Editing Quests

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*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.   
 
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.   
 
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
 
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.
As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.
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As soon as the enemies are "fleeing" (>50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle canferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.
  
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
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This quest does not allow you to grab anything back, only your colonists. If for example, you found an interesting hostile that is incapacitated, you can't bring him back. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.
  
 
==Forced Weather==
 
==Forced Weather==
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** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood > 50% will increase [[goodwill]]. {{Check Tag|How much?}}
 
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood > 50% will increase [[goodwill]]. {{Check Tag|How much?}}
 
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.
 
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.
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** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease, tends above 40% will reverse the progression of the disease.
 
** The pawns may come with [[paralytic abasia]]. They will be unable to move.
 
** The pawns may come with [[paralytic abasia]]. They will be unable to move.
 
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay.  
 
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay.  

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