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
Well, I would have, if I wasn't only a few hours into a new save. This issue wouldn't have happened if I was further along, but I wasn't able to actually develop first on this save because of caravan bullshittery
I think impatience was primarily my mistake. I only had 3 villagers and was unable to get more because every time a raid happened they would die instantly, preventing me from imprisoning them, and then all the other colonist gain events required me to form a caravan.
Either love it or hate it, learn to accept loss and you'll start to appreciate it.
Or be a wimp like me and play on adventure mode :D
I should note I'm not criticizing the game, just was frustrated with how ♥♥♥♥♥♥ the circumstances were lol; this game can be seriously unfair sometimes but I love how diverse the stories in this game can be
That's because 9/10 times it's not worth the trouble
I couldn't reload since I'm on Permadeath ;;
(even in adventure mode) It's killing you hours of gameplay, thinking and planning. It's not very enjoyable when you just know what will happen because Murphy's law is predictable.
And ok we could just go yolo and build new settlement, or restart a new game. But this is hours of early game we are going to have to "redo", bum-ing, discouraging.
Sometimes, it's just logic: dirty floors, temps, etc. and moodles will allow ♥♥♥♥ to happen (it's not bad luck).
Can't even go on caravan for quest or trade:
latest "Murfy's Law" manifestation I played:
FIRE on my base when all my pawns are in caravan.
Mechanites Viruses on my wimp researcher when I just started researching first research (and so LATE also, I needed researching so bad).
back after back:
Raid or 3
manhunt scaria hares, manhunt scaria hares.
then manhunt boomrates
Then Raid 4
While my base gets dirty....
I should have gone on caravan I guess. maybe the all the manhunt animals would have survives long enough to welcome the raids xD haha but yea it's very very incapacitating and feels like nightmare on "normal/hard" with just 3-4 pawns.
If I have two colonists and they both go caravaning, a bit more can happen at home, but it's still not much. I think I've had one single raid in that situation.
If I leave one colonist at home and the other goes on caravan, things at home are like they're both at home, though. Raids and manhunters and everything.
I haven't tested this much, but it seems like settling another tile, so I have two bases, causes things to happen in both, even when my colonist isn't in either of them.
As for caravans consider waiting till you get packaged survival meals/pemmican, and pack animals, especially rideable ones like horses really change the game from how much faster it can be.
Then for diseases that's one of the things that scares me, my go-to research is always getting to hospital beds as soon as i can, and medicine production. just keep that person on bed rest or they gonna die.
Again; the reason why I got impatient was because after playing for a few hours, I never got any opportunities to gain new pawns except sending out caravans. I wouldn't even get raided often, and when I did, they were either unwaveringly loyal or died instantly once defeated. Usually the raids or drop pod rescues are what I do to gain new people, but for some reason I was only getting the "rescue pawns with a caravan" quests instead.
I know this; I just was on a new save and was screwed over by Rimworld RNG.
The reason my pawn died from disease was because out of my 3 pawns, I left one at home since the Caravan was only going to be a 2 day back-and-forth at most. Suddenly they got the plague when everyone was a day away from home, and since there was nobody home to treat their disease, they died when my caravan was on the way back. Same happened with the livestock. The plague is a whole different beast and it's crazy that on the first 2 times I did Caravans for this sort of thing, expecting it to go fine due to the caravans only lasting a day or two at most, the first one resulted in my researcher dying, and the second one resulted in my entire village burning to the ground
i won't worry too much about animals getting plague, I'm not gonna spend actual meds to keep something alive unless i can get another of that animal. Thrumbos will get good care tho. i do find however that animals are great to keep around, as for whatever reason raiders will target them like they're actual colonists. I'll gladly lose an elephant so a colonist isn't getting hurt.
oh ive picked up some methodologies for going for people, however i do reload saves like a mf, i will reload saves for the right pawns. But one i learned/inspired from this forum, is shoot/injure the pawn you like to where they bleed, then you can just kite them around the map until they lose too much blood and fall down, it totally bypasses having them survive getting downed, but this leaves a lot of room for negative things.
I even dealt with that situation you did where they started a fire on my crops. i found that having 2 pawns side by side fighting fire is totally necessary, it truly felt like fires are harder to fight in StS lol. if they aren't side by side it feels like the fire can just overwhelm their efforts.