Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There you will find such entry as:
<PlayerTrackingProbability>100</PlayerTrackingProbability>
In group templates. Change it to 0 everywhere and copy-paste under refugees with value 100. Backup your file before editing.
This is unfair AF, but you can change it in this script to make sure hordes will attack other communities.
If entry is missing in a template, you can add it to other groups as well.
But yes, these constant hordes targeting player community exclusivelly need to go from final release.
50% chance is already high - if you have multiple communities, that means one of them will be targeted only sporadically. I personally would leave it on 10% and be done with it, but 100% is waaaay, waaay too high.
I still got a decent amount of groups coming to my base because even wandering groups are attracted to campfire smoke, but it wasn't the ridiculous "multiple attacks per day" anymore.
Also - that tag I mentioned earlier is true/false chance. Either the group will attack the player, or they will not, you may get wandering bands of marauders just go from one entrance to another, not engaging anything in between. Pretty weird that, and I think that Bob should go more of a Kenshi route here. Groups just going about their business, attacking camps they think they can take down etc.
I don't really like that when games make player special in that way, as it always feels fake to me. Hard to believe that just because I got 20 kilns going as I wanted to produce cement, steel and charcoal at the same time, some band of hungry raiders would ignore camp full of pumpkins just to come and bomb my kilns.
Also I noticed in F8 Character Editor in Survival Factor Editor it says Don't Simulate Discovered. Basically these Doom Raiders can never go Hungry, Thirsty, or Cold until you go them to trigger the Survival Factors. If you camp is far away in unreachable places these Raiders will just stand until they despawn.
Well it's not really the same. If I recall correctly, some of these attacks are story related.
Also - that tag I mentioned earlier is true/false chance. Either the group will attack the player, or they will not [/quote]
Specifically, what I did was I went to Editor-->Sandbox-->Edit Scripts-->Invaders (all within the game itself), and any wandering groups that I didn't want spawning, I added a new line that says they'll only spawn if the player community's presence is at least 100.
https://steamuserimages-a.akamaihd.net/ugc/2485513355589175331/69A463E4D7EE8E6C1740ADDBFCAFF2EB6E3CEF5E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
This technically doesn't disable them from spawning completely, but since a player will probably never have a presence of 100, it for all intents and purposes disables them.
Tracking groups follow you around, but with a proper base they will track to your base, not your people. If those groups see you, they will hunt you.
The story is sandbox turned up a notch or two. You can end the story 3 ways. The default difficulty is EASIER.
Yes, a tower defense ... that seems to be the story. Moose valley is falling apart, can you build a settlement?
The answer you guys are admitting .... nope, so lets make EASIER even easier and turtle more and more and more .... :P
As you wish.
Doom Raiders should be on the counter, giving you max 5 attacks.
I mean humanity was wiped out in zed apocalypse after all, so... throwing men into a meat grinder like that is a terrible waste of human resources which could be otherwise used to tilt fields and build medieval level industry in large Doom Raider Utopia.
If you have infinite human resources to waste, might as well waste them on something productive. Like technobarbaric empire.