![]() ![]() Also, I can't see it working unless your main-colony gets less affected by events that in particular require your activity (raids, electricity shorting etc), which again sounds just weird. it would also make this less of a colony simulator and more something like Kenshi. I think caravans can actually still make it meaningful, but. Plan your base before building it, when building it and even after you build it, plan plan plan - Alpaca wool is. Lots of new textures: stone chunks, medicine, some plants. There are mods to meliorate the issues of managing a huge colony, but basically the feeling you'll get will be more like playing one of those different kinds of colony simulators where you get these soulless, faceless servants that have no personality, to simply do the tasks you want them to do. Release: Platform: Xbox One ESRB: Not Set Hints Trading Strategy From: Jenn Tip 1: Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5 per social skill point). - Butcher table in the freezer because it is dirty (-15 cleanliness) - Bedrooms 4x3 (inside) for minimum livable size, 4x4 for most optimal size. 37 Posted by u/Bryce940 Pet Thrumbo 5 years ago Quick notes about alpha 17 Discussion So, I hopped into a new game on the unstable branch on steam, and here are a few things I noticed. It really starts to become a mess slowly as this game lacks lots of tools that I feel are somewhat essential for proper macromanagement. OTOH, I have mixed feelings about this myself, in particular due to the new direction that caravans seem to introduce and the whole "multiple colonies" possibility.Īnd on a personal note, I honestly don't recommend trying to go for huuuge population. I think Tynan doesn't intend to increase the cap inherently because the story-driven factor is basically negated the more pawns you have. There are population cap mods but all of them seem to be for a16 (and I tried one that doubled pop cap for each storyteller, it seemed kind of buggy since it was for a16). Is there any rework toward colonist population limit (i didnt see anything mentioning this) like increasing the population cap and if not where could i find the files to edit this myself (and maybe release a mod) on steam?
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