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Hi, I bought these game a couple days ago, failed scenario 1 and 2 once because I could get enough coal in time for the final storm, then won first scenario twice. It's very nice, if a bit short for a village builder, though they posted on steam about adding more scenarios now. Also, a possible endless option, which might be interesting as a randomly generated scenario with multiple possible storms so you have to pick your poo poo up after each one. Also lol @ "neighbourhood guard, watchtowers, but i think we never crossed the line". Yeah, sure, buddy. Tinfoil Papercut posted:I'm seeing things which indicate it was cut? Shame if true. It probably was, though some things only show up as events if you're doing incredibly bad I think. There's an achievement for staying in power after people want to overthrow you and nearly 30% of steam has it, but I don't even know how bad things have to be for that to happen, even on my first playthrough my people just froze to death rather than think about revolting. fake edit: game hasn't crashed for me yet.
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# ¿ Apr 30, 2018 19:07 |
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# ¿ May 21, 2024 06:49 |
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To even hope of surviving to the end, you kinda have to get all the way down the tech tree and research about 2 techs there I think, possibly 3. First priority after the first day resource rush is tents, and then 2 workshops imo. Add two more when you get the extra colonists, and always be researching something. Have all 4 workshops work on extended shifts permanently. Having children help with engineers seems to be not as good as helping in hospitals tho. Jamsque posted:Also the easiest solution to the food issue is not soup or sawdust or hothouses but rather leaving everyone you find in the Frostlands to die in their holes. I had like 10 hangars by the end of my best run through scenario 1, thousands of spare raw and made food rations by the time the storm hit, still had ~150 workers doing nothing. I could've easily employed them in coal thumpers if I was lagging in coal production. The extra workforce is worth a shitload, compared to the extra hunter hut you'll build for each 2-3 new waves of refugees imo. Also, hothouses require steam cores, which are probably better spent in coal mines and infirmaries.
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# ¿ Apr 30, 2018 20:01 |
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Jamsque posted:You are not the first person I have seen advocating building tents on day 1 and I think you are dead wrong
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# ¿ Apr 30, 2018 23:12 |
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Acute Grill posted:Getting the Good End in the refugees scenario had me run head-first into a problem that I genuinely wasn't ready for: running out of space. I just finished the refugees game and what I had was a max range upgraded generator with 4 rows of tents around it. That did the trick for beds, then all the infrastructure poo poo that works with heaters was on the outside.
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# ¿ May 3, 2018 06:24 |
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It's pretty easy to play and it's very much not a RTS in that you can always just pause and give orders if you feel overwhelmed.
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# ¿ May 3, 2018 21:14 |
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storm starts at a set time regardless of when you clear the londoners event I'm pretty sure.
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# ¿ May 7, 2018 04:13 |
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Some people will get sick on day 0 regardless of what you do because they were gathering all that drat wood without a gathering post, so it was chilly out. I'm not 100% sure how game generates sick people, but I think it rolls for sick during the night, depending on their heat environment during the last 24h?
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# ¿ May 7, 2018 14:13 |
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On normal I always just start with tents and keep heating off until it starts getting cold. Not having to pick up coal makes wood much more abundant early. I basically perfected my normal game now though, so I'm moving on to hard now. Gonna see what all the fuss is about
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# ¿ May 9, 2018 18:16 |
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Steam hubs are more coal efficient, so no. e: It's actual temperature, and a portion of that snow is dry ice imo Truga fucked around with this message at 15:31 on May 10, 2018 |
# ¿ May 10, 2018 15:28 |
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quote is not edit
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# ¿ May 10, 2018 15:31 |
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I finished all 3 scenarios and only found out when I read that post, lol
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# ¿ May 11, 2018 14:48 |
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Helps jam some workshops between your rows of tents easier, which is nice because it means your research crew will never get sick thanks to the good insulation on them
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# ¿ May 11, 2018 14:53 |
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Normal shifts (10/24h) are 41.666% efficiency, extended shifts (14/24h) are 58.333%. Automatons start at 60% and go up from there with research. The only reason not to build automatons is steam core cost. On new home it probably pays off more using most of your cores to upgrade your coal mines, since they're not as abundant as in the other two scenarios. Also, I now skip sawmills completely and go straight for wall drill. Manpower is precious early, which is when you also need wood quickly the most, and the first wall drill is already more efficient than sawmill with the first upgrade IIRC, and on the same research level as said upgrade.
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# ¿ May 11, 2018 16:14 |
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Welp. I finished arks on hard (easiest scenario imo, so I went for that first), without building any tents too to get that achievement. Only got the 15 automatons achievement. :<
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# ¿ May 11, 2018 23:02 |
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The ratio is like 1.95:1 or so to begin with, but 10% this or that way won't change things appreciably. Also you need 4 gathering posts to support a steam thumper.
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# ¿ May 12, 2018 17:09 |
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I just want to say, fully upgraded automatons in workshops are hilarious. Did another run of new home, put up the steam core outpost asap, put automatons everywhere, researched every single tech, ended the game with ~10k surplus food, 30k coal, enough infirmaries to house a quarter of my 700 people for when the storm subsides. Being that cold out sure is nice because the food never spoils
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# ¿ May 13, 2018 22:44 |
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It's both freeze less and more efficient.
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# ¿ Aug 1, 2018 07:18 |
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I think you get like 80% back. It's pretty ok.
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# ¿ Aug 1, 2018 07:32 |
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Speedball posted:Hmm. Can unassigned automatons build buildings? Yes.
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# ¿ Aug 3, 2018 06:22 |
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Coal thumpers generate ridiculous amounts of coal, and unlike the mine they don't need steam cores so you can crank out more automatons.
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# ¿ Aug 24, 2018 12:07 |
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Unless you're playing on hardest difficulty, it's fairly easy to never get a dead person in which case pits aren't an issue
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# ¿ Feb 8, 2019 21:15 |
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the londoner crisis is surmountable without enacting laws, but you'll probably lose a few dudes that go out into the white and die
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# ¿ Apr 15, 2019 17:11 |
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skeleton warrior posted:most of the scenarios actually give you too many people so it doesn't actually address your real problems. Idle hands that are in warm insulated houses are way better than sick hands tho Even in scenarios where you can easily crush everything with just manual labour, having a few robot that work in far away places can significantly lower your coal usage if nothing else. QuarkJets posted:iirc, you can't even build hunter huts on The Arks Yeah, that's correct
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# ¿ Apr 19, 2019 16:03 |
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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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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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wait, they added an endless mode with no generator? i know what i'm spending my money on. does the generator get built eventually, followed by worse storms or is it permanent "last autum" thing?
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# ¿ Jun 17, 2020 18:02 |
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# ¿ May 21, 2024 06:49 |
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i think that area is used for various "infrastructure" props while you're building the generator, but then once it's done it doesn't get reclaimed, which feels like an oversight IIRC, it's been years at this point. it was definitely my fav "scenario" tho because you need to rush insulation to get through the early weeks so it's quite different from the others
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# ¿ Jan 4, 2024 11:59 |