Base pictures

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
Caprontos
Posts: 8
Joined: Wed Apr 16, 2014 2:45 pm

Fri Apr 18, 2014 3:33 pm

Can some of you post pictures of your bases? I know there are some in the steam pictures and not sure where else you would look.. but I am interested to see how people lay out there bases.. and there aren't that many that I saw.

This is my first proper base... From two angles.

http://i.imgur.com/dwjThAf.jpg

http://i.imgur.com/FoYrOmh.jpg

Not sure if there is a better forum for this (doesn't seem to be a screenshot specific forum).

As an aside... a benefit of this base has been.. one of the united city (I think) patrol leaders got glitched on to the south wall.. and now he walks back and fourth leading his guys who are on the ground up and down.. so all bandits that come from that angle end up fighting them - and not me.. but the group is slowly getting glitched on to the wall so eventually they will all be inside my base I think then I will let them leave..

The negative (maybe positive?) is its right along a bandit walk path so I have a steady stream of bandit parties coming and attacking the west gate.. but I can abuse it for training/capturing..


Also I did try to search base/outpost but didn't see another topic that wasn't to old (I only check to where posts were getting a few months old) that was about outpost pictures primarily..

Azumazi
Posts: 41
Joined: Thu Apr 17, 2014 10:15 pm

Fri Apr 18, 2014 5:19 pm

Not bad, I personally kept mine short and sweet after my first base due to defense issues. You find large bases are a lot harder to defend once you go past that 1:1 ratio that the game has at default. So I went with a kill box setup for my fort.

http://cloud-2.steampowered.com/ugc/612 ... 710DCF9E8/

This was after I imported it to fix an issue. Basically the cannibal camps lie on my west and east walls, so they funnel around into the kill box allowing my gunners to engage them and gain turret skill when I am not roaming the desert. So far out of 71 days they have up to around 40 turret skill which is pretty nice.

My only complaint with the build is the shear weakness of gates and how fast they go down so I literally have to have someone repairing it during large fights to keep it from dropping at a rapid rate to allow my gunners time to thin the herd before they engage in open combat.

In my base, the Outpost III is my arena training facility with 7 cages, 2 beds, and 3 storage for switching out their gear and the prisoners gear for my training needs. The Outpost IV next to it is my bed facility along with tech research and my Outpost IV near the gate has all of the crafting in it with the weapon and heavy armor right outside its door. Basically its a compact base with everything needed to produce anything I need and a lot easier to manage in combat. Unfortunately you can't really go with that design until you get Outpost IV and III blueprints otherwise you need a lot of buildings for crafting areas.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Fri Apr 18, 2014 5:52 pm

The low gate health isn't much of a problem with proper use of tactics. For starters, if you put a heavily armored defender outside of your gate, and have him taunt, most of the enemies will be attacking him instead of the gate. Also important is the construction of a "wei di" (lit. "Surrounded land"). You can use multiple gates to create a zone where your enemies, once lured into, can do nothing but die. I'll send a screenshot of a properly built one once I get a chance, but that probably won't be until Sunday.

Kingdom Chapter 220 Page 4, from mangareader.net

Azumazi
Posts: 41
Joined: Thu Apr 17, 2014 10:15 pm

Fri Apr 18, 2014 6:04 pm

Problem is Tol, that doesn't work when you're fighting 200 cannibal's at the gate. Mostly because once they all cannot get around him the rest go for other targets and that usually means at the gate and breaking through, hence why I just keep my guys repairing it behind it till they are thinned out and the 5 elite fighters who usually are the ones repairing it go out with fragmented axes laying waste to the nicely packed cannibals in fashion.

Now, the multi gates probably works on groups say 50 and below, but when its turning into Shogun 2 outside my gates, its not gonna work, not because my guy with 77 defense and at 91 in defense only cannot literally tank like a boss, he can't do jack diddly to protect himself from the full retards that decide to miss the enemy and hit him with arrows.

Friendly Fire, it hurts...a lot.....

Psst, 6 shot multi harpoons is HILARIOUS with friendly fire though, seriously I couldn't breathe when I had 12 of them shooting at 100 or so cannibals at the gate with 6 of my guys outside fighting back when they were at 9 turret skill and one of my guys got rapid fired for like 9 harpoons in the limbs and went flying like 200 meters into the air and landed in the base.

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Fri Apr 18, 2014 6:32 pm

old estate-
oldestate.JPG
oldestate.JPG (68.8 KiB) Viewed 6518 times
new estate-
newestate.JPG
newestate.JPG (68.29 KiB) Viewed 6516 times
The new is under constant redesign and growth.Its in a very early stage.

I also keep men at the gate to help guard it,I try to keep mine on the inside though.Helps to stack the AI up outside the gate i think.Which gives my turrets plenty of practice targets,without friendlies in the mix.
Last edited by tkobo on Fri Apr 18, 2014 6:41 pm, edited 2 times in total.

Azumazi
Posts: 41
Joined: Thu Apr 17, 2014 10:15 pm

Fri Apr 18, 2014 6:33 pm

Ahh yes, the old tan colored walls. Gotta love that single tree in that base though. Makes it feel a bit less "Sahara".

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Fri Apr 18, 2014 7:01 pm

By the way, has anyone successfully walled in an AI city yet in the new build ? Either connected your city to an AI city via a walled corridor , or surrounded an AI city with your walls ?

Azumazi
Posts: 41
Joined: Thu Apr 17, 2014 10:15 pm

Fri Apr 18, 2014 7:36 pm

I honestly haven't tried it yet, but I am close enough to Clownsteady that I could give it a shot and see what happens.

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Fri Apr 18, 2014 9:05 pm

Thats the one im giving it a go on this time also.You could in past builds,though it took some work.My preliminary testing says you can run a nice corridor,and i know that you can wall in an AI city IF you keep the walls far enough from the city,your guys just have to survive the building while under constant attack .
estatecapturescity.JPG
estatecapturescity.JPG (27.02 KiB) Viewed 6503 times
estatecapturescity1.JPG
estatecapturescity1.JPG (79.87 KiB) Viewed 6503 times
But even with the corridor,you get attacked non stop,til enough of it is up.

Caprontos
Posts: 8
Joined: Wed Apr 16, 2014 2:45 pm

Fri Apr 18, 2014 9:16 pm

I can see the benefit of less space when fighting larger numbers of enemies.. - For now.

Eventually when walls and gates work properly + ai works better + we can have multiple squads.. I feel like being able to mass produce things would be worthwhile..

But having a central "gate house" area where your combat people are at then a larger production area where your non-combat guys are.. will be more workable.

Right now there doesn't seem to be a reason to be able to build a lot of something quickly (I got more money then I can use really.. and have no need to buy anything.. but I assume future updates will give us more reason to want to be able to do it.

I regret having two gates, but I can't just delete it and build a wall for some reason.. (the wall fits perfectly by looks but the game says its to close to another building.. but then I built walls inside of walls already to make it fit nicer.. so no clue why it doesn't work..).

Of course after awhile the random groups of bandits don't attack my gates (Even if they do go stand against them).. and just sorta wait till I kill them.. so its not a big issue..

Also I think the V like entrance would be a good improvement in the future.. a straight line wasn't the best idea.

I'd like to see a 90degree angle wall so making corners didn't' have to look bad.. Also when I attach a wall to another wall.. it face the same way as that wall instead of backward if I am on the wrong side.. (maybe there is a hotkey for this?)..


Also what is the taxes: Dust bandits 30% bit in your (Azumazi 's) picture?

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Fri Apr 18, 2014 9:51 pm

Azu, 200 cannibals certainly does change things, but all the more reason to use effective strategy. After all, you gotta dwindle their numbers as best you can before it's time to start chopping. Yeah friendly fore does suck, its why my tank has the heaviest armor I can find, it also has the highest projectile resistance. I haven't even seen 6 shooter turrets before though, how do you get those? Started a new game at v0.66 so I haven't seen the late game stuff in a bit.

Cap, the taxes is what you get if you chose the option of paying off the bandits when they come to your base.

Azumazi
Posts: 41
Joined: Thu Apr 17, 2014 10:15 pm

Sat Apr 19, 2014 12:02 am

Yeah the funny thing is I tried out the taxes with an import and after I broke off the agreement with them it never went away. I personally figured it was a bug with display so I never worried about it.

As for the 6 shot turrets, the only way to test them currently is using Shift F12 and going to defenses. So far Chris has a few turrets you can place that are not currently build-able for testing. A harpoon launcher, a dual harpoon launcher, and a 6 shot multi launcher. Basically the 6 shot fires 6 mini harpoons in rapid succession, but from what I can tell they don't have the ability to penetrate multiple foes. The Single shot and Dual Harpoon launchers can literally pierce ranks. I had a group of 5 running down the side of my straight wall on the Eastern point and my gunner fired the dual launcher and I watched the harpoon literally hit the first guy killing him instantly in the head, go through him and hit one of the guys in the middle in the arm disabling his arm and then hit the guy behind him in the chest killing him instantly. 1 Harpoon dropped 2 guys and crippled the third out of 5. That's brutal, I will say though that the normal harpoon guns take a bit to reload, where as the 6 shot multi is just omg devastating.

I would say for Chris that in the future he needs to make the multi shot take longer to reload and increase the power requirement on it if we are going to be allowed to build it later on because as it stands right now 6 of them can literally handle a group of 30 in about 20 seconds with ease.

Croso
Posts: 8
Joined: Thu Apr 10, 2014 12:36 am

Sun Apr 20, 2014 12:24 pm

Am loving the compact base idea! My current FOB is large and has had to grow as I've built it out where i needed space versus being totally preplanned. I plan on building a base near clownsteady now that my guys are waxing the floor with dusties and starving bandits. Ill include photos of both bases here soon.

You guys got any tip for building my next base near clownsteady? Im trying to work out the logistics of getting such high level base structures built before I get completely overrun.

Croso
Posts: 8
Joined: Thu Apr 10, 2014 12:36 am

Sun Apr 20, 2014 12:32 pm

tkobo wrote:Thats the one im giving it a go on this time also.You could in past builds,though it took some work.My preliminary testing says you can run a nice corridor,and i know that you can wall in an AI city IF you keep the walls far enough from the city,your guys just have to survive the building while under constant attack .
estatecapturescity.JPG
estatecapturescity1.JPG
But even with the corridor,you get attacked non stop,til enough of it is up.

Here's a tip to make building that corridor a lot easier. Build two walls when making that corridor (quite literally making a corridor) each facing out. Where tam is standing in the darker photo put a gate there. (there will be your existing wall on the right, and then the wall im speaking of facing out on the left.)

In the current build mobs tend to treat unfinished walls as if they were complete from what I've seen especially if you shift+F11. Now in order to get to that gate, or attack your guys building your corridor, they will have to run all the way close enough to clownsteady (I think, correct me if im wrong) to get attacked by guards, or attack your current main gate.

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Sun Apr 20, 2014 4:38 pm

Your correct,putting up both walls at once,does cut down on attacks as many bandits wont cross even an unfinished wall.Its a good tip.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Mon Apr 21, 2014 8:13 pm

All this talk of harpoons is making me wish Chris could find a way to quickly put blood back in the game. (Apparently one of the very early builds had it, but it was taken out due to conflicts with shadows.)

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Thu Apr 24, 2014 9:04 pm

new base
Keshimountainestate.jpg
Keshimountainestate.jpg (338.58 KiB) Viewed 6353 times

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Thu Apr 24, 2014 10:11 pm

Can your team walk all the way around on those walls? Also: I don't see much in the way of living quarters. Or booze making/drinking.

tkobo
Posts: 158
Joined: Mon Apr 23, 2012 1:01 am

Fri Apr 25, 2014 2:22 am

It just started to go up today.

Not sure about the entire wall,theres only one ramp up right now,and i havent had anyone try to walk the whole wall.Its the first time ive managed to get the walls up as one continuous wall and get the full area i wanted.There is NO gate yet though :) The wall will be reworked at the entrance,just havent decided on how yet.

The mountain only has one small side that can be climbed currently,its at the far end and where the entrance will be put.

Theres 2 wells,but no bread or rum production yet.

Most of the mines and stone production will be removed ,once theres big enough stock piles.Then ill work on stockpiles of the other goods.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Fri Apr 25, 2014 8:17 pm

Well cool start. Be sure to share us some more screens as it goes. I'm a bit worried that some of your troops might be clones though... you're not violating any clone labor laws are you?

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