chem-interest.....hmmmz
One allows you to take dead bodies and perform autopsies on them which boosts your medical skill pretty significantly each time it is done.
The other is from Project Red Horse mods (which in my opinion are one of the top 10, if not THE top mods to always use). It is a VR Trainer that lets you choose a skill and when your people use the trainer, they slowly and steadily boost skills. VR Trainer lets you choose (and you can change at any time) the skill you want on the trainer, then you just have a colonist use it and they get 'trained'. The higher their skill desire is, the faster they gain skills in it.
I also make sure to use a mod that ensures skills do not degrade as fast as vanilla...nothing worse than having a fully trained colonist that keeps losing his skills over and over, fast.
If you could do something very good but then decide to don't do it for a while, you'll lose skill, e.g. when you learn to speak Russian and then don't use it for a while.
And imho the skill regression is so slow, that I don't need a mod for that, but I could understand, if someone uses a mod which slows down the regression.
But to stop it completely... I wouldn't use that mod, but everyone should play the game they want, it's just not my style.
I agreed with this opinion for the longest time for the exact same reasons.....however I don't anymore after playing some truly long games. I ran across the issue that even when I have a (example) researcher, do research all day long from the moment they woke up till the moment they went to bed you would eventually reach a cap at around lvl 18 or so (and I had my researcher literally LIVING in his lab with his own food supply wanting for naught) and then encounter a single situation in which him getting inconvenienced for a while (him getting the plague, for instance) would drop him 3 levels and taking almost a full year to catch back up again...I think this is unrealistic in its own way...there's no way you would lose a year's worth of knowledge of quantum mechanics for simply having to spend 1 week in bed....So I started using MadSkills and cut the degredation by 50% but then once I hit 20 ran into the same problem....so I turned skill degredation off entirely but also cut the daily cap by 50% (to make it "fair" again).
Now I'm not trying to say you're wrong...just trying to show you my own perspective.
Now my game probably looks very different from yours; I play with over a dozen mods to name but an example. it's a carefully compiled list with half of them actually making the game harder (like SeedsPlease because I noticed I always ended up building huge farms and wanted to gimp myself in that regard) and others that will make my life a little easier (like hospitality because I got sick of the endless rescue requests that turned out to involve abbrasive, depressive, pyromaniacs that were addicted to active mechanites) and some that swing either way (like the aforementioned Madskills).
I guess that's the strength of this game...you can truly make it your own.
Now pardon me...I just saw that my freezer flooded again because I forgot to lay down flooring in there and it froze over because of the temp...seeing as it's marsh it means my produce stored in there permanently deteriorates in there EVEN if it's frozen and I'd like to survive this winter with a full stock of food unless I need to eat my gigantelopes before they decide they can snack on my colonists :P
This is done completely without mods.
I've played a tribal run where I gave all pawns that showed up in the world a 50% chance at being a cannibal. I only recruited wanderers, wild people, or downed raiders that had the cannibal trait. The rest were...well...you know. I would even go on the rescue prisoner quests because they would then either become a colonist or... um... we'd have dinner. Even the mood debuffs for a colonist dying aren't hard to overcome when you can get all the mood buffs for the... um... "preferred" leather clothes and meals that... uh... hit the spot.