Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

View Stats:
Patsak Nov 26, 2021 @ 6:23am
Fires are completely retarded - concept wise
Its pure RNG, the whole mechanic is just spamming fire stations. Which In turn do nothing until the fire comes. No prevention mechanic, nothing. Just take some inspiration from masters - like Pharaoh series. Firemen do the prevention walkers there also. I have been forced to write this when I encountered this completely retarded situation - one firestation in a node with one transformer. Can you guess what happened when the transformer, which powers the whole node (firestation also) catches on fire? :-) I also have some supsicion that the whole fire mechanic is somehow triggered by your actions (API redundancy) because It tends to fire often when I am to do something important.
< >
Showing 1-12 of 12 comments
Julien Renard Nov 26, 2021 @ 7:16am 
Originally posted by Patsak:
Its pure RNG, the whole mechanic is just spamming fire stations....
I also have some supsicion that the whole fire mechanic is somehow triggered by your actions (API redundancy) because It tends to fire often when I am to do something important.
First statement = correct. fires occur completely randomly.
Second statement = false. Just reload and you will notice that the next fire will not be on the same location, wich proofs that they are random.
My solution for this kind of oddities is save frequently and use reload to avoid loosing a building, especially when this building should not burn according to the laws of chemistry. To burn something you need a fuel and oxygen. I never noticed that a steel pole or a harbour is a fuel to feed fires. Perhaps I was sleeping in class when the teacher explained this, but...
Last edited by Julien Renard; Nov 26, 2021 @ 9:05am
Elessar_warrior Nov 26, 2021 @ 8:14am 
Well, i always have one helicopter in every fire station, it helps with this unexpected things, like fires on areas that are not ready.
Another thing that i dont like is the amount of fires when your republic is big. I have it set on medium and even then i have one fire every single day.
Sandiozo Nov 26, 2021 @ 3:56pm 
After my oil fields got on fire multiple times, when they are located far into no mans land with no cities nearby and fire stations not being able to reach, i stopped playing with fires as the randomnes, the no ways of preventing fires in first place made me stop using this future.(also that was before the helicopter update)
KungFury Nov 26, 2021 @ 4:50pm 
Strange I had absolutely no problem with fires on my game (30k people on often fire setting) but i had no refineries or oil industry. Maybe this increases fire chance?

I think it would be cool, if fires could burn down the wares in the building depending on the fire level or time of the fire. Right now I never lose a building because of how easy it is to extinguish a fire and I dont lose anything.
Maybe also make it take longer to extinguish a big fire? When a refinery or big building is burning it should maybe need more firemen, but also takes a lot of time before it is completely down?

When thinking about far future when we have technical service and maintenance for buildings (if that will ever come) maybe after a fire the building needs to be repaired (and uses some materials) before it works at 100% again?

Just some random ideas xD
Last edited by KungFury; Nov 26, 2021 @ 4:50pm
Julien Renard Nov 26, 2021 @ 5:33pm 
Originally posted by KungFury:
(... on often fire setting) but i had no refineries or oil industry. Maybe this increases fire chance?
No, it doesn't. Fires are purely random events. All the buildings have the same probability to burn, be it a refinery or a bus stop.
The "frequent fire option" is useless, because the only thing that changes is the frequency, not the difficulty. The only difference between "Normal" and "Frequent" is that your firetrucks do more sorties, that's all.
Originally posted by KungFury:
Maybe also make it take longer to extinguish a big fire? When a refinery or big building is burning it should maybe need more firemen, but also takes a lot of time before it is completely down?

When thinking about far future when we have technical service and maintenance for buildings (if that will ever come) maybe after a fire the building needs to be repaired (and uses some materials) before it works at 100% again?
Here I agree with you. The decisive factor is not the size of the building, but what it contains. It's clear that refineries, chemical factories or coal storages are far more difficult to extinguish, and should need more vehicles and firemen than a bus stop that should in fact never get fire.
Loosing a part of the stored/used products and the need to repair buildings after a fire seems obvious to me.
Last edited by Julien Renard; Nov 26, 2021 @ 5:33pm
larry_roberts Nov 26, 2021 @ 5:48pm 
I also have a problem with ambulances not getting to the scene, but since I've added helicopters to a few fire stations and hospitals, that's been much less of a problem.
Elessar_warrior Nov 27, 2021 @ 8:36am 
Originally posted by Julien Renard:
The "frequent fire option" is useless, because the only thing that changes is the frequency, not the difficulty. The only difference between "Normal" and "Frequent" is that your firetrucks do more sorties, that's all.
100% agree, this should be a difficulty, not a frequency option.
Last edited by Elessar_warrior; Nov 27, 2021 @ 8:37am
MrKrabs Nov 27, 2021 @ 9:07am 
Just started to build a coal mine + processing. The fire station is up and running before the buildings are even finished.
At least that's the way I play.
I have no choppers yet since I started 1917.
I like the fact that buildings can burn down. Got to make me planing well.

If one doesn't like it, one can have switched fires off.
Fair enough imo.
Plasmon Nov 27, 2021 @ 10:17am 
Originally posted by MrKrabs:
Just started to build a coal mine + processing. The fire station is up and running before the buildings are even finished.
At least that's the way I play.
I have no choppers yet since I started 1917.
I like the fact that buildings can burn down. Got to make me planing well.

If one doesn't like it, one can have switched fires off.
Fair enough imo.

how do you play from 1917, which mod is it?
MrKrabs Nov 27, 2021 @ 12:33pm 
It's not a mod. You just change a number in one file with a hex editor and that's it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2042302963
Crimson Bolt Nov 28, 2021 @ 6:34am 
You know...randoms are fire...or...fires are random? can't remember....either way it's really not a big deal...fire stations have a huge range and even if something does burn down you (by default) get a message about it and the blueprint puts itself down...all you really have to do is select the notification and then select the item that burned down...followed by which currency you will use (assuming a construction office on auto is not in range which eliminates that whole process)
MG83 Nov 28, 2021 @ 1:39pm 
Put proper fire stations all around your republic comrade ! .

actually in soviet standards no building can get permit till its approved via fire department which includes being in range of fire station :P
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Nov 26, 2021 @ 6:23am
Posts: 12