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what i also discovered is that if you have scouted the sheltered cave and are on the final countdown(generator perma shut down): if you still have kids you'll get a pop-up where you can send your remaining kids and a few workers to the cave to wait for a rescue. connecting to the kid cave event from the main scenario "a new home" and explaining how they could have survived in a cold cave for an extended period of time.
So my suggestion if you want to trigger the event. Mine triggered on day 24 around 5am.
-> Leave people on the storm shelter and maybe weatherstation
-> Don't finish the preparations before day24
-> In my case i had it all, but only 421 passengers on board when the event triggered. No transport ongoing.
-> The third malfunction was fixed
-> Do not launch the dreadnought too early
-> Don't have scouts missions ongoing, dismiss all scout teams, but not outpost ones.
-> when you discovered the storm shelter early in the game, never go back there
-> For some reason the event did not trigger when i had less then 1000 wood
that seems a mad idea to me.
A hastily-drawn map of Gathering Post locations, with the 'hidden' ones starred[farm2.staticflickr.com]
Each building only needs to be connected to the road system at one connection point. Ruins don't have to be connected at all. Everything else can be deleted, unless it goes further to another building of course.
Ideally (in terms of resource saving), there is only one path from the generator to any point of the map. If there are two paths, you can delete a road in one path. Computer scientists call this a "cycle-free graph". So you should not be able to move in a circle on your road system.
Some planned redundancy is useful to avoid shutting down large parts of the city by accidently deleting a piece of road. But be aware that this is pure luxury. ;-)
So I got the "south road" marker on day 24 and got there with my scouts.
I was given 2 options
- return without clear informantion about what that smoke is (maybe another generator was gone), but with some wood and steel
- go there, but scouts will not be able to return
I took the second one..and that's it. No more events, text in the ending or anything. Did I had to choose the first one? Or it's really it in both cases? Or maybe I need to survive even longer (you can delay explosion for 1 day for 5 people+core)?
Yup, thats the event. I went option2 as you, scouts gone and no further explaination given. Honestly, i never picked the first event with going home with wood and steel.
last two pics are only image of 521 ppl saved.
Now i remember i always been honest ingame. Said i don't know where to go and admitted the generator is failing
I had Scouts camping on those scientists for the last days... Going in there, again and again, asking "WASSUP?" and nothing triggered... Now I know... very unintuitive bad design imho.
I mean, the most logical thing to do would be to ask those guys directly, if they know some place to go... like "Hey guys, you're the explorers and our generator is blowing up... You know some cozy place to go?"
Not leave 'em be and ignore 'em.
I don't like the whole scenario anyways... It starts interestingly enough, but the last quarter is just fast forward, waiting for the steel and scrapping the whole city.
It's as boring as the ending of the first level... Where you just wait through the storm and juggle with generator overload... Only longer.