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if you don't want that, find a map where the water sources aren't near the edge of the map. or play on maps where they are too far away to reach in the early game.
you can achieve your outlet idea by making a map with negative power water sources.
assuming you play on hard, making aqueducts/etc mandatory by season 4 seems just straight up not possible materials/science wise. you must be able to solve the first badtide with just logs, planks and possibly gears.
Configurable, whatever, easy.
Floodgates work sure, but being able to fully automated away badtides entirely, with a single tile, just seems silly.
My idea would be optional, so what the problem? I want to be able to make any map difficult.
it is optional. just don't build sluices if you don't like them. (or only use them in manual mode.)
but there comes a point in the game where opening/closing floodgates becomes a chore, rather than a gameplay decision. that's why people asked for way to automate it for over a year.
difficulty comes much more from being space restricted in the early game. from what you have been saying it sounds like you play on maps where you can plant more trees than you need.
like day 30 for badwater rain, that's before the first badtide even on hard.
But I want the real gem of the game, the water, to have it's dangers actually matter. On the main branch they still do. On the experimental branch, not so much.
just edit any map. add a wall along all sides of the map except where you want the water to leave.
if you use the negative water sources like i mentioned earlier, you can also have the exit point be in the middle of the map.
As far as I see it, one major aspects of the game has regressed unintentionally. For my personal desires you are both right, it doesn't really matter. But a regression is a regression.
your point makes no sense.
sluices are not a regression as they are fundamentally the same as floodgates which have existed forever. if you don't like them being automatic, you can just not use them in automatic mode or not use them at all. or mod them to be more expensive if you want them to be available later in the game.
plenty of people want the game to be more difficult and/or to have a late game only mechanic to replace draughts/badtides once those are solved.
in the meantime, map design is where the challenge comes from.
(and i also just dont believe you are building sluices before season 4 on hard difficulty.)
There's a map editor in the game. Create a map that fits your needs. Share it with the community, perhaps others will love it as well.
As for what 'my idea would be optional, so what's the problem' question:
For starters, you are asking the developers to implement a "mode" that prevents water leaking out of the map except for predefined spots. Which means they'd have to:
1. Add the new '[allowed exit spot]' thing into the map editor and into the game,
2. Program a 'I know this water reached the edge, but don't let it disappear!' logic, further complicating things -- AND only apply it if your special mode is active, which means instead of a single "if" condition (has the water reached the edge?), they'd have to chain two conditions together, doubling the computational complexity.
And for what? Because you are too lazy to edit a map you want to play and add a single tile wide edge of terrain around the entire map?
Please, be realistic.
That was my opinion. But if you want idea, let's see... what about withdrawal symptom for starter? Once the colony reach a certain size (just an example for the trigger, it should be optional), not meeting certain needs will cause a big malus. Normally, only basic needs give maluses when unfulfilled. That way you need to turn to more bots or manage your well-being perfectly. Then the next step is different districts comparing their well-being and demanding equality, or outright demanding a new well-being building if it had not been built anywhere on the map (like the shower).
Finally, ratio of wet season to dry/bad season decreases until it is no longer sustainable. Building the wonder will reset ratio back to normal, giving you so many more cycles but you don't want to build it too early. In this optional game mode, build progress of wonder will decay so you cannot stall it. At the start of each cycle, number of beavers will be recorded and added to your highscore.