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!'''Shooting'''  
 
!'''Shooting'''  
| Hunt || Shooting at any conscious target with a Smoke Launcher or EMP Launcher. <br>Hunting animals unable to revenge || || Hunting wild animals
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| Hunt || Shooting tamed animals<br>Hunting animals unable to revenge || || Hunting wild animals
 
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!'''Melee'''  
 
!'''Melee'''  
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Outside of the Hunting task,  a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon.  You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime.  
 
Outside of the Hunting task,  a special case of deliberately slow "hunting" is to [[drafting|draft]] a colonist and have them attack a specific target. Some resilient animals, such as a [[grizzly bear]], [[rhinoceros]], [[elephant]], [[megasloth]] or [[thrumbo]], can give a lot of shooting skill by kiting them* and continually shooting them with a low-damage weapon.  You need to be very careful with this approach because those animals can do a lot of damage if given the chance to get into melee range. Also, this approach does require constant micromanagement, and you, as a player, won't easily be able to oversee other manual tasks in the colony in the meantime.  
  
A special benefit from it is, that you get a 750% increase in xp, if the enemy is in aggro mode (turns [[Mental_break#Manhunter|manhunter]] on the hunter) instead of 90xp per shot with the shortbow, you get 765 for the same shot, no matter if it is a hit or not.
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A special benefit from it is, that you get a 750% increase in xp, if the enemy is in agro mode (haunts the shooter) instead of 90xp per shot with the shortbow, you get 765 for the same shot, no matter if it is a hit or not.
  
 
: (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight.  Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.)
 
: (* "Kiting" is a general tactic where the player attacks a target and then runs away, encouraging the target to chase them - the image is a kite being pulled by a kite-flyer, the kite following but never catching the puller. Assuming the player's pawn is faster, they can stop, quickly shoot again, and then keep running, repeating the process indefinitely. This requires constant oversight.  Kiting can also be used to lure a target away from an area, or into a specific area for other purposes, such as an ambush, mechanical [[trap]]s, or to fight with a third party.)
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'''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly.  Spread out the procedures over multiple doctors and days.
 
'''Note:''' Because performing surgery gives so much XP, a single colonist will hit the soft learning cap of 4,000 XP per day rather quickly.  Spread out the procedures over multiple doctors and days.
  
Whether caused by  [[Ailments|injury or included from the start]], it's often an improvement to a colonist to replace a damaged limb or organ; a heart with even minor [[Ailments#Artery blockage|artery blockage]] can cause a fatal heart attack at any moment.  See various links on [[artificial body parts]] for costs and improvement/penalties the post-operative patient will acquire.  
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Whether caused by  [[Ailments|iinjury or included from the start]], it's often an improvement to a colonist to replace a damaged limb or organ; a heart with even minor [[Ailments#Artery blockage|artery blockage]] can cause a fatal heart attack at any moment.  See various links on [[artificial body parts]] for costs and improvement/penalties the post-operative patient will acquire.  
  
 
==== Animal patients ====
 
==== Animal patients ====
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Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive and runs the risk of a prison break.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.
 
Setting the prisoner interaction mode to "Reduce resistance" (and not "Recruit") will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive and runs the risk of a prison break.  Only do this with prisoners you do not want as colonists; recruit them immediately otherwise, so they become productive and improve their skills.
 
=== Traits ===
 
 
When planning to train colonists, might be a good idea to choose pawns with Fast Learner and/or Too Smart traits, so it takes reduced time needed level up skills. Likewise a pawn with Slow Learner trait will require more time.
 
 
A child can be assigned both Fast Learner and Too Smart trait on it's growing stage. This can be guaranteed in Reload Anytime Mode, since the traits list to choose from are random, a saved game can be reloaded until that specific traits appears.
 
 
  
 
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