Тёмный

How to eliminate all problems - Frostpunk 2 Tips and Tricks 

DataEngineerPlays
Подписаться 3,3 тыс.
Просмотров 4,7 тыс.
50% 1

Опубликовано:

 

17 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 58   
@AMan-ez4wq
@AMan-ez4wq 9 дней назад
Mechanized sawmill and mechanized factory have the same amount of squalor - 8 (Data taken from FrostKit) . The reason why there is a difference is in modifiers that apply to districts. I think you have mass produced goods law in effect so production district is more effective therefore it produces more squalor.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
Thank you! I didn't do any data mining, so I had to figure everything out in game. Does the data mining talk about the scale of the adverbs at all I'm curious if I got that right. The whole 1 factory (slightly) -> 2 factory (significant) tripped me up so hard. Was I right about the adverb range being non linear?
@AMan-ez4wq
@AMan-ez4wq 9 дней назад
Sadly generation of verbs is hidden. The only open data that i found is the numeric values of cold/disease/squalor at the top of screen. It is None(0), Minor(10), Significant(30), Serious(50) and Extreme(80). So i think they are not bound to linear progression.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
@@AMan-ez4wq Damn, very interesting nonetheless
@matthewhodge9748
@matthewhodge9748 8 дней назад
​@@DataEngineerPlays adverb range is better but not perfect. because when you bind a significant and a significant reducer. they essentially counteract based on adverb. im not sure on output modifiers affecting the negative aswell. requires citation xD
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@matthewhodge9748 Yeah that's pretty intuitive, what I wanted to establish in the video was more like.... how many slight = 1 signficant, or how many significant = 1 extreme etc
@zxczxczx-k3d
@zxczxczx-k3d 9 дней назад
6:40 there is an event that if you're nice to some frostlanders living in caves, they will share with you an "oil lamp design" which marginally decreases cold, because it's a much better design than the ones people have
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
Oh cool so there are more cold reduction buffs
@kaischurholz675
@kaischurholz675 8 дней назад
Love your effort! You mostly go one step deeper than i do, great to see hard facts. Feelings have no place in in the frostland
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@kaischurholz675 agree! Thanks!
@GrizzlaBear-24
@GrizzlaBear-24 9 дней назад
love your videos - very nice city building and i like how you always "adapt" the factions to you needs. i always try to counter some of the more "vicious" factions and this often results in civil war, i always want to please them aslong as i can, but it tips in one point or another after a certain point (often the cornerstone researches, destroy many options).
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
@@GrizzlaBear-24 yeah I do that to try and access both faction benefits. The special ability and devoted passive helps a lot
@NotBamOrBing
@NotBamOrBing 9 дней назад
What I do is deliberately go against what I like on one axis until the first faction spawns, so the second will have one direction they agree with me on
@GrizzlaBear-24
@GrizzlaBear-24 8 дней назад
@@DataEngineerPlays did you encounter the galician refinery and oilwells that are in disarray. i really dont know what to do with them and cannot decide... anyone have an Idea with that frostland event?
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@GrizzlaBear-24 Can't say I remember an event like that sorry
@WarChild1984
@WarChild1984 8 дней назад
By indicating the trend, you can see whether there is a need for action. If I see crime increasing, I build a prison or a corresponding hub and monitor the trend. Then I know whether I need to build another building or pass another law At some point you develop a feeling based on the trend of the problem. There is also some logic in it, if I build a sawmill that slightly increases illness, but I pass a quarantine law that significantly reduces illness...everything should be fine for now ^^
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@WarChild1984 yeah definitely, it's annoying to have to do things intuitively though, hence I try to put some numbers to adverbs. Now I know if I do 4 slightlies I can counteract 2 significants... that sorta thing
@anonymousman4006
@anonymousman4006 9 дней назад
Thanks for your research on such a tedious thing. Seems like a lot of shortcuts were taken to streamline UI elements, but ultimately provide less feedback to the player.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
Yeah it's really annoying especially once you get past "extreme" as it always just says extreme but you could be like -10x extreme
@ianverar5534
@ianverar5534 День назад
Hope you can do a tutorial on best housing district layout around the generator. That would help a lot! ❤
@DataEngineerPlays
@DataEngineerPlays День назад
Think of the generator as a third district, just follow the delta pattern
@gergelyosvath74
@gergelyosvath74 9 дней назад
Thanks for the video :) Great and informative :) I have a question as well. I noted if a i build a building in a district with some negative effect and i click on that district i can see the red arrows that indicate that district spreading some negative effect. I also noted if i build a building that addresses that negative effect e.g.: a fighting hub near a prison district(tension), or a medical hub near a dense housing block(disaese) district and i click on the district again, it nullifies the negative effect. And my question is: Is there any difference between handling the problem locally like in the example, and between just build the building on a random place, e.g.: near a such district, that not emmitting that exact effect? In more practical example: Should i build emergency hub near the dense housing blocks, or just simply build more hospitals? Is one choice is better or its just completly the same and no matter where i put those buildings that decrase the negative effect?
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
There's no local effects as far as I'm aware. A prison just increases tension, you can build a fighting hub anywhere which will improve tension. etc In practice, just build hubs where they can have the most impact ie. Hits the most districts
@Khaim.m
@Khaim.m 9 дней назад
One thing you implied in the hunger section is that problems are based on the absolute value of deficit, not a relative proportion of demand. That might be something to call out directly.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
Yes I probably should of been more explicit, but I showed right after the build for food hoarding inspectorate which shows that the "extreme" hunger is scaling with the negative food
@NotBamOrBing
@NotBamOrBing 9 дней назад
​​@@DataEngineerPlaysBut it's not based off the absolute deficit. 0/1 food demand met causes the same hunger as 0/fifty billion food demand met, because it's all 0% of demand met. The "-100 food" example is wrong because -100 food could be -100% or it could be -50% or it could be -10% depending on overall food demand It looks like the food inspectorate cancels out roughly 10% of unmet total demand, off eyeballing the red bar looking about 30% of the total food bar
@nirn_
@nirn_ 9 дней назад
12:15 It affects how Counsel votes in the Laws category (there you can become captain) more tension = more + votes
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
@@nirn_ oooh yes I forgot about that... oops...
@mhamdalhamada7132
@mhamdalhamada7132 9 дней назад
Hello first of all thank you for your tips for Frostpunk 2 and can you make a video showing us all the rules of Frostpunk 2 and thank you
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
Rules? you mean laws? I have a laws video in the playlist
@mhamdalhamada7132
@mhamdalhamada7132 8 дней назад
@@DataEngineerPlays I know but I mean expose it
@Axel-vt8no
@Axel-vt8no 8 дней назад
The Food Hoarding Inspectorate is so goofy the way they have the numbers set up.
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@Axel-vt8no too overpowered?
@Axel-vt8no
@Axel-vt8no 8 дней назад
@@DataEngineerPlays It's goofy that you can have a society that doesn't need to eat. That building should be numerical adjusted on how it works lol.
@Ahmed.Anwar1
@Ahmed.Anwar1 9 дней назад
Could you put all of those into one cheat sheet like you did with Ideas. Thx
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
@@Ahmed.Anwar1 no problem! I'll do that tomorrow
@VanguardDetonados
@VanguardDetonados 8 дней назад
11 bit said on frost punk 1 that they don't want us squeezing the numbers to find the perfect build order and break the game, this is why they use this nomenclature system. Don't know if there is any way to extract the data you want.
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@VanguardDetonados that's all good, estimations are good enough for our purposes. We just need to have a framework to deal with the adverbs and understand their relative power
@Billmaster115
@Billmaster115 8 дней назад
Intentions are noble, but breaking reality with numbers is literally what trade, strategy, logistics and economics is. Lets hope a mod to give us numbers is delievered
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@Billmaster115 true the game is modable!
@MalaysianChopsticks
@MalaysianChopsticks 8 дней назад
I don’t want peace. I want problems, always.
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
Haha, then just do the opposite of everything in this video
@mamerric9649
@mamerric9649 8 дней назад
is it true that utopia builder has an end it is NOT ENDLESS?
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@mamerric9649 it has an objective. Once you finish the objective it asks "continue playing?" And you can play endlessly. But temperature will continue to drop so you need to build a pretty solid city past week 1000
@СергейЖила-х1н
@СергейЖила-х1н 7 дней назад
In campaign mode, the weather stops changing at week 1000, but the game continues. In utopia mode, at week 2000+, the weather still changes, but after a certain week, it starts to be cyclical.
@mamerric9649
@mamerric9649 8 дней назад
whats the highest workforce ratio you can get!
@DataEngineerPlays
@DataEngineerPlays 8 дней назад
@@mamerric9649 definitely 90%... but there's a lot of things that give you workforce % over time so I don't know
@СергейЖила-х1н
@СергейЖила-х1н 7 дней назад
At the start you have 60% workers. The "childhood" law will give you another 5% right away and about 4% cyclically increasing and decreasing over a LONG period of time. The "youth" law will give you another 5% and a button for an additional 8% workers regardless of the side you choose (the name will be different, but the effect is the same). The "parenthood" law will give you 10% and here you can reach a peak of a little over 92% for a short time (with a button). The "childhood" and "parenthood" laws will trigger an event and you will have to choose one or the other. If you cancel one law and then pass it again anyway, the working population will SLOWLY fall and then be in the 77%-80% region. The "outsiders" law will slowly raise the % to 82.5 and then stop there forever. You might think that's all, but if you have a "subsidised housing block" (maybe others will do too) and you don't have enough shelters, you can trigger an event and choose to have them give more workers. Then you can reach 100%.
@СергейЖила-х1н
@СергейЖила-х1н 7 дней назад
One more thing. If at 82.5% you build automatons, the number of workers will increase, but their % will not. Hmm... we should try to create a city without a population on automatons...
@frankboomerang
@frankboomerang 9 дней назад
-700 food shortage for 60k people, nah we're fine thanks to these lovely buildings that decrease our need for consumption.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
😂willpower
@mrZeeppo
@mrZeeppo 9 дней назад
I hate this stupid mechanic with adverbs. It is painful even in the Russian version of the game.
@DataEngineerPlays
@DataEngineerPlays 9 дней назад
@@mrZeeppo I hate it too.... it's so annoying especially when you're running a massive city and everything just extreme... you can't tell how many buildings you need to resolve issues
@Mishkaxxxxx
@Mishkaxxxxx 9 дней назад
Russian? Must be nice to be able to live a worry-free life where you can play cool games like Frostpunk instead of sitting in a bomb shelter due to daily shaheds. Hello from Ukraine. Иди Курск защищать, Пыня же приказал зачистить его от "бандитов" @mrZeeppo
@mrZeeppo
@mrZeeppo 9 дней назад
@@Mishkaxxxxx :D Thank your politicians, потужный захисник
@Noman1000
@Noman1000 9 дней назад
I hope there's a mod or update that will just give you a straight up number soon. I think it was a way to try and make the game feel less like a spreadsheet simulator but with how they made the game the playerbase wants it haha.
@Mishkaxxxxx
@Mishkaxxxxx 8 дней назад
@@mrZeeppo "your polititians"? Aaah, you must be one of those "8 years bombili Donbass" types. Dont come near any strategic ammo depots or oil refineries any time soon, for your own good.
Далее
КЛИП ЛИСА УЖЕ ВЫШЕЛ!
00:16
Просмотров 422 тыс.
This is Literally Game-Changing! | Timberborn Update 6
29:33
THE ARK & THE TINDERBOX | Frostpunk 2 Song!
8:46
Просмотров 729 тыс.
The Most Prolific Cheater in Civ 6 History
35:44
Просмотров 236 тыс.
What if Earth grew 1cm every second?
5:16
Просмотров 1 млн