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put turrets and turret operator near your gate.
they are supposed to initiate combat when enemies are near enough or are attacking the gate.
then you get the warning flash of your people being in combat.
or put up crossbow men.
there are options already.
sorta strange, to have someone mining, not able to give you any kind of warning that your base is being attacked, but if he's right beside the mine, and sitting at a turret, he does?
put guards at gates.
they raise the alarm. why is that an issue?
its what i do. so i know when people attack my gates.
its not perfect as the turrets dont always fire when they should, but thats a known issue and they are working on it.
you should have this any ways to properly protect your base.
yeah, but the supplies aren't teleporting themselves, the animals aren't ordering themselves either. Even as pretty much a god you have to pay attention and do those things manually ... or you have to assign someone to lug those supplies around. Same thing would apply with the watchtower ... either watch the perimeter yourself, or you have to assign someone to do that.
or, if you want sort of crude solution, from some recent patch you can assign attacking enemies as permanent job ... so it should be pretty yeasy to just give someone who has permanent job somewhere near the gate (or somewhere in that general direction) attacking enemies as first job (so it has priority) and he should go after any enemy who gets close ... and then you should get that visual warning. Bandits etc should be hostile right away and for raptors just place small farm near the gate (or even in front of the gate, outside of your base), they'll go after it and that'll flag them as hostile (and if you have some manned turrets looking that way they'll blast them to pieces).
and why would someone need a watch tower to be able to hear or see stuff outside your gates? someone mining near the gates would hear and see just as good.
and your basically spending rescourses to reduce micromanagment, its like having to pay cats to enable autohaul
It's not a work around at all. That's why we have turrets, to protect your people if they can't protect themselves.
well, if you have someone swinging pickaxe at the iron ore vein 24/7 with only 'pause' being running to storage lugging heap of mined ore, with no rest or break, I guess they aren't exactly paying lots of attention to their surroundings. Not before raptor sneaks up on them and bites them in the posterior.
You're right damn it, there is no magic in Kenshi so we should get no warning at all of attacks.
Devs NEED to NERF attack warnings!!!
besides, what kind of game is kenshi suppose to be? cause rn its like your omnipotent, you can know everything going on at once, you already can see whats at your gate, and what your squad is mining at the same time, its just that you have to pause every 3 seconds to see it. a warning when attacked wouldnt give you any more info or any advantage, it would just stop you from having to check back and forth and pause constantly to keep your gate safe.
not getting a warning would make more sense if you werent omnipotent, and could only see what your squad sees, but you are omnipotent, and the only thing stopping you from being omnipotent is the tediuosness of it
oh come on. They also won't bandage themselves unless given direct order (or permanent job as medic) and will happily bleed to death with backpack full of medkits, without giving you any special notification (other than the visual cue of portrait icon going blank when uncounscious). Same with acid rain, they'll stand in the rain and slowly lose health and again you won't get any notification other than blank portrait when uncounscious. Or they'll happily stare at ore vein after mining a few pieces instead of simply moving the ore into their backpack or piling it on the ground. Or they'll stand next to cooking stove and barrel full of cacti, but won't make that chewstick unless you tell them to and instead will happily starve to death unless you interfere. Or if you give skeleton recruit run order across Holy Nation territory he won't navigate around HN patrols (like you could do manually) and will instead run straight into any HN group in his path, even though he really should know that isn't exactly good idea. Etc, etc, etc. For many, many things you could say "this makes little sense", but that is how this game works, you as player have to pay attention, notice something is wrong and react to it ... or not.
And those visual cues aren't there to notify you immediatelly, they are more like safety net against laziness. Notification that you have been careless, that something is already wrong (and has probably been wrong for some time), but still giving you chance to react in some way. Maybe not the best possible way (that you could have used if you noticed earlier), but to at least slow problems down and save at least something.
its a game play basic, not a work around. and it works.
the only difference is you want a situation where the game pauses to give you time to react.
The world of Kenshi does not care about you.
if you live
or die.
So why would it suddenly care by auto pausing the game so you can make choices?
The choice you are choosing to ignore is what nearly every other player does. sets up turrets near gates to protect them and warn them. they even setup multiple gates so they got time to get more warriors near, or for the turrets to do their jobs. and now crossbows.
hence why we get bug reports when the turret jobs are not working as intended because enemies do get to the gates and thru them with out the turrets reacting.
for the same reason it cares by giving you autohaul, the warning would just remove tediousness from the game.
with using a turret guard, you basically - lose productivity, and the game wont be so tedious,
or,
dont lose productivity, but the game is just tedious now.
you wont have any advantage by having a warning when your base is attacked, all it would do, is give you the productivity of not needing a turret guard, but without the tediousness of staring at your gate.
without the guard - the only thing that effects whether or not bandits take you by surprise, is how often you pause and go check your gate.
how productive and how well defended your base is should be determined by your manegment skills, not by your "pause and check the gate" skills.