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번역 관련 문제 보고
- I completely forgot about Elder base:
https://steamcommunity.com/sharedfiles/filedetails/?id=2643985164
- Treehouse. You can use console commands to spawn an indestructible swap tree. Or mods to make any tree immortal. Or take the risk and build on top of destructible trees.
- Tame Wolves or Lox early and position them around your base.
- Fix your raised ground after building it. For example
https://steamcommunity.com/sharedfiles/filedetails/?id=2532973343
Most enemies actually don't spawn right next to you, most were already there/far away, but were lured by the player.
For example, chopping wood is incredibly "loud", so the spawn rate plays a less important role, cause you're pulling the whole forest anyway. It is therefore important to keep an eye out after certain activities in more dangerous biomes.
Once you understand that plus some decent combat skills and you no longer need defense.
https://valheim.fandom.com/wiki/Creature_AI
Old, but principle still useful:
https://www.reddit.com/r/valheim/comments/n1ou6v/enemy_aggro_system_explained/?rdt=49960
Also this can be very helpful to understand at 9:21:
https://www.youtube.com/watch?v=MXoz1KS5w7M
Raids are exceptions, because in a raid all enemies spawn “alerted” and they flatten everything on the way to you if they can't “reach” you.
I only build a little groyne that only has to withstand one hit and be able for the player to jump over it. I only build this around the entrance area (as opponents can “see” me there and get "alerted").
Here is an example of my current run. (It was actually just a small fence the whole time, I just spruced it up because I'm pretty much done with the run and made it look nice)
https://imgur.com/a/2afO5cL#ch4RjtB
A Black Forest is directly to the right (had some Troll visitors, but not attacked the house once) / of course I lure them away as soon as I hear stomping.
Other than that little groyne in my front yard (and farming garden), I literally build no defense at all.
I think you understand roughly what I mean.
Regards and gl/
To track down mod conflicts quickly use an old programmers trick. Disable half of them. If the problem is still there its in the enabled ones. If not its in the disabled ones. Use that info to enable/disable half of the remainder and test again. Repeat until you narrow it down to the mod causing the conflict. Play without that mod and let the mod author know about the conflict.
It was like 2000 hrs ago... I survived. If you don't like cliffs and don't enjoy rebuilding all the time I'm sure you can find a mod to alter the game to your liking.
Ah, yes, a historical method of defense. Build a large fort, and then, when it's attacked, run outside into a field to lead the enemies away, so it doesn't get swiftly destroyed. A tactic that served the Romans through to Napoleon.
I know it's no secret that this game despises builders, but... Ya know, this game pretty much takes every chance it can to ♥♥♥♥ with builders.
The problem is, not all buildings can be exited in the 2-5 seconds it takes for a troll to appear and reach the base (assuming you happen to spot them the moment they pop out from behind the trees, given that they're dead silent unless they're standing on top of you.)
I've looked around quite a lot for enemy-balancing mods, both general and specific to certain enemies, and unfortunately found nothing.
I wouldn't mind rebuilding if rebuilding wasn't such tremendously finicky task. It could be interesting to rebuild sections differently if they're destroyed, but the finer details can take many tedious hours, and I'm not about that redoing that ♥♥♥♥♥♥♥♥ every time Valheim decides to pull a Valheim.
"Ah yes, a person who is building forts complains when his forts get attacked. As historical fort builders do."
Yeah, that's why they give you tools to deal with it.
No. The problem is you.
You're the one not using the tools you were given. If you don't want to be attacked, then frikin' turn it off. There's a Passive enemies setting and a No raids setting.
Or, you could just learn to protect your bases properly and never have to worry about rebuilding them or why the game is suddenly acting strange after the addition of a 3d party mod. The beauty of this game is: whatever floats your boat is doable.
Troll proofed base.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973496906
Also troll proofed base (earthen walls in the background)
https://steamcommunity.com/sharedfiles/filedetails/?id=2981922207
Also troll proofed base (they can't climb the ladder to access the bridge).
https://steamcommunity.com/sharedfiles/filedetails/?id=3007558384
If you don't like the aesthetics of the earthen wall you can clad it in stone on the inside. Even though a log troll can clip through an earthen wall if the wall hides any viable targets he won't swing at the wall (just the gates) and he'll just pace back and forth outside trying to path to any targets he can hear. If you dig a pit in front of the gates he won't be able to swing at the gate either.
Earthen walls and dry moats are historic for the Viking age. They built trelleborgs for defense.
https://www.youtube.com/watch?v=maptj8eJzgA
Instead of the modern bridges built for tourists and archaeologists they used drawbridges. Even catapults couldn't break through the earthen walls the only way to take out a trelleborg in that period was to tunnel under and light a huge bonfire to sap the walls and a wet moat stopped that tactic.
As long as I don't make too much noise, the troll will completely ignore me, as he can't see me. If I do make noise, he will be attracted by it and start smashing my spikes and fences. It's then I have to go out and kill it. Doesn't happen too often, though.
Also building in meadows is almost always "safe" and in the worst case you can decrease or remove raids entirely using world settings. Don't feel "ashamed" or anything about the way you like to play. We all have different flavors and that makes us beautiful creatures.