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Resource levels work like a kind of soft priority setting - If you are insisting your settlement have 1 stone per inhabitant but not seeing the result in the stockpiles then it means that task takes up time that can be given to another - paring that back until you have a balance between maintaining a stockpile for emergency repairs will free up people for other tasks. Likewise workareas schedule more efficiently than individual tasks, but they still count as tasks that require time to complete. Due to the way the game schedules them you can have redundant work areas without pushing the worklevels up.
One example I had in a recent game was with cheese production - I wasn't able to stockpile any. In other games involving resource and production management the answer would be to raise the priority for cheese making and/or build more of the production building. The answer in my game, however, was I needed to build more flour production as people were grabbing the cheese then making grain -> flour -> bread if the cheese was out. I also had several overlapping work areas which I could consolidate into one task instead of multiple for the same resource in the same area to free up bodies for flour production.
As for the raiders post a screenshot of the place where this is happening.
You will usually find this problem in custom scenarios.
https://steamcommunity.com/sharedfiles/filedetails/?id=2815391063
How close do they get to the shore? If they get close enough to engage them with bow, I would try that. The group usually try to follow the leader. Kill the the confused leader may break the cycle.
I see that your are way into this scenario, did you have these issues from the start or later into the game?
Is it possible that the walls block the exit node where they are built into the water?
Could you wreck them down and check if the raiders will reach the shore afterwards?
I remember this to sometimes happen, especially when building near a lake and mess with pathing by opening and closing the doors. (But not as drastically as in your case where the raiders swim far out of reach.) Do they ever reach any land?
Make sure that the one raider that reaches the walls can leave the water there and continue on land, the others will follow.
Just for ref: https://steamcommunity.com/app/858810/discussions/0/3041607080062831220/
During winter people are "sheltering" -> less jobs are done even with workload under 100%.
Is the "not-repair" bug all the time? You wrote the raiders are in the lake now serveral years, therefore assuming it's not season / workload related.
Have you maybe deactivated the auto-repair setting of those buildings?
Are only buildings near the raiders affected?
Possible workaround to get them out the lake:
Build a trail of gates or houses for them to follow. (Don't really build them, just pause the building process, raiders will attack unfinished structures too.)
This could lure them out of the water. Good Luck!
The raiders are trying to take the direct route to your settlement by crossing the lake which is too wide to swim across.
I would try placing, as schwifty K mentioned, a trail of buildings from the bottom of the large lake on the right toward your village.
You do not need to build them just place the foot print, the raiders should luckily aim their attack at them.
You mentioned auto repair for buildings, I don't think there is such a thing.
Buildings are repaired automatically but can be delayed when workload is high.
Click on a villager and right click the building to be repaired to get it done quickly.
Hope this helps, good luck.
https://steamcommunity.com/sharedfiles/filedetails/?id=2818244360
Might appear in multi-selection (double click). But it seems it can't be de-activated in that view. Only in the building stats (posted in the screenshot)
I always find selecting a villager and right clicking a building to get something done gets better results.
For planting fields or harvesting, when you need these done quickly, I select a bunch of villagers and right click the field. Many of them will go to the field and start working but you need then to re-select some of these individuals and right click on crop squares not being attended to as each square only allow 1 worker. I get satisfactory results that way.
DOM is a very good game but very demanding on the player, this is why I love it.