Stranded: Alien Dawn

Stranded: Alien Dawn

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Planetary Foothold Scenario
   
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6 Apr @ 1:58am
13 Apr @ 5:18am
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Planetary Foothold Scenario

Description
New scenario combining Military Outpost's winning condition with the trading capabilities from Trading Outposts.

Initial starting number of survivors is 8 maximum and workers can be hired too once you have a trading pod.
There are no initially researched techs as in military but those can be purchased too from trading ships.

An "experimental" scenario is also available that I think that may trigger Crash Landing and Guardians events as well as a Game Rule to add Hope in any scenario.
Those may be inconsistent and bugged and I added them for testing purposes as I want to see how it works and eventually tune them to be better integrated. A few notes bellow as I play with it:
- Hope is added to the party in the experimental scenario without the game rule
- Hope's improving events are triggering (experimental scenario, not game rule)
- Robot search parties triggering too besides animal/insect attacks
- no actual issue/bug found so far

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5 Comments
Oblivia 23 Apr @ 2:47am 
I've played through both 2 times each. Both were fun and able to be completed on insane difficulty. There are slight differences between this one and FalloutBoy's -- especially if you add Hope. Awesome job, both of you! :)
lukeh_ro  [author] 11 Apr @ 2:31am 
As far as I tested (using cheats) the scenario is finishable. I didn't see any bugs other than few inconsistencies that I should handle like the planetary purchase deed being available for trade.

Otherwise my plan is to add more to those, especially with the other two vanillas merged (as in the experimental version) maybe actually a scenario where you actually build Hope from scratch...
Another thing I think of is having more generic hirelings with random looks just split into categories (i.e. hire "farmer", "miner", "builder")

For those things I needed to make my own scenario in my own mod that I can further work on.

I knew the Mercenary scenario does a similar thing but didn't check it's code till after I released this, indeed the main idea or merging vanilla scenarios and the way to achieve it are similar but otherwise there are differences mainly in starting resources and available techs.
Mantastic 10 Apr @ 11:41am 
Neat! I'll give this one a try.

And agreed with Nissen. Why not just share the issue you're aware of and the workaround instead of making it difficult for lukeh_ro?
Nissen 9 Apr @ 12:57am 
Why not just tell the author how to work around it, even though you have a "competing" mod?
Gives more time for the author to make an even better mod and might give you insights in return as well :)
FalloutBoy 8 Apr @ 8:36pm 
There is already a scenario similar to this called mercenaries and I can guarantee you will have one issue as I know if it, have fun finding it - you need to play it through and you will find it. I have worked out a workaround for it and will be adding into the next mercenaries release after testing.