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That'd make 3 out of a dedicated district, which wouldn't be bad at all, ultimately on a typical map it'd mean having 1-2 dedicated districts produce the automatons for your materials, food, and fuel source, plus some industries.
Alternatively send them to a colony to not need to send many pops there.
I was also thinking about (if 3 Units were too much) to make Factories "synergize" with one another, either for ust the radical automatons, or if the idea was good enough, all of them.
Essentially, you make 2 factories in 1 district produce the radical automatons, you get one free.
How does that sound?
Appreciate your willingness to look at it, the mod is fundamentally really awesome.
I eyeballed the numbers when making the automatons costs and upon checking what you said, yeah, it's overpriced and unviable. I wanted this to be a late-game upgrade, but it is completely unsustainable
So I did some testing and the best solution that avoids snowballing seems to be to double the amount of Integrated Automatons produced, while keeping the cost.
So now, as long as you have 2 districts, 1 with 2 Automated Workforce Factories set to produce Integrated Automatons and prefabs, and the other with 2 prefab factories (the ones that produce 20/week) with the district also producing prefabs AND any efficiency increase (even Efficiency Bonuses works) you'lll cover the cost of the factories and have 3 Integrated Automaton Units to work wherever you'd like! Seems like a fair trade-off now.
Of course, Stormbreakers got the same treatment.
This effectively means I am paying oil, materials and laborers to produce about 10 prefabs. Or I have to dedicate many laborers to making the prefabs to run them, so I think integrated automatons are extremely overpriced for their performance, as while it is good, you only get 1 per factory compared to multiple automatons by default.
I wanted to use them as an alternative to merit drug factory spam for my technocrat and legionaire runs, but ultimately I had to use standard automatons instead.
1. Balance
2. Having 7 extra abilites (4 automation + 3 automaton type creation) would most likely not fit on the district panel and would be very ugly even if it did.
Glad to hear you like that both adaptation and progress can have their own automatons though!
I especially like that both adaption and progress have them.
Just a visual glitch
There were a lot of issues on my part with my Frostpunk 2 installation (lol) but I got that fixed.
Literally just have to fix a single UI issue (that came with FP2 v1.4) and I'll try to have it done and shipped today, but in the meantime the mod is available on mod.io (with the issue, of course. Doesn't affect gameplay, it's just... ugly)
I could've had this updated to 1.4 on basically day one of the update, but my Frostpunk 2 crashing whenever I tried to save or load prevented me from checking whether everything worked correctly in game. Had to nuke all my user settings to get it resolved.
But yeah, TODAY!
However, I'd also like to work on other mod ideas, so after 2 more content updates I have in store (1 done and 1 to make), I might leave this as it's own thing (but still update it for each game version and do balances, tweaks, community ideas of course) and make a 2.0 version in the future or something.
This won't be as big as Political Overhaul or Brave New World, just an overhaul of a specific game element. Guard Squads seem like a fun thing to mess around with too!
Sorry for the block of text. Thank you for your feedback!
To replicate that function and keeping the production order system, I would have to make it so each "unit" of automatons drains those resources just by having them stockpiled, which would require making code using Unreal Engine's blueprints which I have no clue how to use. Still, I could ask someone, Hevi or the devs of Brave New World, to help me with that. It's function is simple, I just never used visual programming before.
The goal of the mod was 2 thing: To bring back the glory of the Automatons and to make the only building in the game that's meant to be them actually useful while keeping them balanced.
FP1's balance came with the extreme cost creating each automaton (mainly core cost), and that could be replicated, but would be wildly unbalanced in, for example, the Depleted Cores Tale.
Now, to answer your question:
1) Yep. These ideas are radical, meaning they can't be researched without progress along the branches. I believe you need at least 30% to research them AND a Faction with that zeitgeist (that's how it is in the base game). I once tried to make automatons effect the branches based on which ones are produced, but that just crashed my game. Who know? maybe I'll figure it out some day.
1) Is it normal that when research radical ideas (Integrated and Stormbreaker automatons), the slider of the zeitgeist does not increase? The same applies when I produce these automatons. Or are these ideas radical, so that they cannot be research without initial progress along the branches of Progress/Adaptation?
2) The question of balance. Districts (namely factories in districts) produce a fixed number of automatons, which cannot be increased in any way. Is there an opportunity (maybe something like this in the plans) to prescribe a production order system, as it was in the first game? Just allocating an entire district and a building slot in it (one, since I use the second one for heating building) looks impractical, especially for only two automatons (or just one, if we talk about Integrated/Stormbreaker)
I understand, thank you for your response, and good luck with your development!!
However, I suppose those automatons once served in a certain Guard...
Sometimes on other mods i have same problem so its only abouy new icon maybe top on the screen like idk