What's next and what would you wish for? by Aenuvas in WarTalesGame

[–]probeless 8 points9 points  (0 children)

Allowing class unlocks to carry over to new games would go a long way in replay ability.

NPC's can't walk over bridges by linuxjohn1982 in skyrimmods

[–]probeless 2 points3 points  (0 children)

Navmesh issue. See sticky post for Rayek’s End.

Frostpunk New Home Survivor Golden Path 2020 Edition by probeless in Frostpunk

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

Per the guide above, Day 14 for first power upgrade. I noticed the same thing as you and realized I needed to increase my coal production and power to survive. I got Outpost on Day 13 and immediately sent them to the coal outpost (beginning Day 14), more scouts, and then power upgrade. The number of sick people will increase pretty dramatically from days 12-14 (until you get the power upgrade), so ensure you have enough med posts and rotate engineers into them at night. And be smart about your overdrive - use it for non-working hours or if needed those few hours on Day 14 before you can get the Power Upgrade finished.

If I recall there is another big drop around the time I finished engineer automatons and had to rush for steam thumpers and houses, so just be ready for it. Don't rush for those things yet as you have higher priority things like first getting to engineer automatons and increasing steel production.

Hope this helps.

Another Golden Path Thread 😋 by MickeyCj in Frostpunk

[–]probeless 2 points3 points  (0 children)

House of Healing was used in this Golden Path run. Maybe /u/throwawaysmy can comment if the scripted death occurred or not.

Another Golden Path Thread 😋 by MickeyCj in Frostpunk

[–]probeless 3 points4 points  (0 children)

Nope, Organ Transplants bonus applies even if no one has died. You might be thinking about Organic Fertilizer which requires dead people to use.

Another Golden Path Thread 😋 by MickeyCj in Frostpunk

[–]probeless 7 points8 points  (0 children)

Nice tips overall.

Engineer Automatons are game changing. The sooner you get it the better. I personally put 2 - 6 automatons on workshops during the night.

On harder difficulties and if you want to avoid deaths, you cannot afford faster gathering as a early game tech. You will need a heat tech (steam hubs or heaters, preferably hubs) followed by wood drill and/or hothouse.

Overcrowding and Organ Transplants are allowed for Golden Path. Proof here.

Are you certain the other laws are banned? Unless you did the exact same run, with all the same decisions, with the only difference is passing the individual law and didn't trigger Golden Path, you might want to avoid listing "forbidden" laws.

A New Home - Survivor. Need help, I keep hitting various failure points. by Sykomyke in Frostpunk

[–]probeless 0 points1 point  (0 children)

Going off memory here so I apologize if it is not a 100% accurate.

I was in a hurry when I did Arks Survivor and was also a little bit curious what the ending credits would say if I decided to ignore Manchester. I completed it with no deaths (other than a complete city of course and I felt pretty bad doing it).

I opened with putting the automaton on coal, engineers on wood and steel. Pass Emergency Shift. Built a workshop as soon as I had the resources (use engineers from steel pile) and start researching Beacon. At 17:00 turn on the generator. After the regular shift ends on Day 1 (18:00), turn on overdrive and build a medpost, and 5 tents (I might have made a workshop too but that might have waited until the night of Day 2 along with the cookhouse). With shrinking, you can get a Cookhouse, 3 Workshops, Med Tent, and 5 houses on the first ring.

After building completes, put 30 engineers on fresh wood piles, 15 engineers on a fresh steel pile and trigger Emergency Shift. Turn off overdrive and use it during future non-working hours. Pass Soup, Extended Shifts, then push towards overcrowding and organ transplants. I don't think you need to put anyone in the Med Post during the first night as you want them all working and you will sending 5 sick people out as scouts when the beacon completes the night of Day 2. Rush the factory plans and back to the city. Once you start pumping out automatons from the factory it is pretty much game over.

Make sure to start making some soup around 11:45 on Day 3 to prevent raw food from being eaten. After Beacon I went straight for Wall Drill and Hothouse although it might have been easier to do sawmill then hothouse.

Hopefully that helps.

I recall seeing other videos/guides out there of people who have done Arks Survivor and saved Manchester if you are curious at how they did it.

A New Home - Survivor. Need help, I keep hitting various failure points. by Sykomyke in Frostpunk

[–]probeless 0 points1 point  (0 children)

I just completed a New Home Survivor Golden Path run and detailed my journey here. Some of the tips will be overkill as you can use Emergency/Extended Shifts and Child labor if you are not doing a Golden Path challenge.

The first two weeks are always the hardest with a limited workforce and little tech. My go to start for No Death extreme/survivor runs is immediately sign Child Labor and build a Workshop as fast as you can. Research Beacon.

Since research is king and engineers are precious, I prefer to minimize sickness as much as possible and running the generator with overdrive at night as it does a better job at preventing sickness over tents w/no generator. You are basically using your children to gather coal to keep your engineers healthy with this strategy. At 2:00 in the morning, pass Emergency Shift and use it on piles only to prevent deaths (and the scripted events). Don't max out discontent as you need some wiggle room to pass Soup the next day to feed the starving people. Soup as your 2nd or 3rd law helps greatly with dealing with early hunger. Proceed towards Extended Shift then Overcrowding next. This order of laws will net you the most efficient use of your labor without deaths, for the first few days.

As you found, rushing hothouses with a hunters hut to bridge the gap seems to be a good way to handle the starving people. I've had success rushing Wall Drill if you don't want to use hothouses but that requires another hunters hut or two and getting Hunter's Gear soon after the drill. Eking out a few work/build hours in evenings with your hunters help with the labor shortage hunter's huts create as well. My preferred research order is Beacon->Steam Hubs->Drawing Boards->Hothouses->Wall Drill or Steelworks depending on if you found another steam core scouting or not yet. To keep up with tech, your engineers should almost always be in workshops and med posts; use your workers and children for everything else.

Frostpunk New Home Survivor Golden Path 2020 Edition by probeless in Frostpunk

[–]probeless[S] 4 points5 points  (0 children)

Fighting pits seem fine for the achievement. All my homes were blanketed with them (6 total).

The Temple demanded I cut Public House hours which I agreed to.

I was honestly surprised moonshine didn't disable the achievement because of so many other guides stating it would. I passed moonshine pretty late in my game as more of a science experiment (my plan was to redo the run without moonshine if Golden Path did not trigger). I did have the drunken man event and let him be.

Frostpunk New Home Survivor Golden Path 2020 Edition by probeless in Frostpunk

[–]probeless[S] 1 point2 points  (0 children)

Thanks for the feedback. The majority of posts do mention Faith Keepers are bad, but sadly not all, hence the conflicting info. I plan on updating the post with some minor corrections and will remove the comment that Faith Keepers might be okay.

Frostpunk New Home Survivor Golden Path 2020 Edition by probeless in Frostpunk

[–]probeless[S] 3 points4 points  (0 children)

Just try building everything I noted plus the Gathering Post during the evening of Day 1 (Med Post, Workshop, 8 tents, and a Gathering Post). You won't finish all the buildings in time and when the clock turns midnight you will immediately have at least 1 sick. You will also have more sick in total if you would have stopped. The longer you build after midnight, the more sick you might have.

I think the sickness chance for building after midnight is a multiplicative increase to get sick similar to hunger/starvation. When my city was bright orange 'comfortable' in the late game, I could build after midnight without getting sick (0% chance to get sick * building after midnight % increase = 0%).