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Fordítási probléma jelentése
As for Darius and Sergorod, yeah, that's almost as fast as levelling Oquo and Loader's Guild together. Again, Venarii doesn't have any allies and they don't get the +80 rep from Crystal. They're a late game faction with a mid-game ultimate.
Bonuses are never indispensible, they are there to develop your RP, but never indispensible.
You can raise any house to V in a year, a year and a half. Again, that's just a matter of specialization and RP choices. There's some choices that make the game fairly easy, other that still force you to go through some pretty tough challenges.
But there's no mandatory choices if you want to succeed. No indispensible companion.
This isn't a meaningful choice, it's just a deadweight benefit.
I'm doing just fine without Garrick assigned as a deputy. I just need deputies with crew combat bonuses and good scouting abilities.
The supercargo deputy is absolutely useless to me. I have way more interesting choices to make for my Insight points.
Different runs with different RP imply different builds. There isn't just one way to optimize your comitatus.
As to misc equipment, we're clearly never gonna agree.
As for the misc spot, I don't care, there's nothing indispensible. I did all my runs without awnings at the moment while plenty of people use it to reduce consumption. I'm fine with more than 200-300 supplies per day, so none of it is indispensible. I don't use the heater shield either, I just use it for the Dread Reavers quest.
Different runs with different RP imply different builds. That's the core principle of any RPG.
With Supercargo the cap is 690 (i.e. 600*1.15). Without it the max is 600. If you take Kandake's quest (the Golden Theory), at one step she wants to load up all her accumulated research materials in your caravan and have it carted down to the Leviathan. That subtracts 200 cargo spaces from your cargo. Without Supercargo that's 10 slots gone. With, it's only 6. Same with e.g. the corpses you can buy for Velarias, and possibly other quests.
This behaviour may be a bug.
This isn't a big deal, the main thing late in the game is the Misc slot which you absolutely do need if you want to play optimally (don't worry, your choice of Lizards already assured me that wasn't your goal.)
RPG isn't about optimization, it's about RP. That's in the name. That's not a strategy game I'm playing, so you're way to play isn't accurate for the purposes of the game.
Different runs with different RP imply different builds.
Although I myself didn't bee-line authority 6, Authority was definitely among one of the first things I raised, since not only do you get straight bonuses from each filled position, but you also unlock an equipment slot.
I actually had more authority than companions for quite a while, using a hired specialist (actually a Venari merc so I could use the Marauder slot, since I had no companions that had that skill at the time). The cost of these is reasonable, although it's kind of annoying that it increases each time you re-hire them - and that you can only re-hire them twice, before they disappear for good (and they don't mind leaving while you're in the middle of nowhere either - no wonder they're so often "disgruntled", must be all that walking back alone in the middle of the wasteland that gets to them!).
But anyway, Venari's bonuses are overall quite lacklustre - there's practically zero chance I was going to get their authority bonus before I already had 6 authority, and unless their hiring discount also applies to specialists you can hire at either Venari or Oquo HQ or the salt mining/metal mining specialists, that too is practically useless. I don't find myself having to hire people all that often, and even if I did it more regularly, somehow I doubt that the savings on hiring fees are going to add up to much over my Vagrus' time in the wastes.
But if the Venari hiring discount DOES apply to salt/metal miners, or Oquo/Venari specialists, then that's actually decent - even though it's much more situational than what the other faction bonuses provide, it's still worth doing.
I don't actually have a problem with Venari having "weaker" or more situational or less useful bonuses than the others - they are a bunch of greedy snobs so it kind of fits, and it's still worthwhile to get in their good graces for their trade goods (although it does seem like most locations have a number of factions all offering the same stuff for the same price - I would have expected more variation in either price or good type, depending on their specialty or something).
However the authority bonus is completely useless - the amount you "save" on insight doesn't seem to be useful, considering it's much faster to amass the insight you need than it is to get Venari's level up (especially if you want to stay on friendly terms with the other trading house factions).
There's just way more utility to be had from having an extra deputy compared to spending that insight on something else, and by the time you finally get the authority unlocked via Venari you could have achieved so much more.
Heh, I have both slavedriver and supercargo just so I get two extra misc slots! I find that I have more items that can provide combat bonuses that I can use, this way I can squeeze in one more (albeit a weak one).
No way could I trudge around with only ONE misc slot...
Good to know about the supercargo bonus being usable in quests - tbh I was wondering what the point of that extra cargo was, when we can't actually use it. Seems like a needless limitation - to limit the cargo space to one screen only - since there are already maluses associated with having a comitatus beyond a certain size.
Yeah for some strange reason they don't like you hiring multiple people from the same house. No idea why though - surely they'd WANT the extra business?
You should be able to hire one from Oquo and one from Venari though - each house provides three types that each cater to a specific deputy slot.
True, I'm sure I've done many things sub-optimally in this game. Mostly when I head somewhere to do a quest without also having lots of useful cargo to sell there and/or faction stuff to deliver/kill on the way.
But since supercargo gives you free cargo slots, it can help if you have some beasts killed, or to save on beasts in the first place - which saves food, which saves money and/or having to hunt/gather as much.
In a merc run, the supercargo would follow the losses, especially with beasts. Losing animals implies losing cargo slots. Therefore your losses in term of cargo slots are more important with the deputy than without.
And again, the second Authority bonus can be useful to any build that wants to save on deputy costs. To add some ressourfulness for example or get another leader perk.
since every teammate brings help in skills and deputies extend it it's easier to rase autority one of the first and get whole team as for me.
Even then. As one of you said he spend a year to get it...
And then need to maintain it...
In fact I'm on late game and this brings nothing for me. Insights? I'm working on maxing lvl of rest 3 NPC so 20-50 more or less.... doesn't care...
Rest of houses reduce my costs for people and so on. It helps constantly.
This one not
What's hard about maintaining a high level relationship ? I find the reputation system pretty easy and straightforward...