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== Creation ==
 
== Creation ==
{| class="wikitable" style="text-align:center;"
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| [[File:Form Caravan.png|Form caravan|64px]]
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[[File:Form caravan icon.png|right]]
| [[File:Abandon Home.png|Abandon settlement|64px]]
 
|-
 
| Form caravan
 
| Abandon settlement
 
|}
 
  
 
In the World map, select the colony icon and click <tt>'Form caravan'</tt>.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.
 
In the World map, select the colony icon and click <tt>'Form caravan'</tt>.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.
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There are three different ways that caravans are formed:
 
There are three different ways that caravans are formed:
 
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*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.
+
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.
+
*A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.
 
  
 
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.
 
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.
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The caravan will take the name of the best negotiator in the caravan (highest social skill.)
 
The caravan will take the name of the best negotiator in the caravan (highest social skill.)
  
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan's, regardless of whether their overseer is in the caravan.
+
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan's, regardless of whether their overseer is in the caravan.
  
 
[[File:Caravan party.png|300px]]
 
[[File:Caravan party.png|300px]]
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Caravan carrying capacity:
 
Caravan carrying capacity:
{| {{STDT|c_08 sortable align-center}}
 
! Name !! [[Property:Type|Type]] !! [[Property:Pack Capacity|Pack capacity]] (kg)
 
 
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]
 
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]
 +
| ? = Name
 
| ?Type
 
| ?Type
| ?Pack Capacity
+
| ?Pack Capacity=Pack Capacity (kg)
| sort = From DLC, Type, Name
+
| sort= Type, Name
| format = template
 
| template = Ask Table Formatter
 
| link = none
 
 
}}
 
}}
|}
 
  
Baby or juvenile animals have a reduced carrying capacity according to their body size.
+
Baby or juvenile animals have a reduced carrying capacity.
  
 
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.
 
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.
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The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.
 
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [>>] will take the full quantity of an item. The arrow [>M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M<] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.
  
Modifier keys can be used to change the [>] and [<] arrows from +/−1 to:
+
Modifier keys can be used to change the [>] arrow from +1 to adding more as follows:<br/>
 
+
{{Key|CTRL}}: +10 <br/>{{Key|SHIFT}}: +100 <br/>{{Key|CTRL}}+{{Key|SHIFT}}: +1000. <br/>These keys work similarly for the [<] arrow to subtract.
* {{Key|CTRL}}: +/−10
 
* {{Key|SHIFT}}: +/−100
 
* {{Key|CTRL}}+{{Key|SHIFT}}: +/−1000
 
  
 
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.
 
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.
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=== Formation process ===
 
=== Formation process ===
{| class="wikitable" style="text-align:center;"
 
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]
 
| [[File:Add To Caravan.png|Add to caravan|64px]]
 
| [[File:Remove From Caravan.png|Remove from caravan|64px]]
 
|-
 
| Badge for pawns<br/>forming caravan
 
| Add to caravan
 
| Remove from caravan
 
|}
 
  
 
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.
 
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.
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=== Caravan route & pathing ===
 
=== Caravan route & pathing ===
 +
 
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account.  
 
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account.  
 
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.
 
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.
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== Traveling ==
 
== Traveling ==
{| class="wikitable" style="text-align:center;"
 
| [[File:Settle.png|Settle|64px]]
 
| [[File:Split Caravan.png|Split|64px]]
 
| [[File:Merge Caravans.png|Merge|64px]]
 
| [[File:Pause Caravan.png|Pause|64px]]
 
| [[File:Trade.png|Trade|64px]]
 
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]
 
| [[File:Offer Gifts.png|Offer gifts|64px]]
 
| [[File:Attack Settlement.png|Attack|64px]]
 
|-
 
| Settle
 
| Split
 
| Merge
 
| Pause
 
| Trade
 
| Fulfill trade request
 
| Offer gifts
 
| Attack
 
|}
 
 
Once your caravan enters the world map, you can give it orders.
 
Once your caravan enters the world map, you can give it orders.
  
 
A caravan can:
 
A caravan can:
* '''Move''' - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).
+
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).
* '''Settle''' - Click Settle to create a new colony.
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* Settle - Click Settle to create a new colony.
 
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options.  
 
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options.  
 
** Settling directly adjacent to your own colony or any other settlement is not allowed.
 
** Settling directly adjacent to your own colony or any other settlement is not allowed.
 
* Enter back into the colony - Right-click the colony.
 
* Enter back into the colony - Right-click the colony.
* '''Split''' - Click the Split button. Each caravan must consist of at least one colonist.
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* Split - Click the Split button. Each caravan must consist of at least one colonist.
* '''Merge''' - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.
+
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.
* '''Trade''' - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window.  
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* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window.  
* '''Attack''' - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.
+
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.
* '''Offer gifts''' - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.
+
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.
  
 
[[File:Caravan optimal route.png|300px]]
 
[[File:Caravan optimal route.png|300px]]
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Several items are displayed in the status box.
 
Several items are displayed in the status box.
  
# Movement status:
+
#Movement status:
 
#* Traveling - moving to destination.
 
#* Traveling - moving to destination.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.
 
#* Waiting - no destination selected.
 
#* Waiting - no destination selected.
 
#* Stopped - stopped moving with reason given.
 
#* Stopped - stopped moving with reason given.
# Estimated time to destination - time to destination based on the current tile movement time.
+
#Estimated time to destination - time to destination based on the current tile movement time.
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.
+
#Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.
# Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
+
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
+
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.
+
#Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.
  
 
A caravan may stop for various reasons, such as:
 
A caravan may stop for various reasons, such as:
 
+
*Between hours 2200 and 0600 while the members sleep and rest.
* Between hours 2200 and 0600 while the members sleep and rest.
+
**They will still rest even if all members are fully rested.
** They will still rest even if all members are fully rested.
+
**Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.
+
*When all colonists are downed or having a minor/major mental break.
* When all colonists are downed or having a minor/major mental break.
+
*When any member is having an extreme mental break.
* When any member is having an extreme mental break.
+
**Nobody will be harmed even if the colonist is going berserk.
** Nobody will be harmed even if the colonist is going berserk.
+
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.
+
*If the player manually pauses the caravan.
* If the player manually pauses the caravan.
+
**Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.
 
  
 
=== Sustenance ===
 
=== Sustenance ===
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If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.
 
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.
 
 
==== Foraging ====
 
==== Foraging ====
{{Rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
+
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}
 
Every colonist in a caravan can forage for raw food.
 
Every colonist in a caravan can forage for raw food.
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
 
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.
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=== Caravan Schedule ===
 
=== Caravan Schedule ===
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: Never sleep gene allows 24/7 caravaning - Confirm whether [[circadian half-cycler]] does the same. Mechs in caravan are considered to be non-sleeping pawns, therefore it combines well with [[Genes#Never sleep|Never sleep gene]], but, since that is the case, need to test it with animals.}}
+
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm (1 confirmation) [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same. Mechs in caravan are considered to be non-sleeping pawns, therefore it combines well with [[Genes#Never sleep|Never sleep gene]], but, since that is the case, need to test it with animals.}}
 
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.
 
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.
  
The sole known exception to this mandatory rest period is when all human{{Check Tag|Mechs? Animals?| Will Animals or mechs cause the caravan to require a rest period?}} caravan members have the [[Never sleep]] gene.{{BiotechIcon}} If this is the case, the caravan will continue travelling 24 hours a day.
+
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}
  
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}
+
===Caravan Movement Speed===
  
=== Caravan Movement Speed ===
 
 
Caravan movement speed follows the following equation:
 
Caravan movement speed follows the following equation:
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty
 
|}
 
|}
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You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
 
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.
  
{| {{STDT|c_08 sortable align-center}}
 
! Name !! [[Property:Riding Speed|Riding Speed]]
 
 
{{#ask: [[Riding Speed::+]]  
 
{{#ask: [[Riding Speed::+]]  
| ?Riding Speed
+
| ?Riding Speed
| sort = Name
 
| format = template
 
| template = Ask Table Formatter
 
| link = none
 
 
}}
 
}}
|}
 
  
 
==== Carried mass ratio ====
 
==== Carried mass ratio ====
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.
+
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.
  
 
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.
 
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.
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Note that if you only place the waypoint at the destination(s), "caravan route time" only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.
 
Note that if you only place the waypoint at the destination(s), "caravan route time" only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.
  
{{Clear}}
+
{{clear}}
  
 
=== Returning home ===
 
=== Returning home ===
 +
 
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
 
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.
  
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== Events ==
 
== Events ==
 +
 
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
 
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].
  
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==== Manhunter Ambush ====
 
==== Manhunter Ambush ====
 +
 
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.
 
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.
  
 
=== Demand ===
 
=== Demand ===
 +
 
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.
 
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.
  
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You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
 
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.
  
=== Caravan lost ===
+
===Caravan Lost===
 
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.
 
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.
  
 
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.
 
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.
 +
0
  
 
== Attacking other settlements ==
 
== Attacking other settlements ==
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You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
 
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the "Attack" interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.
  
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.
+
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.
  
 
=== Walkthrough ===
 
=== Walkthrough ===
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: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 3) The "Attack begun" blue envelope opens a message which allows you to see the targeted area.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.</p><p>
 +
  
 
<gallery mode="packed-hover">
 
<gallery mode="packed-hover">
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: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 7) Approaching from the front will make enemies line up facing you right away automatically.</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of "Release", leaving pack animals behind</p><p>
 +
  
 
<gallery mode="packed-hover">
 
<gallery mode="packed-hover">
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: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.</p><p>
 +
  
 
<gallery mode="packed-hover">
 
<gallery mode="packed-hover">
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== Version history ==
 
== Version history ==
 
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.
 
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
+
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans.
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause "relic lost" thought on map exit.
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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