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There's many AI related issues like that, not just water and freezing. When you limit items production in workshop, and your warehouse guy decides to move those items to the warehouse, you get more of that item being produced than specified and it just keeps on happening until you have stockpile of unwanted stuff. I set my workshop worker to produce only 20 arrows and 2 sharp stones, ended up with a full storage of both of them. Also the Hunter looves arrows to the point where his full inventory is with arrows, why?
great... even more babying of the villagers.
The mechanics are seriously lacking.... I think i spent 80% of my 25ish hours of gameplay carrying logs, one by one, and babying villagers. Kinda loosing interest, fast.
I always feel like, can I survive alone? Time is a currency and I've worked really hard trying to enjoy this title. Feels like a job, more than a leisure, around here.
Can we decide to have a longer grace period before having to defend structures? My avatar's life has not been in any danger, except for when I got curious and summoned a boss. Things go south fast in my village. I've learned how to run long and far...and not much more.
1. Kill the Bear trigger...it kills immersion.
2. Add some content that builds up these attacks.
3. The summoned villagers are mindless (given the white zombie eyes) not really sure what they can and cannot do?!
I think I could only muster 6-7 hours in three days.
As for the thirst, ive never used a watchtower, but i can confirm that the runestone priest and the coal maker DO NOT die to thirst if you do not mess up their scheduling. Try placing a couple water containers into your storage, see if that attracts away some of your villagers from concentrating on your central wells.
Ah yes... you were expected. There's always one.
I know what it is. I also know there are mechanics baked in which do NOT work as intended. And there's already plenty of other posts in here with the same problem and others.
I am aware of how a colony management game is supposed to work. Soulmask is a prime example, and in an amazing twist of events, that one worked very well from day1. This... does not. Not even remotely.
But i cant manage if i'm too busy making sure they dont die due to BUGS and having to manually check if each of them remembered to eat and drink, or if i have to force it upon them instead of actually managing. As you prickly said above, it's a colony management game, not an asylum for old people with Alzheimer.
. It has nothing to do with scheduling, I havent even touched that, left it as "default". It has everything to do with the fact that the game has problems, whether you're willing to accept it or not. Might be connected to pathing itself, if a building is too close, or the mechanic might just be bad. But it is what it is.
The line at the well has quite a bit to do with scheduling. You got 25 people getting up at the same time and deciding to path to a specific well… try staggering their schedule so some get up an hour earlier and some get up an hour later.
Ai is not good. Maybe need to ration them and dont allow free acces.
Generally speaking, you are right. But I was answering to the guy above my comment who was doing mental acrobatics to blame it on me. At the moment of these things happening, I didnt do any changes at all to the scheduling, all was as stock/default as it comes. And therein lies the issue, the fact that everything has to be manually changed, defaults dont even provide a vaguely, somewhat functional state, and the AI keeps crapping itself regularly