Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Speaking of vehicles, it may be a good idea to code some roads into the back half of the base. I really don't know how that works in Terrain Builder, since my own terrain projects haven't gotten very far, but it would allow for enhanced usage of the newly vehicle-accessible locations deeper inside the base. Experimenting with on-foot AI, I would set groups to File, and they could mostly navigate the sections with roadway, but they had trouble deeper in, even with mazes of waypoints. I think adding roads would help this too. Maybe the roads could be invisible? Again, I don't know how they work in Terrain Builder.
Reference image of the back half of the research area being good for medical:
https://drive.google.com/file/d/1-nsuwYbYVtODzPVE0PuQxXDvjwY4awiQ/view?usp=sharing
My attempting at mapping out the complex:
https://drive.google.com/file/d/114cWvPbIW-nTup_Fp2cTMuRZQ49dAljj/view?usp=sharing