![]() during an assault to your colony you can capture them and try to recruit. Aside from that one-off, no good will be got from having good relations, since they will send ever increasing groups to your base to eat your food, bonk your women, kill your prisoners, and/or go insane from hunger. Rimworld Recruit Prisoners Rimworld Recruit PrisonersForm a caravan of people. If you get goodwill high enough, you can use it to call for aid (uses it up and resets it to neutral). Currently you can increase relations by bribing them with silver. You can interact with other factions through the comms console. but in general i wonder what are the boni for having good relationships, i can neither trade nor interact with the factions :/ (newbie here). of course after you doctored him you should get a good relationship bonus. Maybe an option to "rescue ally" which would then transport him to one of your free medical beds. I'd like to be able to put them in a medical bed and let them heal up and be on their way, maybe earning some points with their faction. Shouldn't there be some way to rescue colonists from friendly factions, who have, say, been taken down by a robot with a minigun? Because it appears I can either let them die on the ground, or capture/arrest them, either way pissing off their faction. Quote from: dumbshine on September 03, 2014, 05:27:29 PM More information can be found on the animals page.Quote from: Xerberus86 on September 03, 2014, 06:15:27 PM The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. *As of version, all animals can be tamed. While insectoids have a gestation time defined, due to their breeding type, EusocialInsect, they are unable to actually reproduce when tamed. In addition, megaspiders are unable to reproduce. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would.Īlternatively, a doctor has a small chance to bond when tending to a wild megaspider, instantly taming them.Īs tamed pets, megaspiders offer few advantages over bears, cougars/ panthers, or elephants, which are all easier to tame. With the Too Deep: Infestation event, there are no hives, so all you need to do is down the insect. ![]() Down a megaspider, then destroy all hives from the infestation. If they choose not to join your colony and go back to their own camp, you will get a relation boost instead when they leave the map in good health. In order to try and tame a megaspider, you will need to down them. If you rescue and heal this person in a bed there is a chance they will join your colony. Megaspiders are practically impossible to tame when they appear from any sort of infestation. Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. With a minimum handling skill of 3, Megaspiders have become much easier to tame and train compared to wargs (changed to intermediate trainability in 1.3) or elephants (min handling skill 7 required). Their trainability also went from intermediate to advanced, making them capable of hauling. In 1.3, Megaspider wildness decreased from 95% to 40%, making them much easier to rescue and tame. Do not underestimate how many bullets they take to go down. Megaspiders are sturdy and can do a lot of damage very quickly. ![]() Melee block tactics are very effective, but otherwise you should avoid melee combat. If they've infested your base, open your doors and try to lead them out into the open. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Megaspiders are slightly slower than spelopedes and megascarabs. They experience also pollution stimulus when in polluted terrain. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an ancient danger, during an infestation, or by deep drilling.Īll insectoids, including the megaspider, experience hypothermic slowdown instead of fatal hypothermia, have 100% Toxic Resistance, rendering them immune to toxic buildup from any source, and 80% Toxic Environment Resistance, rendering them resistant to environmental effects such as rot stink. ![]() They are hostile towards any nearby colonists, have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. ![]()
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