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Once you'll made this. Bugs will invade you to crush down the base and the antennas. Well protect them...
Build those and a landing pad on a 7 by 7 floor build of concrete/metal or carbon.
Once the radio is powered your base will get attacked by the local wildlife as well in separate attack waves to the bugs, attack waves like 30 Ulfen attacking your base etc.. by that point your killzone should be able to handle most bugs without issue so its just a slaughter for the poor animals.
Then you keep the radio and antenna running and wait for ships to show up, have someone use the radio to contact passing ships and they will either provide supplies, or send down an escape pod, that lets you send one of your people to safety, repeat that process until all your people escape the planet, part of the challenge is choosing which members of your workforce to be rescued first.
If you just want the achievement you can send everyone else to their deaths and just have the one surviving person be rescued. Main issue I have with the crash landing is leaving my base behind, other than doing the achievement for completing the crash landing scenario and saving Connor I haven't bothered getting people off the planet since, I tend to prefer the trade scenario these days.
I have a switch with the radio and antennas on it, and I turn them on and off periodically, but interacting with the radio always says "no ship detected" either way. Obviously I can't communicate unless they're on, but will I get a notification about a ship if they're off? I think I built them in late summer or early fall of year 2, and I'm on year 3 now, but I don't actually know if they're scripted to happen at a certain time or purely random, or whether it's beneficial to leave them on constantly or switch them off periodically to conserve power and check again later. (My power grid can handle it, but it seems like a huge waste of power for something that just sits there if it doesn't NEED to be on continuously.)
I'm fairly certain they DO need to be on... I just turned them on again and got a spaceship notification later that same day, so clearly turning it on every day to see if a spaceship is in range is not sufficient. Did not get a drop pod but apparently I can request a full set of armor? Is there a downside to a requesting something (like making another spaceship less likely to appear for a while)?
I have two survivors with maxed crafting skill and they still struggle to make enough stuff, so maybe the time saved is worth the power drain after all...?
I got rid of my least useful survivor so now I'm down to three... and one dog that I found wandering around in an empty field last year. Hopefully the dog doesn't need its own drop pod lol.
Are expeditions better in other seeds? I've only gone on like 4... a couple gave me a handful of first aid kits or survival rations (something I already had a big stockpile of and literally didn't need)... or text about finding the body of a dead survivor with nothing to show for it. Not worth the fuel used for the balloon, so it remains untouched for the past 2 years now...
I'm now down to Krista and Ken who both have -100 relationship with each other, and Georgia the Great Dane...
...Seriously? You can't bring the dog with? It's not a wild animal, the description said it probably came from the spaceship and survived... Now I'm seriously thinking about scrapping my 30 hour playthrough and starting a new one rather than reloading an old save way back in year 2 just to NOT tame the dog... ESPECIALLY if everything's going to be the same based on my seed.
I will definitely check out some other people next time, Vivien sounds cool. I'll probably keep Ken and Krista. Ken was always going to be the last person to leave, he has maxed out combat and crafting, plus really high healing from all the combat lol.
I legit lost sleep over the dog last night. Emmelin was the one who tamed the dog, so I put the dog's bed in her room (although for some reason the dog decided to bond with Ken instead, when all the survivors hate him the most). She was also the first to leave, and it was too sad to watch the dog sleeping in her room by itself, so I moved the bed into Ken's room. He bonded with it, and he was the designated last survivor, so it made sense. Now... it seems fundamentally wrong for Ken to leave the dog alone in the end when they have a bond.
I think I'm just going to leave Ken there with the dog rather than evacuate him. If we're being honest, he will PROBABLY be pretty happy to kill swarms of bugs forever...
I was thinking about this seeing that all the characters have ages and time ticks on, shouldn't there be a race to get them home ASAP before they get too old?
Luckily their age doesn't really factor into it, so even the elderly can survive until rescue. People like Connor and Carter will be affected by their traits though, and could pass away from them.
No problem about the long post, definitely some stuff to consider when thinking about setting up another playthrough... because I am about ready to give up on this one. I definitely understand everyone's frustration trying to finish it. Maybe my fault for playing on easy and preparing too well, but it's BORING.
It's been nearly a year since the Emmeline and Kana left (within a few days of each other). Krista and Ken still hate each other, despite my hopes that getting them drunk would help somehow. Krista finished the last of the research, including all the "luxuries" like coffee and wine. We've passed the time by building one of everything (except we only have a light mech because the other one required two mech cores, and I only ever found one). Kristen plays farming sims in the VR every day, but aside from the time we got attacked twice in one day, it's been pretty quiet.
We found another great dane wandering around, and against my better judgment, we brought it home. Later that year, Georgia had a puppy. *facepalm* Krista has since bonded with Georgia now, too.
Pretty sure the whole lot is stuck here forever now.