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번역 관련 문제 보고
It is not necessary to bite at every lure the game throws at you.
b) The other two "vanilla" storytellers ramp up difficulty reliably; Phoebe does so just as fast as Cassandra, just with longer intervals between raids (this means Phoebe can be more difficult in some ways). Randy is...well...much more random; unlike the other two, he only factors in colony wealth for raid strength, not time, and there is no defined interval between events at all. Randy also has no "soft cap" on colonist population, just the "hard cap" of 50 (IIRC) they all share.
"Soft cap": The storyteller stops offering random pawns anywhere near as often, if at all.
"Hard cap": The storyteller actively starts attempting to murder extra pawns.
AFAIK the caps are per colony, not total, if you have more than one active.
You can add more storytellers via mods, change both hard and soft caps separately, or even change them in the XML defs yourself =).
About quest, lone pawns of modern factions have more chances to defend with better weapons than others.
@Sugar Show How do I tell on a quest what faction the enemy will be?
That's a really easy quest. As long as it's not requiring you to use a rare material you should have no problem doing that.
Just make sure you stockpile the crafting materials near the work bench. Also have them drop on floor when complete selected so they aren't spending time hauling.
Guys how is total wealth level calculated to scale encounters? Do steel walls count towards this calculation? Crops that are growing? Or just the value of gear and silver in the stockpiles?
As for actually countering the difficulty... balance. You need to balance your progression. You’re likely behind on weapon and armor acquisition. That means you’re likely unprepared for quests.
@Chaoslink I had the one starting bolt action rifle which can range the turrets with a slow grind. the Issue is that there was no place I could lure the MOB with the minigun that more than just my bolt rifle guy could shoot without getting into the range of the turrets. The minigun is range 30. I had to reload a couple of times to get good RNG.
In the quests I have done the power lines/sources have never been vulnerable. They are always protected by cover fire from multiple turrets and are often behind the turrets. Easy just to snipe the turrets.
Well, it's actually more than what it shows: the clubs themselves are worth more than the resources used to make them (value is a usually a factor of the resources + labour multiplied by a quality factor, some things have a hard-coded value which ignores the resource/labour cost). If you were to check the resource value of the materials for those clubs, vs the reward value it's much higher.
Since difficulty is based on wealth and time (mostly wealth for Randy), increasing your wealth too soon can result in death. You can click on History on the bottom toolbar, and view the graph, or just switch to view the Statistics to see the current values. And yes, almost everything counts - some exceptions: chunks, basic terrain (not smoothed - smooth rock floors/walls gives it a value), and unclaimed structures.
Want to stockpile resources without increasing wealth? Don't mine deposits until you need them, don't process stone/metal chunks until needed, etc. In the case of chunks, you can move them around - but once cut into stone blocks or smelted into steel, they have value.
Yup - all basic stone is stronger than steel, is not flammable, and is cheaper. Granite being the strongest, but most labour intensive, Marble is the most beautiful but only slightly stronger than steel.
https://rimworldwiki.com/wiki/Structure#Walls