![]() All of the houses are one of the two 3-4 bedroom 1 story layout from the first game. Other than the bases almost every structure is an asset from the first game. While I haven't played the other two maps yet, I've scavenged like 90% of the structures in the foothills and my biggest gripe with the game is re used assets from the first title. So I spoke to 4 survivors after clearing the plague hearts in the foothills and I guess I'm waiting for something to happen now? I make extra food to convert to ethanol and then whiskey in my still, which I then sell as a luxury item to traders. ![]() Anyay, all that is to say that the babysitting slows way down and now I'm focused on getting cool guns, up-armored cars and survivors with the exact skills I want. Now that I installed a satellite dish in my command center (6 outposts now) I could easily have materials be 0 a day if I chose, but I like reserving one outpost as a mobile one I constantly relocate when needed (see my post above). My base of 9 is completely self-sustaining (all resources 0 or +) except -1 materials/day because I have so many facilities that require them. Recruit the member and the enclave will be disbanded (the other 2 members leave). If an enclave has a cool member with a skill you want (or a blank skill line to add one of your choosing with a book), help them until they are recruitable allies. Just let it all be background noise and only do the missions you want. Enclave nagging you? Survivors nagging you? Ignore them all. Infestations? Who cares? They kind of max out and don't have that much impact. Yeah, you have to just ignore a lot of that. Eh, I'll probably send a disposable meat shield with weak skills for the sake of the greater community good. And hopefully do so without meeting too many ferals or juggies on the way. I also have a great race car that I found and just have to run across town to pick it up. My new auto-shotgun pistol and 50 round clip 7.62 scoped rifle (called "hordethinner" or something, haha) are pretty ridiculous. ![]() I'm starting to run into some Red Talon (RTX) gear. I'd also like to recruit someone with scrum certification, which makes all facility actions much faster, I think.īefore I started the game I re-rolled randoms until I got people with a lichenology skill (+ 2 meds daily), fishing (+2 food daily) and design (increases facility action speed by 50%, I think, but don't remember for sure.) I need to recruit someone with the driver skill for the fuel efficiency and maybe switch between a garage and a forge for car upgrade kits once in a while. My food hydroponics farm gives me +6 food a day I think (with a fertilizer mod) and my meds hydroponics gives me like +4.5. I can make killer melee weapons in my forge and get a lot of parts extracted from materials with a furnace mod. Then I'll pretty much be even or gaining daily in every resource (I already am actually except materials - but I just installed a antennae in my radio control center, so I opened up a 5th outpost slot for that if needed. Now I just need to recruit a person with the chemistry skill so I can make alcohol and fuel with a still facility. I finally found a trader (who also happened to be a surgeon! ) and elected him my leader.
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