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https://ludeon.com/forums/index.php?topic=20912.msg229659#msg229659
"The idea that storytellers use only (or even primarily) wealth to determine how to scale threats is a myth.
The algorithm is quite a bit more complex than that and takes into account wealth, population, defensive strength, and several factors related to the time since the colony has taken damage, had people downed, or been at given population counts.
It would probably be a waste to spend a bunch of time trying to cheese wealth lower. Just enjoy the game."
Plus who wants to be poor.... Seriously....
♥♥♥♥♥♥♥♥. Even though the word comes from Tynan himself, what he's saying isn't completely accurate.
Although wealth isn't the only parameter, it definitely is the primary one and basis for everything that follows. A single colonist without equipment counts as 3636 silver worth of wealth. Defensive strenght is NOT part of the equation.
There is an additional ramp-up, and that does get reduced whenever colonists die or end up incapacitated. But that rampup is STILL just a multiplier on top of the wealth, and the ramp-up takes, like, a hundred days to double the threat assuming nobody dies or is incapacitated during that time. But ultimately wealth is still the basis of everything and without wealth you're not going to get high threats.
Anyone disagreeing is welcome to reverse engineer StoryTellerUtility::DefaultParmsNow() which calculates the threat points, which gets called by StoryTellerComp::GenerateParms(), which gets called by StoryTellerComp_ThreatCycle::GenerateQueuedThreatBig(). Additionally you can go through the execution path from IncidentWorker_Raid all the way to PawnGroupMaker to make sure there's no additional surprise manipulations to the threat points that are primarily based on wealth. I just did.
At first having so much great art around seemed like a brilliant way to start the game.. I was installing them everywhere hehe, with large and grand plasteel and silver and gold statues put wherever they would fit my colonists were pretty happy...
Those raids got nasty real fast, lol. In the end I think infections finished off my last couple of survivors... huts with wodden walls and bruised and battered collonists with poorly crafted wooden clubs and bows weren't much use against invaders with grenades, rifles, shotguns and body armor :P.
On the plus side I learnt that if you put decent artwork outdoors raids will get bored of hammering on the walls after a while and just steal them hehe, may have to try it out as a tactic in a proper game sometime :)
Group A tries to raid you, 8 of their 10 members get killed outright, 1 gets harvested for organs and is sent home without arms, legs, eyes, ears, or most of their face. A week later they send more people to lemming themselves against your turrets, 2 more get harvested and mutilated and sent hobbling back home. Then they send another raid at you the following week as if it will end any differently, and as if they had an inexhaustable number of people to throw at you. Now I know the people I send back are making it all the way because they occasionally show up in a following raid despite having no arms, eyes, ears, ect. But you'd think they would think that maybe it isn't worthwhile to attack my settlement any more given their regular and occasionally extreme losses. Where do they even get these kind of people to launch these suicide attempts while I keep getting colonists that get extra pissy and refuse to do anything just because they decided to eat standing up.