Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
pathfinding is the issue, otherwise it will work fine. it can take some extra micro, but you gotta pay to play.
Do you remember which mod did that and if updated? The map changing.
Map Reroll's good to pair with it. Lets you preview what your tinkering will result in.
I'm fond of canyon type maps, especially desert canyons. Exit on either end, can build in the middle, in a side canyon that may form, or tunnel into one side for a mountain base if that's your thing. Can still get surrounded, but on two sides instead all of them.
They would for mid-late game, but hauling animals can take care of that as well. The question is “do you want to/need to make the game easier.” The difference between standard and 300 is a pretty significant advantage for many events. The downsides are caravanning, hunting, and crash victim rescues). But the upsides (more resources, more distance between the base and raids/mech clusters, more choices of locations, more base space, more ancient dangers) more than make up for that. Even with lots of caravanning I found them to be too easy. If you’re planning a large colony or just like the larger size (I just like to see more), go for it, but know that they’re easier.
A siege or cluster on the opposite side of a huge map can be absolutely brutal, you often don't have time to interact with clusters before countdown timers expire so setting up some quick walls to help block turret lines might not work, and sieges can usually get up and running before you reach them and you start getting shelled. Then dealing with combat that far from your base is risky, calling in extra support from your colony takes too long and people suffering significant injuries can bleed out before making it back to base if you aren't able to tend remotely. On small maps a fast pawn can get to a cluster before prox activators kick on with enough time to say build a roof over an auto-mortar to disable it.
Extra resources or dangers aren't a real advantage either, you can quickly setup a second colony a couple tiles away from your base and strip it of resources and clear the dangers there and you have already "caught up" with resource amounts and spent about as much effort getting it, considering the difficulties of mining and hauling very remote ore on huge maps. My last playthrough I had steel deposits left on the edges of my starting map that I ignored for most the playthrough and instead was getting steel from mission maps and traders because sending someone to mine it and then having people haul it was too much work for a long time.
The only real "advantage" of playing on a larger map is more space to build on, in theory. You probably aren't going to run out of space to build on a 250 map though.
That's up there on the ridiculousness scale as stairs in WH40K.