![]() During a raid, you can manually remove all your bonded animals and restrict them to base, but having to remove and add every single animal before and after every single raid is a royal pain in the ass, so I generally don't: an example of the kind of irritating micromanagement which results in metagaming challenges to which I was referring, where it's the game mechanics and not the game which create of course there are fiddly workarounds (most of them being nonparticipitation in that part of the game). As a result, she ends up with a bunch of unwanted bonded animals even when the animals are set to "none." You can set a bonded animal to "none" and prevent it from following your colonist around, but that gives your colonist a permanent "not 's master" debuff. Since I had only one colonist with animal skill, that's the one I set to do the training. In my case, I have only two out of my five colonists who are willing to haul, which means hauling animals are pretty much a necessity. Or when you realy want to shoot him, check what target got the raider and let the target move around the raider, while the other shoot.ĭon't forget to build early a prisoner room, in case you find an interesting raider you may want to recruit :-)Īnimals bond at random even when set to "none." The first thing I generally do is recruit a herd of boars and train them for hauling. 1 raider, even with fists they should overwhelm it. Grenade,rocket launcher, yes they can be a threat, special when you didn't notice them.īut a single raider with grenades arn't a big deal, just don't shoot him, mellee him and he don't throw any grenade.Īnd you should have 3 pawn's vs. Special when a horde of chinchilla's follow the master into fight, to bad the raiders can't die from laughing :-) About bond animals, ok the bond status you can't undo, but at the animal tab, or at the animal training you can just set the master to none, then they don't follow them anymore on fights. If you got enough food, get 1-2 animals which can fight/haul or 2-5 who can support you with eggs,milk or wool.Įxcept on the desert or ice, you should have enough animals to hunt for your fine meals. They will eat all your food, and your pawn's just need to work to get enough food for them and not to improve the colony. Animals, you shouldn't tame any animal you see, not even for pratice. Ok, you got maybe a bad accidents in a row, and special at the beginning this can be very frustrating. But an increasing amount of challenge in Rimworld is coming from micromanagement trying to overcome metagame challenges which have nothing to do with the game scenario and everything to do with game mechanics. I also recognize that roguelikes should be slightly unfair. I'm used to playing roguelikes and I enjoy challenge. The main problem with this stuff is that it's all WAD. It's about then my keyboard went flying at the wall. The only colonist without malaria is mourning an entire petting zoo full of bonded animals I didn't want or need bonded, and will probably go berzerk or hide in her room until the end of time. I blueprint repairs to the wall and instantly four of my five colonists get malaria, including both doctors. I'm guessing the random location where they WANT to be is somewhere on the other side of my farming area wall, so they all telepathically and instantaneously notice the path to the Promised Land and stampede through and start gobbling up my devilstrand. Entire HERDS of animals charge for the hole in my wall like there's free candy on the other side. I finish off the raider and suddenly a STAMPEDE of animals head for the hole in my wall. ALL THE BONDED ANIMALS head to the spot where my hunter WAS standing. ![]() My two hunters arrive and start shooting. The raider heads straight for the wall and blows a hole with a grenade. I have my farming area walled off with wooden walls to keep animals from eating my devilstrand. I don't want them bonded to her, but they're force-bonded whether I want them bonded or not. As a result, she has a half-dozen bonded animals following her around. One of the hunters is the one with a high animal score. I send my two hunters out to deal with him. I understand this is alpha and there will be a few frustrations, but they're really starting to add up, and these are not bugs we're talking about they're the result of the way the game is designed, which is much more troublesome. Fortunately, I had a second keyboard lying around.
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