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You do not have much direct control over the AI. The idea is that you build things in more or less the right order and the right proportions. This affects their behavior.
It's best to see them as automatons who blindly react to your actions, not as humans.
It can be very frustrating at first, but I can assure you it's quite doable when you get the hang of it.
Of course it's possible that it's not your kind of game.
Its also a good idea to add Telescopes with at least two control consols each to provide advanced warning of incoming threats.
I trust the above about as much as i trust these devs...
I don't think a telescope can receive more then one operator. All extra consoles do is create more jobs but the telescope only considers one operator. If your worrying about people staying at work it's better then keep extra engineers in the base and make the CC a high priority facility. This is also advantageous because it gives you more engineers to build things with and maintain bots in the early game. But Telescopes, radios only can be manned by one person at a time.
http://steamcommunity.com/sharedfiles/filedetails/?id=1179135909
The above screenshot shows the Radio Control Dome of my current base, 12 x Radio Consoles monitoring 6 x Radio Transmitters maling sure I don't miss any distress calls.
Lookng at it in another way. If you really are going to employ 2 x Engineers per Telescope, then you may as well give all 12 a seat to sit on, because sure as 'eggs is eggs' if you don't they are going to wander off and start delivering spares to wind turbines or something and won;t be around when they are needed.
If fact, in critical situations I have three consols per Telescope, or Radio Transmitter just to make sure. Because, it's really annoying when an operator skulks off to get a drink just at the moment the RNG god decides to target your base with a meteor.
In my opinion the best way to do that is to have at least two consoles to every telescope.
Haveing your medic walk by the lab table, the only one in the lab-hab, and ignore it while 2 worker colonist are in the medical hab with broken bones, (no medical supplies, considering these 2 workers are the ones working the mine, so break there "leg/arm" every other day) and the lab table filled and ready to have the medic do his/her thing to make the med kit is broken. Haveing it take 9 days, of continious "priority" on the lab hab, with no other construction going on, no other "priority" on any other building is also broken. I mean, the lab table had all the nesceary reasources, with 15 extra medical "plants" in storage, which was connected to the lab-hab, and the medical hab was connected to the lab-hab, there was enought O2, power to spare as well.
I just ended up walking away, while I let the game run, and not building anything and let the colonist run around doing what ever it was they were doing, mostly eating and sleeping from what I could see, with the bio people taking care of "growing" the food. And finally 9 days later the 2 in the medical hab were finally healed.
How does that make sence, or is there something I am missing?
First and foremost, if you want your colonists to perform the tasks you set for them they need to be happy, uninjured, and well rested. If they are unhappy, injured, and/or tired then they will not perform the tasks they have been assigned. Their first priority will be to get healed, sleep, or watch a video to get happy again. So the mood of the colonist is critical to getting them to do their job.
They will perform tasks in the order that you give them. For example, if you build a windmill, solar panel, and a mine in that order then the colonists will attempt to build those structures in the same order. However, there are certain things that will take priority. For example, if you create a trade your colonists will drop whatever they were doing and load the vessel. No structures will be built or maintained and no food or resources will be collected while they are loading the Trader's spacecraft.
Sand storms, blizzards, and solar storms can injure a colonist or damage robots. Always signal a "Yellow Alert" from your Control Center whenever one of those storms starts up. It will cause all your colonists and robots that are outside or in a mine to drop what they are doing and come back inside the base. It will also send the medics to their Sick Bays standing by.