RimWorld

RimWorld

Similar Dec 4, 2024 @ 12:27am
Iron-willed conversion
Curious that when trying to convert an Iron-willed prisoner, my highmate, with 15.04 social, manages 2% while my other colonist, with a social skill of 1.23, manages 1%.
Since it is possible to convert 0%, I would have thought that was what would happen with a low skill colonist.

Not convinced this is possible at all, though. With the prisoner's faith regrowing a bit more than 1% a day (Edit: 2%, actually), conversion ends up being at most 1% a day too. She's at 75% now and is sort of stuck there.
The prisoner is even suffering from severe go-juice withdrawal and there was a psychic drone. It didn't really make much difference.

She;s a Tough, Iron-willed, Masochist with a double passion in Shooting which is at 13, so she'd be perfect for going on caravans (my other two colonists are, for a change, bonded).
Her ideology is transhumanist, like my colony's, but with a few variations, so it wouldn't be impossible for her to co-exist.
Bit too good to throw away, although she does hate one of my colonists, so that worries me.
Last edited by Similar; Dec 4, 2024 @ 12:30am
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Showing 1-13 of 13 comments
WildStargazer Dec 4, 2024 @ 12:32am 
Iron will reduces conversion power, the trick I use is to install xenogerm with genes that increase conversion power (Kind and Extra pain). ALso having multiple ideologies with multiple moral guides helps, you can additionally reduce certainty with them, just make sure that last conversion is made by pawn with Ideology you want to convert to.
Last edited by WildStargazer; Dec 4, 2024 @ 12:33am
Similar Dec 4, 2024 @ 12:52am 
Originally posted by solitarystargazer:
Iron will reduces conversion power, the trick I use is to install xenogerm with genes that increase conversion power (Kind and Extra pain). ALso having multiple ideologies with multiple moral guides helps, you can additionally reduce certainty with them, just make sure that last conversion is made by pawn with Ideology you want to convert to.
I'm setting up a gene extractor now. Hopefully I'll get Kind from my highmate (but more likely it'll be thin body 8 times in a row or something...).

I only have two colonists, so I can't get a moral guide yet.
WildStargazer Dec 4, 2024 @ 1:01am 
Originally posted by Similar:
I'm setting up a gene extractor now. Hopefully I'll get Kind from my highmate (but more likely it'll be thin body 8 times in a row or something...).

I only have two colonists, so I can't get a moral guide yet.
You can still cheese a bit gene extraction. Save game right before gene extraction is complete and if you extracted unwanted ♥♥♥♥♥♥♥♥ gene just reload a game and cancel gene extraction. That way you get no extracted gene pack, but you can try to extract again right away without 15 days cool down.
Last edited by WildStargazer; Dec 4, 2024 @ 1:02am
Similar Dec 4, 2024 @ 1:14am 
heh. That would be nice, but I'm on Commitment mode (I, of course, got Pale from the first extraction...).

I did try a mod that adds an orbital gene trader, to give a better chance of finding useful genes, and it worked fine in the game I added it to, but in this new game I only got gene traders, unfortunately, so I had to remove it. Nice idea, though (hmm. I suppose I could try to add it again).

The other mods to do with genes that I've looked at seem rather overpowered (and/or they add a ton of new genes, which I don't really want). I'd just like a somewhat better chance of getting something useful.
WildStargazer Dec 4, 2024 @ 2:06am 
Originally posted by Similar:
heh. That would be nice, but I'm on Commitment mode (I, of course, got Pale from the first extraction...).

I did try a mod that adds an orbital gene trader, to give a better chance of finding useful genes, and it worked fine in the game I added it to, but in this new game I only got gene traders, unfortunately, so I had to remove it. Nice idea, though (hmm. I suppose I could try to add it again).

The other mods to do with genes that I've looked at seem rather overpowered (and/or they add a ton of new genes, which I don't really want). I'd just like a somewhat better chance of getting something useful.
There are mods that change gene extraction so that you get specific gene you want or something like this.
CloudSeeker Dec 4, 2024 @ 2:44am 
You can just use character editor and remove it and then add it. That is if you want to cheat that is. If not. Iron-willed lives up to its name.
Similar Dec 4, 2024 @ 3:08am 
Originally posted by CloudSeeker:
You can just use character editor and remove it and then add it. That is if you want to cheat that is. If not. Iron-willed lives up to its name.
It really does. I gave up and just recruited her for now; I got her down to 73% at one point, but that was all, and once the withdrawal had ended and stopped cratering her mood, things would have turned even more impossible.
Maybe if I some day manage to get someone a conversion role I can try again. Or perhaps if I do find the right genes I'll see.
I think outright cheating might ruin the story for me in this case.

After nearly accidentally killing her with a Joyfuzz psycast (I was trying to keep her from having more psychotic breakdowns, but I wasn't aware how much Joyfuzz lowers consciousness. On top of the loss of consciousness from withdrawal, it knocked her out for several days. Which I suppose is one way to avoid breakdowns), things seem better than expected.

Oddly, the colonist I thought she hated rapidly became her best friend after she was recruited, while relations with the highmate are going far slower (it's the highmate who isn't too fond of her, surprisingly).
And the highmate's wife wasted no time in flirting with the new colonist, so I think there might be drama on the horizon (their ideology does allow for more spouses, but I don't know how the game handles that. And the new colonist's ideology doesn't allow it, anyway).

Funny what you can find in an ancient danger's crypto caskets; both additional colonists are from the same one. And there's another one on the map, so I could end up with a colony of mostly ancient ones.
Similar Dec 4, 2024 @ 7:01am 
hmm. Teresa, the second colonist to join, tried to convert Sparkles, the Iron-willed third colonist, and Sparkles beat the crap out of her. Then two days later they became lovers, which is a bit confusing.
Also, I guess maybe Sparkless doesn't get the elbow blades I had planned for her.

So, Cassie, the highmate, and Teresa are married, and Teresa and Sparkles are lovers.
I don't know how to manage the bed arrangements here... (although, Sparkles' ideology is against sex outside marriage, so maybe I shouldn't change anything).

But there's been plenty of conversion attempts from all sides and the one that caused the fight didn't even cause resentment, like it sometimes does, so it turning into a fight just seems random. That's a bit annoying.
Triple G Dec 4, 2024 @ 9:24am 
You only convert these with the priest role guys (as in they´r the warder who does it), and use the conversion ritual on top of it, and use the ability of the priest as soon as it´s cooled down. It may take 2 conversion rituals to get them to zero, which means 20 days, which is shorter than having a abasia guy who is out for 30 days in average if You don´t invest the glitterworld medicine. If You leave them with no food, their mood will finally be in the bin, but that also means, that they could have a mental break or something, and You´d accidentally kill them when You try to calm them down.
Similar Dec 4, 2024 @ 9:24am 
Well, Cassie and Teresa are married and Teresa and Sparkles are married. Didn't really think just having the option would make them all so eager.

I think this is the first and last time I try multiple spouses. Ideology has options for it, but has no support for it with game mechanics, so you have to sit and switch beds manually all the time. Not really very fun (I am trying a mod that may make things happen a bit more automatically, but it still feels like a mess).
WildStargazer Dec 4, 2024 @ 9:26am 
Originally posted by Similar:
Well, Cassie and Teresa are married and Teresa and Sparkles are married. Didn't really think just having the option would make them all so eager.

I think this is the first and last time I try multiple spouses. Ideology has options for it, but has no support for it with game mechanics, so you have to sit and switch beds manually all the time. Not really very fun (I am trying a mod that may make things happen a bit more automatically, but it still feels like a mess).
For the next run I suggest you try to set up Ideology not only for your own faction, but for AI factions too. At least make them not hate each other and give everyone 6 rituals, when you will get a pawn with different Ideo later in game you can use it instead of converting to your own Ideo.
Last edited by WildStargazer; Dec 4, 2024 @ 9:28am
Similar Dec 4, 2024 @ 9:27am 
Originally posted by Triple G:
You only convert these with the priest role guys (as in they´r the warder who does it), and use the conversion ritual on top of it, and use the ability of the priest as soon as it´s cooled down. It may take 2 conversion rituals to get them to zero, which means 20 days, which is shorter than having a abasia guy who is out for 30 days in average if You don´t invest the glitterworld medicine. If You leave them with no food, their mood will finally be in the bin, but that also means, that they could have a mental break or something, and You´d accidentally kill them when You try to calm them down.
yeah, and she's Tough, so that might not be fun (although I could knock her out with Regrow Limbs from VE Psycasts).

I found another slave in the other ancient danger on the map and I've converted her, and will soon recruit her, so then I'll have three of the same ideology, so I can get someone the conversion role. That should make things a bit easier.
Similar Dec 4, 2024 @ 9:30am 
Originally posted by solitarystargazer:
I suggest you for the next run try to set up Ideology not only for your own faction, but for AI factions too. At least make them not hate each other and give everyone 6 rituals,
ah, I forgot you could do that (I've owned Ideology for a long time, but I haven't really used ideologies for very long).
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Date Posted: Dec 4, 2024 @ 12:27am
Posts: 13