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Do the trick where you unassign hunter huts when they’ve brought in their food and assign them to other stuff.
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# ? May 25, 2019 19:47 |
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# ? Jun 6, 2024 13:39 |
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Fister Roboto posted:Anyone got any good advice for The Refugees on survivor mode? Just starting out I immediately fall into a starvation spiral, because pulling people off my workforce to be hunters means I can't afford to build much else, including more hunter huts. I think I'm just going to have to let a lot of people die, but I'd rather avoid that if I can. There's a huge cache of food out in frostland that can let you cheese (lol) your food situation for quite awhile. I think that's almost necessary to get asap unless you have, like, perfect micromanagement skills. iirc it's almost always only a couple stops from your city, to the west
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# ? May 25, 2019 19:55 |
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Bogart posted:Do the trick where you unassign hunter huts when they’ve brought in their food and assign them to other stuff. They patched this out a whule ago.
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# ? May 25, 2019 20:07 |
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This game is crap then
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# ? May 25, 2019 20:07 |
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Nah that trick was always bullshit, I'm glad that it was removed
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# ? May 25, 2019 20:54 |
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QuarkJets posted:There's a huge cache of food out in frostland that can let you cheese (lol) your food situation for quite awhile. I think that's almost necessary to get asap unless you have, like, perfect micromanagement skills. I just tried that. It took me to the end of day 4 to reach the cannery. It is a fuckton of food, but by the time I brought it back my people were already dying of starvation and sickness. The upfront cost is just too high to try to rush it. Good idea, but it doesn't work in survivor mode. e: though I did figure out that getting tents up ASAP doesn't reduce the number of sick I get on the first night, so that's pretty valuable information. If I delay tents until the second night, I can get a hunters hut up ASAP to get the food rolling. Fister Roboto fucked around with this message at 21:01 on May 25, 2019 |
# ? May 25, 2019 20:56 |
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Fister Roboto posted:I just tried that. It took me to the end of day 4 to reach the cannery. It is a fuckton of food, but by the time I brought it back my people were already dying of starvation and sickness. The upfront cost is just too high to try to rush it. Good idea, but it doesn't work in survivor mode. it's what I used when I beat survivor mode, twice. You need to get your scouts out sooner. e: Fister Roboto posted:e: though I did figure out that getting tents up ASAP doesn't reduce the number of sick I get on the first night, so that's pretty valuable information. If I delay tents until the second night, I can get a hunters hut up ASAP to get the food rolling. Build tents when your people ask for them, for the hope bonus. Only run the generator at night, to conserve coal so that you can put more people on wood I think Survivor Refugees is the only scenario where I absolutely had to take child labor. Those early days are just that brutal QuarkJets fucked around with this message at 21:03 on May 25, 2019 |
# ? May 25, 2019 21:00 |
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I literally got them out as soon as possible. I didn't build anything aside from the workshop and beacon. Just gathering all the resources for it took until the end of the second day.
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# ? May 25, 2019 21:02 |
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Fister Roboto posted:I literally got them out as soon as possible. I didn't build anything aside from the workshop and beacon. But how quickly are you building those structures? Are you using emergency shifts to crank out the beacon research on the first night? Are you really collecting wood and steel as quickly as you can? In my experience, if you get the scouts out quickly enough and run straight to the cannery and back then you don't even need to build that first hunter's hut. But you do need a cookhouse, to convert the raw food that you start with (and then iirc I'd actually break mine down, to recover the wood and get my scouts out faster)
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# ? May 25, 2019 21:06 |
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QuarkJets posted:But how quickly are you building those structures? Are you using emergency shifts to crank out the beacon research on the first night? Are you really collecting wood and steel as quickly as you can? Yes, I am absolutely certain that I'm doing things as quickly as possible. Even with 24 hour shifts every where and child labor, the soonest I can get the beacon up is late in day 2. Also the position of the cannery is random so I can't always go straight there. On my latest attempt I didn't even find it until day 4, and didn't reach it at all before I got a game over from too much discontent. Are you really sure you did this on survivor mode?
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# ? May 25, 2019 22:07 |
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https://www.reddit.com/r/Frostpunk/comments/9q1yoo/finally_cleared_the_refugees_survival_mode/ Maybe this'll help.
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# ? May 25, 2019 22:14 |
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I just did another attempt, made it eight whole days without ever finding the cannery. I don't think that relying on rushing it is a very good strategy!
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# ? May 25, 2019 22:48 |
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Fister Roboto posted:I just did another attempt, made it eight whole days without ever finding the cannery. I don't think that relying on rushing it is a very good strategy! Okay, I just started a new game, it's day 6 and I never even saw the cannery. But my food situation is peachy despite that, because my scouts found enough raw food that I was able to more than sufficiently feed everyone using that + Soup (Refugees has tons of food on its map, you just need to go get it) You should have scouts out before the end of day 2, send them to the West because there's always food (raw or processed) in that direction, then have them come back after hitting only a few locations (I did a little loop of 5 locations). By the start of day 6 my populace are fully fed (plus I get the hope bonus from selecting the Stockpile Rations option when my people were starving), I'm on Power Generation 2, all of my sick are cared for thanks to overcrowding, and only a few orphans are stuck working in cold conditions cause building a 4th gathering post for that location would be aesthetically displeasing and because I'm saving those resources for my first Wall Drill Relying on rushed scouts is a great strategy for Survivor mode on all of the maps, because scouts are by far the most efficient means of gathering resources. I wouldn't have anywhere near this much food if I was relying solely on hunter huts (of which I have 2 anyway).
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# ? May 25, 2019 23:54 |
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Fister Roboto posted:I just did another attempt, made it eight whole days without ever finding the cannery. I don't think that relying on rushing it is a very good strategy! The cannery is a good strategy but you can live without it and you are going too hard on rushing for scouts by the sound of things. Frostpunk on the higher difficulties is all about the early game, you need to refine your build order and shepherd your resources very carefully for the first few days. It's been long enough since I played this that I can't tell you my exact build order but I have a lot of general advice: Delete roads you don't need at the start for free wood Only run the generator at night until the temperature drops Pass laws on cooldown (start with child labour and then the two shift laws), build a workshop as soon as you can and always be researching from there (I usually go faster gathering -> sawmill -> beacon) Never take people off shift at resource producing jobs to build, you can get all your construction done between the end of shift and bed time You need to keep your people healthy and alive to keep collecting resources so:
Put off tents as long as you can stand the discontent, much more important to get gathering posts, medical posts, a cookhouse, a sawmill or two, and have wood for research If you do just want a build order I streamed myself playing Refugees but it was a year ago and before survival difficulty existed: https://www.twitch.tv/videos/264061622
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# ? May 26, 2019 02:25 |
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Yeah I was looking more for a build order, thanks. I already know all those tricks for keeping things efficient, plus a few others. Like how you can send sick people on scouting expeditions. They'll still be sick when you eventually disband the expedition, but they won't get sicker or die while they're out there.
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# ? May 26, 2019 03:33 |
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One notable thing about emergency shift is I have never ever ever had someone die from it if I used it on a gathering pile on the first day. Makes for a really nice shot in the arm of wood/etc because you can deplete the pile in the first 24 hours.
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# ? May 26, 2019 07:34 |
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Coolguye posted:One notable thing about emergency shift is I have never ever ever had someone die from it if I used it on a gathering pile on the first day. Makes for a really nice shot in the arm of wood/etc because you can deplete the pile in the first 24 hours. I think in general you're not supposed to get any deaths from the first use of it, and then the second use of it seems to always kill someone unless you do careful worker management to avoid the specific times when an emergency death shift can occur (but I think this isn't worth that hassle). I usually use it on my first workshop, to get those crucial early-game techs out earlier, and then never hit the button again Jamsque posted:The cannery is a good strategy but you can live without it and you are going too hard on rushing for scouts by the sound of things. I think that sawmills are almost a trap tech; they're fine and all, but each map has plenty of wood crates to get you to Wall Drills while still taking care of early-game housing, medical, etc. They provide a lot more wood per worker, too.
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# ? May 26, 2019 08:48 |
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QuarkJets posted:I think in general you're not supposed to get any deaths from the first use of it, and then the second use of it seems to always kill someone unless you do careful worker management to avoid the specific times when an emergency death shift can occur (but I think this isn't worth that hassle). I never get saw mills or flying hunters or charcoal kilns. Wall drills and coal mines/thumpers are always more than enough.
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# ? May 26, 2019 08:52 |
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Yeah I also don't bother with kilns. They're pretty effective at what they do, but most maps have more than enough workers to get all of your coal from thumpers I do tend to go for flying hunters though. But not hothouses
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# ? May 26, 2019 08:58 |
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QuarkJets posted:Yeah I also don't bother with kilns. They're pretty effective at what they do, but most maps have more than enough workers to get all of your coal from thumpers Hothouses are really bad in my opinion. You need to keep them warm, they cost a steam core, they take up a lot of space, they don't really produce a LOT of food, etc. I'd much, much rather just have a gently caress load of hunters' huts and have my steam cores be generating a constant supply of coal/wood/steel and have my citizens safe and warm in their homes and praying away their hunger/frostbite.
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# ? May 26, 2019 09:12 |
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Yeah, the steam core requirement is killer.
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# ? May 26, 2019 10:49 |
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Tinfoil Papercut posted:They want to make a Frostpunk RPG! I am going to be /extremely/ happy if this happens lol
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# ? May 26, 2019 11:26 |
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QuarkJets posted:I think that sawmills are almost a trap tech; they're fine and all, but each map has plenty of wood crates to get you to Wall Drills while still taking care of early-game housing, medical, etc. They provide a lot more wood per worker, too. I seem to be the only person who likes sawmills, I completely see the advantages of wall drills but I don't agree that there are enough wood crates all the time. I go for sawmills because I chew through the wood crates in the first few days and I end up with idle workers and not enough wood right around the time that I could have sawmills researched. Also, steam cores.
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# ? May 27, 2019 01:19 |
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That first steamcore is earmarked for a wall drill, 100% of the time. It doesn't even matter that I could build something else with it, cause I'm definitely building a wall drill And once that decision is set the research goes Scouts -> Faster Gathering -> Level 2 techs -> Wall Drill
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# ? May 27, 2019 07:34 |
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jokes posted:Hothouses are really bad in my opinion. You need to keep them warm, they cost a steam core, they take up a lot of space, they don't really produce a LOT of food, etc. I'd much, much rather just have a gently caress load of hunters' huts and have my steam cores be generating a constant supply of coal/wood/steel and have my citizens safe and warm in their homes and praying away their hunger/frostbite. Also hunter huts don't suffer efficiency losses for hunters being treated for sickness, for some reason.
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# ? May 27, 2019 08:41 |
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Fister Roboto posted:Also hunter huts don't suffer efficiency losses for hunters being treated for sickness, for some reason. The sick hunters are used as bait.
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# ? May 28, 2019 07:58 |
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Steam cores are used for wall drills first, and then for automatons to work the drills so you don’t need to heat them.
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# ? May 28, 2019 18:45 |
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https://www.youtube.com/watch?v=M-kClSmp0yI shiet. this looks like a minor update rather than a big expansion, but for 5bux i know what i'm gonna be playing tonight
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# ? Aug 27, 2019 17:10 |
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The second expansion, titled The Last Autumn, is planned to be the most expensive one. Sounds like it'll be a Winterhome-style game, but one where everything starts out good and then becomes progressively worse and worse, probably until you just lose entirely. I'm looking forward to trying the Rifts and might just buy the season pass because I anticipate wanting to play all 3 things anyway, so may as well grab the 30% discount
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# ? Aug 28, 2019 08:15 |
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has anyone tried the rifts yet? a random map but with ~bridges~ doesn't really sound worth it to me, but maybe theres more to it?
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# ? Aug 28, 2019 11:49 |
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Davincie posted:has anyone tried the rifts yet? a random map but with ~bridges~ doesn't really sound worth it to me, but maybe theres more to it? I’ve tried it. It sets up interesting choices - the area is divided into a LOT of islands, and each bridge is hella expensive (200 wood + 100 iron!) so you need to make deliberate expansion decisions - do you want the steam cores on this island, or the iron deposit on this one, or the coal deposits on this one? $5 for a reason to throw another four hours into the game with some interesting decisions is fine by me.
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# ? Aug 28, 2019 13:55 |
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This guide I was watching is all about postponing beacon / expeditions for as long as possible while making sure the city is sustainable first. Is that a viable strategy, or should I be rushing for expeditions asap as another guide suggests? https://www.youtube.com/watch?v=st26pN26aIg
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# ? Aug 28, 2019 18:44 |
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If you postpone the beacon, the giant death storm will still come at the same eventual time, and an almost dead guy from Winterhome will collapse outside of your city bringing the bad news anyway, so I say, build that beacon and get reinforcements as soon as you like.
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# ? Aug 28, 2019 20:07 |
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Made it to a pretty sustainable place on medium, researched almost all of the tech, upgraded all of the houses. Is there any reason for me to be accepting more refugees once those events start to happen, if I can handle the discontent through my religion? It's just extra mouths to feed for no jobs I can give them, the automatons are doing most of the work anyway.
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# ? Aug 29, 2019 17:31 |
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If you are happy condemning children to slow death by hypothermia and starvation then yeah, there is no reason to accept them.
Jamsque fucked around with this message at 18:52 on Aug 29, 2019 |
# ? Aug 29, 2019 18:22 |
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Jamsque posted:If you are happy condensing children to slow death by hypothermia and starvation then yeah, there is no reason to accept them. It doesn't look like the game does much to incentivize you to grow your population beyond having to fill the basic jobs and then beyond having to contain discontent. I guess I wish there was another mechanic in place to make it more worthwhile, otherwise a player in my situation will just reject new refugees and spam prayer to keep things under control. I'm sure on hard mode you need the extra people a lot more since you lose your population more regularly.
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# ? Aug 29, 2019 18:50 |
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You may feel guilty about it but turning away refugees to save the ones you can is an option that the game does not otherwise penalize you for. That kind of nasty decision is what the Winterhome scenario is all about...
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# ? Aug 29, 2019 18:59 |
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DreadCthulhu posted:It doesn't look like the game does much to incentivize you to grow your population beyond having to fill the basic jobs and then beyond having to contain discontent. I guess I wish there was another mechanic in place to make it more worthwhile, otherwise a player in my situation will just reject new refugees and spam prayer to keep things under control. I'm sure on hard mode you need the extra people a lot more since you lose your population more regularly. The whole gimmick at release was that morality was supposed to play a role in your decision-making. You let them die even though you had plenty of resources to take them in? Good job there, Hitler. Or, if you don't have the resources to spare, then it's an opportunity to think about the gravity of this kind of choice; you're basically killing these people, but if you let them in then a lot more would die. That said in The Refugees scenario there is a mechanic for dealing with the people who you send away, and the scenario changes significantly if that's what you choose; namely, they found their own city nearby, and you'll get events related to people from the lords' camp begging for and later stealing your stuff. Then you either need to fortify your city, or you can hand out weapons to your citizens and they'll go slaughter the lords' camp. But this is another morality choice; it is a lot easier and less costly to let your people kill the lords than to fortify your city.
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# ? Aug 29, 2019 20:05 |
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Yeah, it doesn't look like morality makes much of a difference the whole game with exception for the final credits where it says "you crossed the line", womp. With the purpose law trees, am I NOT supposed to pick the final law that turns the city into a totalitarian regime? Is that something you intentionally want to avoid if you want "the best ending"? Also, finally finished a new home on medium, it was definitely pretty easy towards the end, steam cores was the thing that I ran out of since I made a ton of automata and coal mines. Although I had so many resources piling up, despite accepting every refugee, that I spend the last 20% of the game building giant resource depots to keep up.
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# ? Aug 30, 2019 20:07 |
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# ? Jun 6, 2024 13:39 |
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DreadCthulhu posted:Yeah, it doesn't look like morality makes much of a difference the whole game with exception for the final credits where it says "you crossed the line", womp. Pretty much, although whether you crossed the line actually judges quite a bit lower than the final law. Just because you can sign a law doesn't mean you're supposed to, and they're not meant to be straightforward progress.
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# ? Aug 30, 2019 20:22 |