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There was a mod up on the Workshop that doubled all three caps for every default AI.
min 4, max 13 and critical is 18 for cassandra/phoebe.
randy random is 4,13,50 for critical.
above max cap you wont get any wanderer joins, crashpods, fleeing colonists etc...
above critical cap nearly all raiders will die and cant be captured, but still you can capture some with luck and still recruit them with 99% difficulty.
so there is no real hardcap. you can have 40+ colonists. but thats a long journey to go in vanilla.
but it is possible.
and every colony acts on their own.
that means your wealth /threat level.
would be too unbalanced if new bases would have the same threat level as your main base.
it would not be possible to build anything if you get raided by 50 tribals in the first night.
But yeah, actually, there's one way to abuse it: just have two outposts - a "hiring point" that has everything you need for it to be self-sufficient and have three colonists there, and a main base where you ship every person you find at the "hiring post".
Also, some AI start really flreaking out once you hit over extreme cap. All but Randy Random, I'd say, as your PC would start freaking out earlier. ;P
lag is the only reason i abandon my bases and start new.
always the damned 6th-7th year.
and thats only with 1 base.
imagine multiple bases with 40 colonists each. not possible atm.
Pathing is the main lag-creator, so create a smaller map (I play on smallest since my PC is ♥♥♥♥♥♥♥)
Also i know the rim is dangerous but I hope the dev adds more features like having kids. Maybe a mod will tide me over.
it has less to do with the pc, more with how the game is coded at the moment.
even on small maps it will begin to lag, i tried everything. ;/
thats the reason i play on the largest maps, cause after 6-7 ingame years and 40+ colonists it just stutters, doesnt matter the mapsize. so why stay small then i asked myself if it is the same endresult?
(it is still playable but all pawns are porting around, if you know what i mean and most the time i just take the chance and start anew.)
i somehow think the lag is created by the generations of worldpanws and/or animals.
if you have hauling dogs that go 7 generations back with 100 cousins 2nd grade etc...
or have 10+ enemy factions, they all get calculated somehow, the longer the game the more to calculate. but it is just my assumption. but something has to be causing the lag after 5-6-7 years. before that it is even fine with 40 colonists. but after a certain point my pc cant catch up with that and all panws begin to port. [note: the game doesnt get slower, the panws just port around to compenaste the fps loss.]
but yeah gieF me that nasa pc!1
Yeah, the game keeps track of a lot of things in something, so end-game if you delete those, your game lags WAAAYYY less, somewhere on ludeon.com can't remember where
but it is not fleshed out i think or thats the last i know of it, ill check it out again.
as far as i know deleting the worldpawns worked and makes less lag but some people reported not having enemy factions anymore, and also via the trade comms no communication was possible anymore.
even after they added the faction leaders back in via devmode it wouldnt work to communicate or get raids by them.
so use that on your own risk.
but maybe someone knows better details.
i havnt risk it on my old colonies ^^
Are you sure about this? I saw the code about recruit chance but I couldn't find anything about kill vs. incapacitate based on number of pawns you control.
The chance of colonists/enemies surviving damaging hits, instead of dying
Their recruitment difficulty