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Rapporter et problem med oversettelse
Thanks
- so does this mean they'll only land and come in the the door that is closest to the landing pad where they land? (If I secure the entrance next to my landing port, should I be OK?)
- If I go to code red, will my colonists grab some of the extra guns and help too, or will only the guards use guns?
Thanks,
step 2 build massive pen of domes around it in a giant loop, as people cannot climb over connections, dont forget to have like 3 or 4 doors into the pen, this will be important for a few reasons.
step 3 wait for construction to finish
step 4 watch ships in x1 time speed setting, if you see guys in purple marked suits with no needs coming out, power down all your airlocks..
step 5 only important if you actaully trap guys in purple marked suits... but wait for them to suffocate to death.. Now look at the screenie I posted.
http://steamcommunity.com/sharedfiles/filedetails/?id=884480312
Intruders like to come with either colonists or visitors, never with traders.
+Red alert is.. only if you dont have guns and you need to punch them to death, using red alert also means medics wont be medics but panicy idiots going for guns rather then healing people too.
+Yellow Alert is the one you 'should' be using in a properly equipped base for when they do get into the base.
they like to stand around near the airlocks they came into, sometimes they wander but it seems never more then 3 connections / domes further after beign spotted. They also wont shoot droids it seems so you can plan your base around this to minimize losses.. or maximizei them you sick... oh anyways..
-edit:
dont build landing pads (including starports) away from the other ones, this actually makes it much much harder to actually monitor who is entering and leaving the base.
I mentioned the multiple airlocks was important, yea because you can only have one person enter or exit at a time so having more means you can load up trade ships faster so you dont need to watch them suffocate your own people as they dont know how to take turns and just stand there in a massive line until they either get through or drop dead.
This is important as colonists are incredibly lax at actually doing their job if you have something else they can do like.. load up a cargo ship. Less time doing so is just often better.
Using a giant pen or coral around areas like mines if possible was an incredibly random discovery I made recently, it keeps colonists from over-using an airlock so its easier to get them inside faster during emergencies like solar flares or windstorms. So Seperate your base when possible to help plan things out like how people can get in and out.. and defend it. In particular keep your biologists as far from the landing pads as possible, preferably your workers too.
That and keep a control center nearer the doors to the pads, guards like to hang out there, put them closer to the action..
-Jpgraves up there kind of hinted but did not explain it, for structures around the pads.
Nice pic ;-)
Oh right, I forgot to mention why the pads are off too. rather then going into the pads and turning off visitors, turn the pads off as its a little easier. Once the intruders are dead just hit the F4 key for grids panel.. power water and air one, on the top is an enable/disable button, those are for power management when your about to run out of power, well they also work to turn everything back on at the same time. As in when its all clear after these guys are dead.
Incidentally the solar flares irridiate guests just as well as your own people. Just walking to their ships can send them back in to the sickbay. So turn the doors off to the pads if you got a bunch of people your trying to save or even just guests. Just have to keep them safe from their own stupidity (As apparently Alarms are ignored by guests, and I mean the non-shooty kind)
Oh, so intruders are actually slightly faster then everyone else, you can use this to your advantage when you trap them outside, turn a door on far away for a second. This will cause everyone in the pen area to go there, but since they get there first, turn a second door on for a second. This will cause the intruders to start towards the second door, while the slower non hostile people get to the first one, now while the intruders are off trying to get to the other door, let the good guys in.
I actually used that trick on one set of intruders. I like them to sortof be spaced out, but I let the intruders through because I had about 10 guards in 2 control rooms near the doors to the landing area. But guards are better if they can gang up, so I don't want all the intruders entering at once. One big batch of intruders came, and I let about three-fourths of them in, and then locked the doors. The intruders on the oustide started walking long way around the base to another door. When they get there turn it off and they walk back. That could cycle infinitely if needed, but suffocation takes forever. But anyhow, spacing them out seemed to work for me although sometimes guards were really slow to respond even when I went to yellow or red alert.
The reason I suggest a big pen is exactly that, you can keep the rest of your base working while they die out. and not worry about any more doors then what you put in the pen area in the first place.