I am the great peacemaker (aka, the release good will may need rebalanced)

Posted Dec 15, 2014, 8:56 AM UTC

Posted Dec 15, 2014, 8:56 AM UTC
Capturing/Rescuing when starting with a neutral faction always gives me the "this faction is now hostile towards you" even if it wasn't me that shot them down... So does releasing them give you more than capturing them as a sort of broken counterbalance? If so then I need to do that more!
You capture the injured after a battle and release them for reputation. Capturing someone that was just visiting (not attacking) from another faction will put you at war with them.
I do that, two tribes visit, they start a fight, I "capture"/"rescue" the injured one if they didn't die, and get the warning about them becoming hostile... Does healing+releasing them then revert that and then add the +30?
I imagine releasing would give 30 reputation, yes. However, those tribes didn't come to fight you, so taking them hostage still makes sense as a reputation hit.
Makes sense... This will require testing! But first... I have a tundra colony to run that's a bit hungry... Releasing food is not an option :p
You've forced Cassandra's hand. Look forward to mechanoids. Lots and lots of mechanoids.
In all seriousness, that's what I thought the balance was here. You can't pacify the mechanoids, so I figured if you managed to pacify everyone else, you'd see a hell of a lot more of them. At this point I'd expect you to have centipedes rolling up every week.
Which, if you can handle them, means lots of free plasteel.
Sure, but it's not like you got off scot-free. And you've given up some resources too -- you no longer have a regular supply of prisoners, gear, and long pig.
You could always revert it by taking a visitor.
It seems to be a lot more mechs, and a lot more non-combat events as well. I was able to play this colony for another nine months of game time after this, and got three mech attacks, two eclipses, a solar flare, and a bunch more traders than normal. I ended up losing it when, after the mechs attacked during the solar flare, my colonists inexplicably couldn't path find to my hospital, nor any bed set as a medical bed, and the place collapsed in a tantrum spiral because of the deaths.
Hi Canada!
You have the Jaffa mod. Do you like it?
It was alright, but it didn't actually add too much of interest. Much like the SGC, I found that M-16s work better than the Goa'uld weapons, especially when dealing with mechanoids, and the armor, while providing slightly better protection in combat than power armor, turned out to not be as useful as power armor, because I was in a cold boreal forest, and it doesn't provide nearly the protection from the cold. Obviously, the fact that there was an additional hostile faction didn't matter much, either, but your mileage may vary on that. Especially if they add any extra events.
So, yeah. I'm running a few mods, obviously, but with the +30 good will per prisoner released for a given faction, I was able to fairly easily pacify all three of the hostile factions my world naturally started with, despite them all starting at -99, and was even able to make an alliance with the Goa'uld! It only even required capturing and releasing four members of each faction. The only reason it even took beyond Jun of year 2 was that I put a bullet in the brain of one of the Shadow Convicts I captured, so he kept passing out before reaching the edge of the map, at which point my colonists had to haul him back to the prison, feed him, treat him, and send him out again.
I haven't played A8 yet. Is +30 relations for released bandit default, or is it tweaked? If it's default then it's pretty riddiculous.
It appears to be default; I was getting +30 for each prisoner released on the unmodded colony I tried first, as well.