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I also feel like taking them over takes the fun out of it. I don't want a ♥♥♥♥♥♥ square base.
Yeah,but i'm at the point where to achieve that will mean my game play will consist of my character chilling by killing for god knows how many hours.He's still the only person that can get constriction to level 5.
I also don't particularly feel like it will give me that sense over moving to the other base.
Both tasks by this points just feel like long chores.
Wont raiders be able to burn down the wooden walls ?I also don't want to build traps,they sound too op,and i dot like the way they look.
You're right about building a base from scratch, it's a major undertaking.
I prefer to takeover a base then expand when necessary, but even that task becomes a grind or chore. I prefer to keep my population below 10 (squad size), but a small team of 5 professionals has been my mode of operations.
Some players are recently taking over towns, which saves a lot of work, only requiring a defensive perimeter of towers, walls, and traps. The variety of options for the player is almost unlimited, so it's a judgement call that guides me instead of a "just because" reason.
But entirely fencing it is not easy either...
And no... I do not felt OP even by day 121, in fact I had to go "tatter fort" due to time constraint and the funny way to avoid certain game mechanics.
Also I am testing one of the game mechanics to see if the neighbourhood spawn point would be deactivated, so far raiders do spawn further away.
However, Zombies still spawns at their original spawn boxes unless "the box" is "frequently unfogged" by the player.
Let us know how it goes!
I have looked at the dev console, but I have not tested much. Can you delete the spawn point that is inside your base? I think it would be fair, no harm no foul. Also, if it does seem unfair, can you create another spawn point to replace the one you removed? Basically moving it outside the base, so to speak. (if moving the spawn point is not an option).
Some people enjoy the process of building the base from scratch, some want a one-and-done base so you can quickly have something to support a large # of followers. Some just want to go around killing. I guess that's the point of a sandbox? After awhile you get bored and tip over the sand.
In my 1st game I captured 6 bases, locked up 2, firebombed 2, kept 2, and upgraded the 2 I kept into a giant base supporting 25 people. Having placed structures and free food made alot of things easier.
In my current 2nd game, I claimed a building in a town and gradually claimed more buildings and built walls to incorporate the buildings. As these buildings have multiple exits (unlike buildings u can build) they add options to base design, eg a fully locked down base that still allows access to buildings and the base interior without opening gates, connecting walls to buildings, so u can control AI movement better.
Unfortunately the map isn't big enough or procedurally generated to support a loner nomad gameplay style, so this will get boring and limited really fast.
Sadly, as much as I can see the spawn boxes I can't really interact with them at all. I am actually more curious in how having a base on it actually "conditionally" disable the spawn point near or enclosing them,
on the other hand, I notice there is an impassible sight actually highlight on map an enclosed base colour in green while those not enclosed are coloured in pink. Perhaps having a base might have more conditions suppressing the spawn points
I think you discovered a possible new gate "type" (prefab) that can be added to the game. The new gate would just be a larger structure, like :
Gate House ... A combination of :
1. Watch tower (station a guard)..
2. Two Doors, Inner/Outer (not a moving door).
That should keep it secure, with the caveat that if the gate-house isn't protected by an outer fence then it can be attacked or looted (if containing items).
EDIT: ... Also, if the guard gets sleepy, no need to move to another building, his sleeping quarters is the gate house. And if alerted, can jump to the tower automatically.
That's what I've done. After the initial inner sanctum of walls and buildings taking advantage of the double exits, I built "tower islands" & "spike moats" at key ingress points of the area: a tower island comprises a watchtower, enclosing wall and gate, small yet wide enough that a single molotov does not burn both the tower and the walls nearby.
Now I'm building an outer wall that joins these tower islands together, so that it becomes similar to a castle wall with arrow towers. Thanks to the inner sanctum's use of double exit buildings, followers in the outer circle still have access to food from farms inside the inner sanctum, while those inside have access to raw materials like wood & charcoal chopped & forged outside. All inner sanctum gates are kept closed, and only the main entrance is accessible by neutrals plus they can't access the inner sanctum.
For those players who don't use towns for bases, can use the F8 debug menu to spawn eg Gas Station or Mini Mart to get access to these double door buildings. They all have 3000 storage. Alot of these buildings contain raw materials like wood, stone, iron ingots. If possible don't claim them since you can use the Supplier role to move supplies if needed plus your followers will use them if it's near enough anyway. There's no real need to claim them anyway unless you want to activate a Store Supplies Here option for that building. Not claiming them does NOT make them safe from attack though, strangely the AI will firebomb them if it's near enough to your base.