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I feel like my first emergency shift always kills someone.
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# ? Nov 23, 2018 06:12 |
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# ? Jun 1, 2024 12:29 |
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the healing houses absolutely kill at least one person because prayer is not that great a substitute for medicine after all.
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# ? Nov 23, 2018 08:27 |
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Tinfoil Papercut posted:I feel like my first emergency shift always kills someone. Maybe it's changed; when I was going through and getting different achievements some months ago the 1st one never killed anyone
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# ? Nov 23, 2018 11:44 |
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Towers have the advantage of having a smaller building footprint than chrurches. This is mostly only useful for writing a tutorial about maximizing the number of houses you can put in the main heat zone and won't make a meaningful difference in any of the scenarios.
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# ? Nov 23, 2018 14:29 |
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If you want no one to die when using Emergency Shift remove all the workers at 22:00 and put them back after 00:00. That 2 hours gives them just enough rest so no one dies. It obviously takes micro but in the beginning when you're only using it on a building or two its not a big deal. I still forget sometimes and lose someone. There is also either a limit to the number of survivors you can have or at some point it just stops giving you survivors. I tried to get more people to spawn by using executions, dueling law, and triage but got bored after I killed 100 people and no one was spawning. Its actually hard to get people to die when your city is fully upgraded. I turned the generator off for 14 days, including the blizzard, and people were getting sick but healing through it faster then they were gettig sick.
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# ? Nov 23, 2018 15:14 |
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Finally came back around to this for the first time since release to check out all the new content. It took me plenty of attempts but I managed to get past the early game crunch in Endless mode on hard with no deaths and no child labor. I enjoyed the challenge and I like how Frostland works in that mode, although I was a little vexed that it bugged out and stopped spawning hulks with relics in them when I reached 14 out of 15 in my archive. I spent the last two or three weather cycles doing nothing but scouting as fast as I could and building more coal storage. I have found the Fall of Winterhome on hard to be much more difficult, in all of my attempts so far I have been crippled by a huge wave of sickness on the second morning and then exiled from the city two days later because hope is at rock bottom. My attempts to spam down steam hubs around the existing housing didn't really make much of a difference, I think next time I will focus on building as many medical posts as I can on the first day but there aren't all that many engineers available to run them, and anyway I really want to be using those engineers to get up that drat tech tree. I'm going to give the 'extreme' difficulty mode a try today, probably on the original scenario. I am guessing that child labor is going to be mandatory in that mode.
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# ? Nov 29, 2018 21:41 |
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Winterhome on Hard and above basically requires Overcrowding and that a ton of medical posts be built early on And there are a shitload of cold/freezing tents that just need to be demolished and moved somewhere warm. They can be hard to see because cold tents kind of just look like snow. You can dig through the interface to find a list of all of the coldest homes and pick them out that way
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# ? Nov 29, 2018 22:23 |
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QuarkJets posted:Winterhome on Hard and above basically requires Overcrowding and that a ton of medical posts be built early on Better they be homeless than in those tents iirc. Homeless people sleep next to the generator.
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# ? Nov 30, 2018 17:43 |
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Endless Mode is pretty much just a custom scenario of ~50 days, and it works pretty well for that. The storms stay the same after that and there's nothing much more to do, but at that point it's time to accept that it's over and quit. From playing on hard in the narrow valley on survival, I guess there could be some rebalancing to keep it more tense, as the first storm is basically the hardest one, but for a mode they didn't actually plan to add it's quite good. Also I didn't feel too bad about being a dystopian tyrant, as the game never scolded me for it. e: Like, we are going through -120 storms on the regular, and since the founding one singular person died due to an event. gently caress yeah, I'm comfortable to call myself the Snow Pope, you sheep owe your lives to me. Nosfereefer fucked around with this message at 21:46 on Nov 30, 2018 |
# ? Nov 30, 2018 21:42 |
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Tinfoil Papercut posted:Better they be homeless than in those tents iirc. Homeless people sleep next to the generator. I have always meant to do some testing to check on this, I have never been certain on whether people sleeping in the open next to the generator get sick at a different rate from people sleeping in cold tents. I gave Extreme difficulty a try and I have to say I was a little disappointed, much like on Hard mode the only real challenge is figuring out how to get through the first week or so. The margin for error is smaller but not significantly so (switching from child shelters to child labor from minute 0 compensated for most of it), and apart from that the only difference I really noticed was that motherfuckers will just drop dead in your infirmaries for no reason. I was playing A New Home and I once I got to the later migration waves full of sick people I would have about a half dozen deaths every morning even though I had more than enough hospital capacity for the gravely ill and only a bare handful of regular ill walking around.
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# ? Nov 30, 2018 22:05 |
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Tinfoil Papercut posted:Better they be homeless than in those tents iirc. Homeless people sleep next to the generator. IIRC the formula for determining whether someone becomes sick is just a time-weighted average of the heat zones where a person spends their day, but being homeless doubles the overall likelihood of becoming sick. The generator really needs to be quite warm (and not just providing +1 heat) in order for homeless people to be better off than tented people You can test this for yourself by finding someone living in a cold tent and clicking on their name to see their likelihood of becoming sick, and then destroying their tent to see how that changes. And on Survivor difficulty people sleeping outside can also just randomly die at night.
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# ? Nov 30, 2018 22:24 |
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Jamsque posted:I have always meant to do some testing to check on this, I have never been certain on whether people sleeping in the open next to the generator get sick at a different rate from people sleeping in cold tents. People can easily die enroute to medical care on the hardest difficulty, this is also a problem on Arks with the 1 gravely ill worker who comes in from frostland. The key is placing infirmaries close to where new survivors appear (which is always in the same place) and not having a care house because they may decide to go there instead of seeking medical attention
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# ? Nov 30, 2018 22:28 |
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First time I played I half hoped the storm wouldn't let up and I'm even more disappointed that doesn't happen in endless mode a couple of months in.
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# ? Dec 1, 2018 16:05 |
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Got this game on the steam sale, it was running fine and I was enjoying it, but now that I'm in the late game it suddenly crashes all the time while either saving or just randomly during the day. Is this a known issue and is there a known fix?
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# ? Dec 1, 2018 17:25 |
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Was it worth it? Make the children work it Drop the temp down, flip it and reverse it Ti esrever dna ti pilf, nwod pmet eht pord Ti esrever dna ti pilf, nwod pmet eht pord Find a lost camp, let me search it And escort back a few engineers and workas Ti esrever dna ti pilf, nwod pmet eht pord Ti esrever dna ti pilf, nwod pmet eht pord I'd like to get to know the depth of the snow ya Put the genny on overdrive cuz I'm cold ya Give me all the lumber to build homes ya And so on and so forth...
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# ? Dec 20, 2018 13:25 |
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# ? Dec 20, 2018 13:42 |
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Amarcarts posted:Was it worth it? Make the children work it
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# ? Dec 21, 2018 12:41 |
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I just got the game and I can't seem to get the people to stop rallying and go to London.
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# ? Dec 26, 2018 22:28 |
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obi_ant posted:I just got the game and I can't seem to get the people to stop rallying and go to London. Don't worry, that's normal. You don't lose the game if people actually leave in the end, you just lose those workers and I think some hope. You can definitely reduce the number of Londoners to 0 but it's not necessary; the further you go down the Order/Faith lines the easier this becomes, and that's the core conceit: where will you, the player, draw the line? The best way to counteract the Londoners is to build hope structures. The Faith line is much better at raising hope than Order, but Order also helps with discontent. Whichever one you're on, get as many residences within the area of a hope structure as you can and use whatever hope-boosting cooldowns are available to you (faith gets a bunch).
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# ? Dec 26, 2018 22:50 |
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obi_ant posted:I just got the game and I can't seem to get the people to stop rallying and go to London. Yeah, that'll happen. You need some way to give people regular kicks in the hope to draw down the Londoners. Faith is a bit better than Order for that purpose, and child shelters will also serve if there's enough for all the kids. If you haven't got those, all is not lost. Just do a good job keeping people warm and build up your stockpiles (especially of food) and, oh well, some people left to die in the wastes, not our problem.
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# ? Dec 26, 2018 22:57 |
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Even with everything cranked down to the easiest difficulty and having all the events and their timings memorized, getting the Londoners down to zero is something you'll only be able to pull off a couple days before they leave. You'll get opportunities to replace the lost manpower shortly after they leave though, so losing them is only bad if you've really hosed up.
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# ? Dec 27, 2018 02:43 |
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Faith is a bit better in the hope department, just stay away from its healing houses because they suck at actually healing people.
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# ? Dec 27, 2018 03:08 |
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Speedball posted:Faith is a bit better in the hope department, just stay away from its healing houses because they suck at actually healing people. They're only slightly worse than an infirmary and they don't need engineers to run them, nor steam cores to build them. They're clutch and superior to a medical post in most ways
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# ? Dec 27, 2018 04:31 |
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let the londoners die. they're cucks
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# ? Dec 27, 2018 04:42 |
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Don't work overtime, that's the key to the Londoners.
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# ? Dec 27, 2018 12:20 |
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the reason people say houses of healing are bad is because gravely ill patients can sometimes elect to die in their Christian dignity instead of be healed, which is a real problem if you’re going for the savior achievement. the Londoner crisis is only hard if you delay on getting hope builders. faith does it a lot better than order, yes, but the primary thing is that you need to be done with survival by the time the crisis fires, or at least willing to put survival laws on hold until you have the hope buildings and cooldowns you need. if you start going hard into faith and immediately go for house of prayer, evening services, and cathedral ASAP you will have the faction losing support within the first couple of days. shrines and work kitchens are honestly just gravy at that point. snow pope stuff won’t even remotely be required.
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# ? Dec 28, 2018 11:55 |
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"I thought you said the captain was a nice pope!" "No, I said an ice pope!"
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# ? Dec 29, 2018 09:40 |
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The execution you get to do on heretics is metal as hell though
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# ? Dec 29, 2018 10:20 |
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Just learned that Overdrive doesn't consume any extra coal, which makes sense, but. Durh. I've been making this way too hard on myself.
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# ? Dec 31, 2018 06:06 |
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Moonshine Rhyme posted:The execution you get to do on heretics is metal as hell though The execution is the same if you go Order. Burninating someone with the machine that keeps you all safe is very symbolic.
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# ? Dec 31, 2018 09:02 |
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Bogart posted:Just learned that Overdrive doesn't consume any extra coal, which makes sense, but. Durh. I've been making this way too hard on myself. Yeah, especially in the midgame you can look at the forecast and say “72 hours till the next cold snap, I’ll overdrive for the next twelve at one level of power lower, which will save me 200 coal and it’ll be back to 0% in time for the cold snap.”
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# ? Dec 31, 2018 14:54 |
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The Generator gives, and it takes.
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# ? Dec 31, 2018 16:09 |
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Can anyone who knows anything about engineering explain that to me? What mechanism would prevent the same amount of fuel from burning twice as hot, and what are the mechanical stresses it is in place to avoid? Is it just a game mechanism, or is there some science behind it?
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# ? Dec 31, 2018 18:00 |
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DasNeonLicht posted:Can anyone who knows anything about engineering explain that to me? What mechanism would prevent the same amount of fuel from burning twice as hot, and what are the mechanical stresses it is in place to avoid? It's just a game mechanic
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# ? Dec 31, 2018 18:18 |
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If you were designing a generator to heat the last vestiges of humanity trapped in a frigid hellscape you wouldn't make it a huge tall cylinder with lots of exposed gaps, for one thing. Real materials degrade over time, and that is accelerated when exposed to high temperatures. Typically it's oxidation that happens, but there are limits for how high you can heat something before it starts to degrade, to say nothing of reduced structural strength (jet fuel making steel beams turn to jello, for example). The generator recovering after being in overdrive without constant, extensive maintenance is really more unrealistic than anything else. But this is a game, and it's not really based on anything real; it's an exercise in abstractions to provide good gameplay and story, not what you'd actually be able to do in this scenario. One thing that is likely is having one central heating generator - you get more efficient combustion at higher temperatures, and that's easier with larger masses if you can manage the materials to do it without collapsing.
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# ? Dec 31, 2018 18:25 |
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DasNeonLicht posted:Can anyone who knows anything about engineering explain that to me? What mechanism would prevent the same amount of fuel from burning twice as hot, and what are the mechanical stresses it is in place to avoid? I know with steam engines they have a nominal operating temperature and pressure, but on old coal burning trains you could "overpressure" them which would increase their energy output i.e. the train would go faster, but the problem was the temperatures would also increase which would lead to boilers exploding sooner. So if I had to guess it was based on something like that.
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# ? Dec 31, 2018 18:49 |
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The generator pipes steam to the buildings under the streets it isn't intended to directly radiate heat. It being tall and open isn't really as big a design flaw as people are saying.
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# ? Jan 1, 2019 02:22 |
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Amarcarts posted:The generator pipes steam to the buildings under the streets it isn't intended to directly radiate heat. It being tall and open isn't really as big a design flaw as people are saying. That's an enormous amount of thermal energy that's just escaping into the atmosphere instead of doing something productive like heating steam or warming homes. It's basically a giant cooling fin, meaning a huge amount of your coal is going into wasted heat. But it's a video game and its real purpose is to look cool and be steampunk, not be faithful to real world engineering principles.
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# ? Jan 1, 2019 02:34 |
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Yeah if realism is your thing then don't get into steampunk
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# ? Jan 1, 2019 04:10 |
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# ? Jun 1, 2024 12:29 |
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It's a symbol of the city center in a game that otherwise lacks a Capital / Command Center / Nexus, a bastion of science and warmth in a world frozen over by madness. It's supposed to have a presence. How lame would it be if the Command Center was just a bunch of tents that the terrans were working out of, y'know? the real issue with it is that given how bad the wind chill is supposed to be, a few chains are not going to stop it from falling over and crushing my workshops and child centers.
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# ? Jan 1, 2019 08:28 |