Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
allows to lock door and/or assing them to pawns.
That ought to fix it without modding.
So either you're doing something that's causing them to be Escaping rather than leaving or a mod issue
The mod is giving them colonist-like code, possibly Hospitality
Did you mean Geneva suggestion?
Jokes on you, Wood is a great weapon with a stun modifier
If the definition of 'great' is 'slightly better than a bare fist', maybe. Keeps them from searching for a better weapon, and if your colonists can be taken down by naked or near-naked prisoners wielding wood, perhaps you shouldn't be keeping that many imprisoned neanderthals and hussars in a colony staffed by genies and highmates.
If the definition of 'great' is 'slightly better than a bare fist', maybe. Keeps them from searching for a better weapon, and if your colonists can be taken down by naked or near-naked prisoners wielding wood, perhaps you shouldn't be keeping that many imprisoned neanderthals and hussars in a colony staffed by genies and highmates. [/quote]
See you say all that and its great fun, but then an average joe with a log destroys your chef brain and knocks off the hand of your crafter.
Can't tell you how many times a low melee joker has beaten a high melee fighter with a piece of wood because of the hitstun and random chances, or beaten something like an ostrich without taking any damage. I'd rather just knock them unconcious with a hemogen extract and then "carry" them outside of my base and drop them there than risk a maniac with a wood log walking around my base.
Yours truly, a naked brutality only player.
Edited to correct, and yeah its helpful.
That sounds like the result of 1v1 engagements. If you're piling on them, stunlocking one of your people won't make that large a difference, and that's assuming they manage to score head hits every time (to get repeated stuns with a body hit from a piece of wood, you have to be crazy unlucky or have someone with low torso HP). Rimworld melees are about defeat in detail, not 1v1 duels. I've seen one pawn successfully beat another pawn with higher skill, but don't tend to see the beat two pawns with higher skill.
If you have enough healthy prisoners that you can't easily outnumber them with armed pawns (and why would any who are capable of violence be unarmed in the first place?), you may have done something wrong already.
You say you play naked brutality, and that's the game mode that taught me the most about prisoner management. Back when I first started playing, one of my early games was an unmodded naked brutality start. Tropical forest (bad idea: diseases) and Randy (bad idea: jerk). In the first month and a half, he sent five raids after my survivor, all singles - having made enough shortbows to get a good one and some traps, he managed to beat each of them with minor injuries at most via kiting. One of the raiders had something like 18 melee and Brawler, can't remember what weapon she had, but one leg hit is all it takes to make the kiting win inevitable. End result: managed to save all 5 of them. My guy had a bad Social skill, though. 5 prisoners... He wound up with no time to do anything else but cook and warden. Even a win was a loss there. Wound up learning the value of managing the prison population. If they weren't up to par but were from a faction I could curry favor with, they were gone as soon as they hit 50% movement and no immediate issues like infections or starvation. If they weren't up to par and were from a permanently hostile faction, they were a sacrifice to the local predators. Only kept the worthwhile prisoners, and decided from then on my starter always needed to have at least some social skill.
Anyway, long story short, if you have enough prisoners at full health to be that much of a threat, you probably have too many. Don't have to be fully healed to release for faction rep, just enough to make it to the border without untreated injuries. Don't have to take everyone as a prisoner - sometimes they'll have to sit out there and be eaten or tossed in a creek. Shouldn't leave them with any protective gear when they're in jail - especially with Ideology, if you want to convert them first, strip them nude. They'll usually convert faster. Leave some cheap cloth tribalwear in the jail cell so they can throw it on when they're healed - it won't protect them much, and it's cheap. If they get to that point, you'd better be planning to recruit them. Selling them to slavery rarely seems worthwhile - if you just want the money, you can sell them in pieces and not worry about the risk of prison riot.
Back to the weapons above - every colonist should be armed. I'm partial to ranged weapons for non-frontliners, and even making melee attacks with a ranged weapon is pretty comparable to using a piece of wood. Even on naked brutality shortbows are 20 wood and a brief bit of work to make. Clubs are also superior to chunks of wood if you want to go that route. If you go Vanilla Expanded with the tools for noncombatants, hell, a normal quality wooden hammer is half again as good as a piece of wood. Get a good or better one for more fun. Combine that with using whatever leather you can scrounge up to make protective clothes - or stealing any good clothes from the prisoners - should give your people an edge against them early on. Late-game, there's no excuse at all, devilstrand dusters or good leather parkas can be mass produced and when combined with other sturdy clothes and simple/flak helmets and flak vests, even your noncombatants are moderately armored.
Again, this also means they'll accept the wood as a weapon and won't try to reach any other weapons.