Discussion in 'State of Decay Guides' started by e5futter, Apr 28, 2015.
Two extra from sat-comms? What do those do? What are they? Which ones?
Home Base part one is up and is being edited. Adding more detail now.
The food and ammo outposts I have are the two extra.
When Black Friday first starts out you only get to make 6 outposts. During a certain part in the story, you will be able to upgrade the satt-coms facility, allowing you to make two more outposts. The food and ammo ones were just used as horde killers.
I have not seen this asked or answered anywhere yet, and this seemed like a reasonable place to ask, so here goes:
How many resources (food, medicine, ammo, materials, and fuel) carry over to the next level? I'm currently on BD 1, and since I have emptied nearly every building in Trumbull Valley, I have a BUNCH of resources, especially food. I'm getting ready to go to BD 2, but if most of these resources are going to go bye-bye, I was thinking it'd be a good idea to use up as much of what won't carry over as I can (making snacks, coffee, homemade painkillers, etc.) before moving on. Thanks in advance for your assistance, and thanks for what is shaping up to be a pretty great guide.
Holy crap.. Thank you for pointing out that the rv guide isn't finished.
In order to bring some of the resources with you, you have to be over, or under, the amount needed.
For food, meds, and ammo you can only bring 10 cases, so have over ten. 30 for building materials, and 4 for fuel. But for fuel you have to be at 4 before leaving out. So create a fudgeton of Molotov Coctails before going.
Thanks for the sat-comm answer, e5futter!! May many pies praise your name!
I don't know if this is a bug but taking from the supply locker doesn't cost influence. Putting stuff in it doesn't give influence either. Building costs influence and it seems like no matter what I do I can't get it.
Which game mode? Because the influence system in Lifeline doesn't work the same as Breakdown or vanilla.
Thanks for the quick reply. I've got a LOT of crafting to do before I head on to Level 2.
I know Influence doesn't get carried over (gets reset to zero), but what about morale? Does it carry over, or is it reset to zero also?
Goes to zero... :/
I'd like to apoligize for the long ass delay. I've been dealing with technical issues and some personal crap lately. I have the rest of the guide written down in my notebook so now it's just a matter of typing it all, editing and screenshots.
I noticed in your homebase section of your guide, your missing the Ranger Station.
Though its very hard to defend, it is a useable home base option, and I think needs to be included in your guide list.
The home base guide is where I left off. It'll be added in along with a mess ton of other stuff like facilities and outposts. Along with many edits to the existing parts.
one of my favorite things about state of decay is while scavenging for stuff, I find the note, mentioning how the ranger station has put in multiple requests for .50 caliber rifles, and they were denied. it seems funny almost. kinda wish it had gotten at least 1.
It isn't a usable base. Enclaves can spawn in it, but you can't actually use the relocate option in the Ranger Station as its "Not Defensible" (mines, anyone??). Its like the Courthouse, except the Ranger Station is actually marked as a home site anyway.
Its been breaking survivalists' hearts for two years now.
Oh, I never tried to "use" it because as I posted elsewhere, the bridge needs to be repaired to make it a viable option for breakdown. LOL, you cant use it, but its marked as a home base? and devs still didn't fix that? after two years?? Lmao
The reason it's labeled as a home base is because it is. In the tutorial you learn about the home base page by using the Ranger station. After the events that occur you must abandon it and head for the church. Same for breakdown Level one, it's the starting base so that lilly has a safe place. It's not a bug that needs to be fixed because it's not a bug.
That being said, there probably was another way of marking that. With a giant red X or a special crossed-out icon, maybe? Or marking the icon as "hidden" once you made it to the Church base as required by the story mission?
I disagree as other survivors have Enclave homes in random houses, but none of them are prominently marked as potential home sites leading players to believe they can live in it. Its not just the Ranger Station either-- the Courthouse also does it, which is rather irritating.
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