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Make it so they don't and this message won't happen. It might not be possible until later in the game though.
So basically what is happening is a minion will start training and lose smarts and go for lunch, then another one will start, then the first one will come back and continue their training. The problem is that they have to notify you with every single minion that does this and it gets annoying.It gets worse when you have a red alert or fire your weapon because they all stop and you get spammed with the messages.
That said, we really need a toggle for the various warnings. I don't care that my vault are full. I know they're full. You don't have to tell me every three seconds, IRIS.
Anyway, Training Stalled message, nothing to be done. It is a completely useless and obnoxious notification that should not be in the game to begin with. Minions get tired or hungry, this is how any management game works, yet for whatever reason EG2 thinks it is critical to tell you when a minion is taking a breather.
Ofcourse, if your entire lair suffers from low stats she won't say anything about that...
It's as if Planet Coaster would have an announcement every time a burger was sold, but no warning whatsoever if all your guests are hungry.
EG2 is stuck in opposite day. Hopefully a patch will fix this crap.
NEARLY, because EG1 didn't consume minions at even a fraction of the rate of EG2 what this game treats as disposable currency. So end with a system that on paper is 200% superior to EG1, but in practice ends up stumbling often once things get deeper in. (aside from 'thank god you don't NEED live minions to train other minions.' even if the training rates are worse than an MMO grind without a live example)
Hello, fellow theme park hellscape hidden under a beautiful surface veteran.
"I'm not trained enough for this, I'll quit!"
*trains*
"I'm bored because I'm overqualified *quits*"
"Oh god watch out it's THE BLOB!" *meat cube of all forty ferris wheel cars worth of customers at once teleporting off ride exploding out of bounds*
Still, they also let you get away with ♥♥♥♥♥♥♥♥ like having a single statue clipping up out of the ground with a buried mass of pipe organs and other decorations to buff your meters for if you were already happy with your aesthetic but still need more numbers. It was so fun when it worked well, which was part of why the jank stood out more.
See also, this game. "Oh thank christ I don't need a dynamite conga line anymore!... Or buggy as ♥♥♥♥ briefcase conga line... Okay why is *insert broken thing* busted? come ooon"
The planet coaster thing legit made me laugh.
I don't know if you were responding to my comment but I wasn't talking about the objects but the rooms they need, like barracks/food/etc. I have smaller versions of those rooms in convenient places throughout my base to eliminate as much running around as possible. I've found the decor items to be less than useful except for aesthetics.
Deco items seem 99% busted, yeah.
But mess halls and barracks (basic beds) +recovery turn out to be one of the few places they work and can give more than a worthless "Well, TECHNICALLY it helps!" value. (It is hard to tell if they work with luxury beds because those already recover at a speedy 1 to 1 rate).
It is only 1 stat up from 4 instead of 1 every 5. But at least that can add up when it is impacting 3-8 tired/hungry minions at once due to multiple minions served per item in range. (Of course, supposedly deco items instantly explode for Ivan so uh... guess I won't be using those anyways...)
(Meanwhile, the archive has no smarts items, and people surrounding it with other room types have discovered they won't buff re-education chair recovery rates anyways because ♥♥♥♥ you for trying)
We really need a selective toggle of 'what messages do we get?'
Because a lazy passive aggressive full on/off mode for those messages would also block the actually useful ones.