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报告翻译问题
0.25 means you will STARVE 4x faster, while 8 means it will take 8x longer.
No I did not, I was basing it off the vanilla settings. I probably should have stated that but I'm basing the feedback on vanilla as the standard. It's not impossible to keep the food stocks up, but the larger the population the harder it is. This makes sense in theory but turns into a maintenance task that is noticeably more distracting from the core game than it was before. I like how hunger works in the game and influences stats and appearance. I just don't like consuming that much of the play experience just maintaining a single bar in the character stats. In my opinion, and its just my opinion, the material costs and yields were fine before, especially considering you use the crops for multiple things in an established base. The storage cap nerf hurt it a bit but it still worked. Consumption rates could have been increased a bit instead of nerfing the crafting side of it more, as I could keep a whole squad fed for an entire trip up north with a couple stacks of food in a bag. But the extreme pinch on resource requirements in addition to the storage caps just makes the whole mechanic frustrating to deal with now.
Maybe its skill based, I don't know that for sure. My two cooks are 87 and 88 in Cooking and it is actually taking 8 greenfruit per foodcube now.
It is hard trying to keep people from starving and advancing the faction. Im sure it would have been a lot easier to get to this point of indefinite sustainability
had I had people stick to a single job (14 days in and the 5 people each have between 102-110 stats in labor/cooking/and farming which is the only one that got over 40 for anybody , Old Soldier only gained 50 since the start)
edit: (if you can get to 2 weeks with the freedom seekers start, no 'cheating' like aggrovating enimies into groups of guards or stealing, then i dont think you will have an issue with food after that point)
* i put limitations on my games for realism/challange like the old soldier only fighting/patrolling, characters sleeping as many nights as possible, everybody always carries a water bottle, etc
***The only reason i dont play with World Damage and Chance of Death maxed out is because the fights are so much faster that people gain skill points much much much more slowly (I'd guess they level up at most 1/2 as much because the fights are at least twice as fast). But i did really enjoy that any hit from any blade on any unarmored body part was a serious injury (not usually crippled on the first hit), so bandits were far deadlier for far longer but they also go down more easily (and if someone went unconcious in a fight they were almost always already dying of injuries). This also meant that you'd have to spend far far more of your money for armor thats going to make a difference (~~~~difference in the length of time a 1k shirt will keep you alive compared to the 20k at this difficulty is pretty neglible. So the pursuit of more money and better stuff is more fun for longer)
Edit: I''d be amazed (like FTL on normal or hard lol) if someone could make it 14 days with the freedom seekers start without stealing, guiding enemies into each other (standing behind guards and attacking bulls so they clash into each other), or buying food that isnt for building a farm, while making the characters sleep more nights than not, and with the hunger/production/research/whatever sliders at the minimum. I ended up running into town to buy food 2-3 times even with all the free dog meat i could see from my base, and i had to work them through the night once maybe twice
EditEdit: completely forgot that i also have the production/research/whatever sliders on the minimum too, so that makes a huuuuuuuge difference
First two are strictly working food, second two do a little outside the food chain... *each is listed in will work-order-presidence (sp?). This crew is able to maintain not only food for all 7 community members, but also lots of overage that I use for income. I queue up 100 Cubes at a time, and then go to market with a full Trader Pack+.
The trick seems to be in keeping workers moving.. don't let the farmers stand idea between harvests, and try to keep direct chains from being on the same worker. (like doing wheat, silo, bread.. causes too many hiccups in priority.)
Also, don't put Resource storage RIGHT NEXT to production site.. (ie, wheat barrel next to silo). leave a short gap between them.. if they are too close, I've noticed that the worker will get locked up and load/unload the resource continuously.
For me the Hardest part was the River Raptors.. So I made a quick small wall, just around my starting Veg farm area, and slowly expanded it outward.