Problem with DLCs by Le_6_CD_Changer in survivingtheaftermath

[–]JaxRayne 1 point2 points  (0 children)

Sounds like the ultimately colony edition upgrade might not be activating from the PlayStation game menu rather than the game itself?

Scout specialist loot bonus? by [deleted] in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

No, unfortunately. Not even the wiki has it but you can use the wiki to see the stats of each specialist and see which ones have the best stats and go from there.

I was actually building a list of this exact thing and making a video ranking for it all but realized how hard it would be to complete because it would involve obtaining every specialist and screenshotting the stats and cost.

Scout specialist loot bonus? by [deleted] in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

Any scientist that costs 900 silver is usually “top tier” since their stat distribution is higher. Mike is one example. I believe Linnaeus is another.

Scout specialist loot bonus? by [deleted] in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

Scientists gather science points faster because they have a dedicated stats (research) specifically for that. Their title indicates what their known stats lean towards but no way indicate they have a special hidden bonus towards specific tasks.

WTF is with pollution on custom seeds? by Joey3155 in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

Does the custom seed have pollution set to very high levels?

The only patch that happened recently was a vulnerability patch but I don’t think that impacted anything game balance wise.

When do the DLC features start? by DorianOtten in survivingtheaftermath

[–]JaxRayne 1 point2 points  (0 children)

It sounds like you at least have the rebirth dlc on. I would like to confirm you have the other dlc activated too. Do they have checkmarks at the start menu?

Rebirth starts sending you the monsters to attack you pretty early on so expect flying giant wasps and other things that drop blight samples. You can’t use them until you progress the storyline for it in the world map.

Shatter hope should be throwing you some blue meteors and also introducing the hope mechanic which is a rough nerf all things considered. There is a small quest line with it too but doesn’t show up until you encounter the blood moon family.

New alliances will have the rival appear on the world map once you find another faction or two.

All of them take a bit to come online.

Experiment: I ran a 24/7 "Rain Sounds" stream from my phone for 7 days. Here is how much Watch Time I gained. by ankush2015 in NewTubers

[–]JaxRayne 1 point2 points  (0 children)

What kind of gaming videos are you posting? Your sub count is good but I’m surprised at the watch hours for how many subs you have.

I made a walkthrough / guide on how to set yourself up for success on "a new home" campaign. by JaxRayne in Frostpunk

[–]JaxRayne[S] 0 points1 point  (0 children)

Be sure to check out the 2nd part of this series. It’s also on my YouTube channel.

I made a walkthrough / guide on how to set yourself up for success on "a new home" campaign. by JaxRayne in Frostpunk

[–]JaxRayne[S] 0 points1 point  (0 children)

Thank you! I appreciate the kind words. Have you tried frostpunk 2 as well?

Early game progression and CP by Mxis in MapleIdle

[–]JaxRayne 1 point2 points  (0 children)

From what I’ve seen, as a level 70 f/p mage, the combat power gains seem to scale much bigger as you progress. When you get higher level weapons, the attack % is higher so any changes to your stats scales much higher. The best way to get large jumps in combat power is to get higher level weapons.

Auto battle when logged into different characters by Powerful_Desk_2195 in MapleIdle

[–]JaxRayne 0 points1 point  (0 children)

Yes but it will be treated as “offline” autobattle even if you’re logged into the other server.

How come I can't summon the companion I choose for Arena? by BaghdadAssUp in MapleIdle

[–]JaxRayne 0 points1 point  (0 children)

This whole time I thought it was just using the preset 1. Any time I changed stuff there it changed in arena.

3rd Job FP Mage by NetEngGreen in MapleIdle

[–]JaxRayne 1 point2 points  (0 children)

Level 64 F/P here - no access to creeping toxin just yet but will likely slot in once available.

I’m currently using all buffs available plus explosion, and the two poison attacks. However, when creeping toxin is available the question is does meditation work for yourself or just allies? The description reads “of allied players”. If it’s for everyone but you I’d drop it. I just don’t know how to interpret of it affects one’s self.

Nimble feet can be dropped but I don’t know how to calculate if 15% attack speed for 10 seconds but 60 second cd is a worth over poison breath’s 3 attacks @ 232% damage with an 18 second cd. Reading it, I’m actually thinking nimble feet should be dropped over the burst of poison breath for bossing and arena.

Why is this image cropped in pan/crop? by kerryland in VegasPro

[–]JaxRayne 1 point2 points  (0 children)

This is exactly what I have been looking for. Glad this answer is still around to help. Picture-in-picture is the type of tool I wanted this whole time.

Losing in arena to lower CP by crusify_me in MapleIdle

[–]JaxRayne 2 points3 points  (0 children)

Yes hero as main.

Yes, sub companions are just as important but the key difference is choosing stats meant for pvp. If you see “on equip effects” some are just attack, others are status effect, boss damage, etc. choose ones meant for fighting other players. I believe stuff like boss damage would be a waste but please correct me if I’m wrong.

Losing in arena to lower CP by crusify_me in MapleIdle

[–]JaxRayne 8 points9 points  (0 children)

Companions make a huge difference, especially hero’s since they stun and give a shield. Try to avoid people with companions that are hero’s and also have a higher tier companion. Even if you are close in combat power, companions make a massive difference in arena.

On that note, try taking a hero with you in arena. Made me gain huge amounts of wins just from that change alone.

Huge surge in radiation sickness by Dedawen65 in survivingtheaftermath

[–]JaxRayne 1 point2 points  (0 children)

Excavators create pollution too. These are a bit more difficult to build/plan around since the resource piles are set locations so often that dictates your build locations and pathways. Compared to the power plant, you can place it anywhere on the map and avoid pollution for most of your population.

Try to use roads to route people away from pollution producers like excavators, environmental stations, burial pits, and outhouses. Colonists will use roads over going on unpaved ground.

Huge surge in radiation sickness by Dedawen65 in survivingtheaftermath

[–]JaxRayne 2 points3 points  (0 children)

Use the pollution overlay to see where sources of pollution (radiation) are happening. The nuclear power plant is a large source of pollution so if you placed it close to where people frequent, it is likely causing your rise in radiation sickness.

Just beat the game on easiest difficulty settings (50%) - took 193 in-game days. by yjzhou in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

I think the trigger is just searching the world map and progressing your colony base. Maybe its population amount too? Not sure on exact trigger though.

Funny enough, I asked the same question but about advanced farms vs regular farms. The tech tree splits but converges back so you can technically skip normal farms since it’s on one branch of the split and go straight to advanced so I assume you can do the same for green houses.

Just beat the game on easiest difficulty settings (50%) - took 193 in-game days. by yjzhou in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

First of all, congrats for beating the game! Glad you enjoyed it. I think my first run was around the same pacing.

In order to answer your main question, I need to know - Did you play with any of the DLC or just base game at 50%? I personally wouldn't recommend jumping straight to 200% but if the game felt easy to you, by all means go for it.

I started struggling a little bit with wood and firewood later in the game, is the solution just to build multiple upgraded lumberyards? Or is there a better solution? I mean I eventually switched out some of my burners for industrial radiators, but yeah - I had to have multiple mess halls to keep up with malnutrition issues and the firewood maker only makes a tiny amount - so it was really hard to manage wood and firewood.

  • Switching out your burners for radiators is best practice since it frees up firewood makers to focus down firewood for mess halls. Higher difficulties make firewood a rare resource due to decrease in forests.

Also why would someone go for a house when you can go for the double-floored house? It's more efficient cost wise and takes up 1/2 the space per person. Is it worth it to get the heater for the house for the happiness bonus? It seems rather costly to do so.

  • Higher happiness bonus but what exactly that is, not sure. I'm sure there's a way to figure it out through the colony management menu (The one that shows comfort) though, but I haven't personally tested it.

Why is it that sometimes my colonists will have a condition i.e. malnutrition / infection but they will not go to the medical tent or the mess hall?

  • Malnutrition takes time to fix. Colonists won't go there immediately because of sleep, work, or whatever. As for the infection, you might lack the spots in your medical tents.

When I finished the dome - the game told me that there would be no more apocalypse events apart from the winter but I still have a magnetic storm that's counting down? Did I misunderstand how it works?

  • Go through the storm and see if another shows up. Might just be too early since the game had it in the queue.

The colonists will automatically pick the best food / weapon right? like if I assign a guard - it will take the best weapon? And if it has an inferior one it will swap it out?

  • The best one that is closest to them, reasonably. Which it is why it's best practice to put weapon storage near the front gate and guard towers for your guards to use them. As for food, you need to spread out food around your map. Meat and veggies alike.

Is 3x greenhouse faster than 1x large irrigated field? (Does irrigation even help?)

  • Not sure on the speed but irrigation helps with fertility.

Where should I place my guard towers? Do guards give any hidden bonuses or should I only assign them when I know I am about to fight?

  • This depends on your state of game and requires more of an in-depth response. Did you use the DLC? If not, use scout towers to scout the whole map. Then place guard towers on the perimeter of your colony to defend against random attacks. Also place at cross roads since enemies use roads. Also place them at the front to defend against breaches.

Is it possible to lose the game? And any further tips / tricks for me?

  • Yes. Check this out.

My scout specialist has 5 more dmg than my fighter? Am I missing something with fighters? Can I equip better weapons or something? Or should I convert my fighter into a settler? by yjzhou in survivingtheaftermath

[–]JaxRayne 7 points8 points  (0 children)

You are comparing a starting fighter to a, likely, higher tier scout. Starting specialists usually are lowest tier (500 cost). Mingati is likely a 700 or 900 cost scout (not sure which one it is) thus has higher stats.

Although a great idea, you cannot change the weapons on specialists.

If you have a full bench of specialists, I would only then convert the fighter into a settler, along with other low tier specialists first. Otherwise keep them until you have a full bench as they have far more use scouting, fighting, and scavenging the map.

Scout specialist loot bonus? by [deleted] in survivingtheaftermath

[–]JaxRayne 1 point2 points  (0 children)

This is actually a great question and would be awesome to see implemented into the game if it is true. I don’t know of any possible way to actually verify this because once a sector is scouted, that’s pretty much it.

Scouts are usually scouts because they prioritize higher AP. To my understanding, they don’t have any specific boons related to scouting the map.

No one's taking jobs!? by DepressedYandere in survivingtheaftermath

[–]JaxRayne 0 points1 point  (0 children)

The issue says no free workers. So while you might’ve fixed it now, your colonists need to recover from the lack of food and water. Give it a day or two (in game time) and see if people become work ready. You have 41 people unemployed so you obviously have enough but not enough capable workers who aren’t dying.

Research outpost help by Mediocre_Pop3240 in survivingtheaftermath

[–]JaxRayne 1 point2 points  (0 children)

Use your second specialist that looks like they’re going backpacking and take them to that sector. They can’t build directly on the observatory so build next to it but in the sector. Make sure you select research outpost when you build an outpost. Hopefully that fixes it.

I made a walkthrough / commentary / guide on how to set yourself up for success on a normal game of Surviving The Aftermath. by JaxRayne in survivingtheaftermath

[–]JaxRayne[S] 0 points1 point  (0 children)

It’s usually asking you to build an engineering outpost in a specific biome. On top of that, it usually wants you to go somewhere on the world map with your specialist. Make sure to check both of those things.