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KEep both. I for instance took over two enemy Settlements and my own large compound for living quarters, the other two are for keeping scouts and troops, and the northern base for Farming(it's on flat ground.)
IED's I find are usually off dead Looters or Raiders.Try your luck when a Raider Gang appears.
You can use Molotovs to burn down the gate or walls to get inside, but 100% of the time, the enemy will run. You can also sneak close to the wall and target the enemy on the otherside and molotov them directly, dealing massive damage.
I can't molotov them cuz the base is too big and they are hiding in the centre. I thought I could break a wall and sneak in then snipe them with my archer.
I don't have IEDs and don't want to wait for random gangs to appear to hope to farm IEDs. How about asking my remaining survivors to stand at the gates?
In fact, if possible, just keep the gates locked as much as possible. There are always some strange behaviors, like idle crew (assigned jobs but they reached the set limit) will go out a long way to the spot where you last killed somebody for dunno what reason). Also keeps out unwanted "friendly" NPCs.
If you start a base from scratch, I strongly suggest you settle somewhere close to a friendly base (choose wire fenced ones). It can create other problems later, but early on, that is probably your best protection against raiders/looters that are much stronger than you team. Just remember to lock the gates to keep the rest of your crew safe.
If you spot them earlier, don't wait for them to go closer to your base as they will molotov stuff (assume wooden fence early on). Aggro them and lead them to your neighbors. You can also "upgrade" your crew equipment after the fight, until you are strong enough to hold off smaller attacks on your own. If so, I usually ambush them outside the base with my team. Having first strike can usually demoralize them enough that they scatter, making it easier to hunt them down. But chances of injury is higher. You may have to judge it against potentially losing some of your buildings (and morale).
If you have good archers and lots of arrows though, a watchtower can be very powerful. You get cover/stealth bonus on top of a sight range bonus. With just 1 guy in a tower, I can often start shooting and the enemies won't even know where the attack was coming from. With multiple manned towers, it can keep the hostiles far away enough that they don't have time to use their molotovs. I've seen large force of 10-15 being held off by just 3 manned watchtowers, and they aren't even master archers (skill 2-3). They fired shotguns at the towers, but my guys didn't take damage (prob due to cover) and helmet. Just remember to lock the gates.
You can almost play the game exclusively in command mode with a few exceptions. Building and digging for example have to be activated from 3rd person mode.
lol. had the same issues. I have tried 3 methods:
Since locked gate can still be opened directly when you are controlling, you can either directly control the character that needs something to be done outside, or just control the character to pass through the gates, and let his automation decides what he wants to do while on each side. The former is ok if just 1 guy is enough, but you have to do everything yourself. The latter is a bit less troublesome, but only feasible for only a small number (depending on you) of character(s) that you watch over every time, to manually move each through the gate when needed.
Or you could create an airlock zone in a part of your base, with some buildings (for storage), which is a zone with a normal gate (default settings) going outside , and a gate (always locked) going inside to rest of the base, and at least a building to stock prepared food and water.
Moving characters between the airlock and rest of base may still require direct control, but people in the airlock can work for longer periods of time autonomously. e.g. going outside to chop wood, then storing it in the building, and eating/drinking from the stuff stored in building. NPCs that are visiting can only visit the airlock zone and not the rest of the base.
Problem is that any stuff harvested outside that is stored in the airlock zone building has to be periodically moved inside via direct control. If you don't need to go outside, you can change the gates' settings such that the outer gate is "always close" and inner gate "always open" to make airlock zone part of the inner base once more.
Or you could do as I did, keep the trees within the "base".
My current base was a defeated looter base which is near the edge of the map, with a convenient wooded area between it and the edge. So I fenced up the area, which requires only 2 walls (the other two sides being one side of the base and the edge of the map), making the trees available for cutting without letting people go out. It still requires a lot of materials at the start (luckily, I just use the resources I found in towns) but a lot less than a base exposed on all 4 sides.
Assuming there are enough trees, the main problem, other than the building cost, are probably trees possibly falling through fence (posted this in another thread). This makes harvesting the trees difficult as part of the tree is only accessible from the other side. One solution is to manually cut down the trees near the fence with your controlled character facing the tree with your back to the fence, as trees never falls in the cutter's direction, to ensure fallen trees stays inside your fenced area. I took advice from a poster here to manually cut down all the trees that may cause problem first, then let the lumberjack harvest it automatically.
You're post is very helpful. I apologize (to arcana75) for going off topic (although the topic might be about base building?) ...
I'm thinking of building a "Castle Keep" on a hill using impassable terrain as blockage. Obviously there is a potential of slipping down the hill but fences should prevent that. The idea is to literally build a "keep" to "keep a safe storage", and surround the Keep with living space. I'm thinking of kiting the AI enemy to small plots of farm land (in the open), the idea is to have them waste molotovs on the baiting farm land instead of attacking the Castle Keep.
Below is a screen shot of potential sites to build. The X marks the location for a smaller keep (I've already started a small fence and gate), but on the left (next to the town) is a good place for a larger keep. The town (btw) is a BLUE town, meaning I am on the part of the map that spawns blue infected, so having a fort next to the town will help me keep their numbers down at every spawn. I can deal with the blue and green since the other side of the map has white, red and purple strain (no cure beyond red, unless you edit in a cure).
Anyway ... Using impassable terrain seems a viable option just as long as the top of the terrain has a fence to prevent down hill path finding .... thought's?
https://steamcommunity.com/sharedfiles/filedetails/?id=2133760531
If I let them just eat raw vegetables, then looks like they'll indeed be self-sustaining without leaving the base. But I prefer that every survivor has a "job" than just idle and there's only so many high-star farmers to go around.
What the game needs now is a toggle on AI to "run back to base" if attacked, or "fight" if desired.
While the idea of using impassable slopes for reducing the materials/fence and sections needed to defend is in general good, that hilltop you have looks a little .... small. Depending on your community size, you DO need sufficient farmland, in addition to all your buildings and productions if you intend to build everything.
Just perhaps as a possible source for inspiration: there is another kind of natural barrier that goes all around... literally: the edges of the map. If you build your base against one edge, you need only 3 walls (assuming rectangular base). If you can find a corner of the map that is good, you only need 2 walls ;) If you can find one that has other nicely shaped impassable terrain, you may be able to create a barrier with even fewer fences.
I only discover the advantage of this in my current game when I took over a looter base near the edge after it died out.
@ arcana75
Yes. The AI will go strange sometimes. Lumberjacks especially.
I usually worked around it like this: if you find that a lumberjack is idling despite the amount wood not reaching the set limit,
1. take control of him(or her),
2. cancel the lumberjack job,
3. manually chop down a tree, then
4. start chopping the fallen tree and
5. enable the lumberjack job again.
This should allow him/her to continue his job autonomously.
For best results though, manually cut down multiple trees in advance (no need to chop the fallen tree for wood). After a lumberjack finishes a fallen tree, he usually tries to look for other fallen trees first, so he won't try to cut a tree that is outside your fence causing him to get "stuck". This applies to all jobs that can auto-acquire wood when there is not enough. As long as you make sure that there are at least some fallen trees around, nothing should get stuck.
EDIT: just to add onto above. If there are already some fallen trees outside, I think you will need to get rid of them to prevent your lumberjacks from trying to reach them. The best way is probably to use a character with high inventory space to manually chop up all the wood asap.
The only thing is the AI will hop over the chest (maybe get creative with the wall arrangement since they hop over in straight lines), and if walls can link up with a building nicely without gaps. Have try it out.
Still leaves the lumberjack exposed though. Is there a way to make the AI cowardly like some enemy AI that go I don't want to die and run for the hills?
lol.. actually, I tried some of those....
Your crew can teleport into and out of buildings even if they are surrounded by fence, if they are close enough, so you may find people getting into areas you didn't want them to. So that part probably won't work unless there are changes to the game engine/pathing.
As for chest, it won't work naively, but as you said, it might be possible to block the sides with fences such that it prevents opposite sides of it being vacant, like this:
Do tell me if it works :)
You can build walls flush to buildings:
The other method which was to use a chest in place of the building, and use creative walling to prevent the AI from hopping over them, for example:
What if we add (unlocked)gates to fill up the open space at a and b?