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I modded these survivors to have no interest, for a harder challenge.
So I guess they'll hate each other whatever I do. :(
One should think that if they're happy, they're more likely to say something nice to the other characters, compared to being nasty if they're in a foul mood, like in real life. Wonder if it works like that in the game.
Mechanics like these are typically information that developers take with them to the grave, I suspect...
You can see something brewing when in their panel it says: Interested in ...
If the other person has a good relationship with that person as well you can expect an engagement notification.
At that point you need to put them in the same bedroom with the beds against eachother.
Mostly I see survivors with only one person they like and the rest are negative.
Thanks, I've seen the 'interested in' a few times, but never with 2 of the characters towards each other.
Would be nice to get some of them to share a room, so I can use the empty one as a hobby room
- Make them do the same job, working in close proximity.
- Monitor their moods closely and make sure they are as happy as possible.
My first couple were working together on research and crafting in the same room, right next to each other. This second couple are working on cooking together and this one feels a bit more difficult, possibly because they keep walking away from their workstations due to the length of the task being so short.
I can't say for certain but I'd suggest that someone with research 1 and someone with craft 1 as a priority with a workstation next to each other, with components not far away, who are always happy - might - be an easy way to get them to hook up.
I think you are reading far more depth than is actually there. I doubt the AI can form relationships in that way if it cannot even follow a simple task queue. More likely it is randomized with perhaps more 'weight' being placed on traits.
I don't think they are forming complex relationships, I think it boils down to two things... Proximity (the number of interactions) and mood (overall mental state) when the interactions happen.
Those two things, if you were going to write the code for them, are no more complicated to code than a randomised system with weight to traits... It's just a different set of tickboxes.
The reason the task queue sucks is because there's no " I " in the " AI " and I'm pretty sure there's no " I " in the relationships either.
Nailed it.
The experiment is going well ... He's creepy AF and she loves it.
Two of my characters fell in love, and now share a room. Got my new hobby room!
The characters were Data and Heidi, btw, both from the mod workshop, so none of the vanillas...
https://steamcommunity.com/sharedfiles/filedetails/?id=2972952099
Heidi didn't like his music playing, though!
https://steamcommunity.com/sharedfiles/filedetails/?id=2972953114
I've built a wedding arch.
I hadn't really thought about the overall happiness, though, so Borfoid could be on to something. In my very first playthrough on Easy, Carter had not one but two marriages. I thought that was how it worked. Love was always in the air. Had several more relationships in the next couple of playthroughs.
And then nothing for months of playing, literally months.
But I've been working them pretty hard and they more than occasionally are on the verge of meltdown, before I intervene and force them to be happy. So it might well be that the two of them have to be relatively happy before sparks fly. Dunno. I am doing another Easy while I try to build my herd of 50, so maybe I will get a chance to test that theory.
Actually, they've never worked together much like that during the game. Heidi has been stuck to that desk all the time, while Data has mainly been scavenging or exploring.
The reason I put Data to that crafting table was because I saw they both had an interest in each other after reading tips here, so he had recently 'started working there', so to speak.
But they all tend to eat and have fun more or less together twice a day, so lunchbreaks work for relationships in the game, I guess