![]() ![]() This also confused me when I couldn't place a loading dock because the water wasn't connected to the airship by a clear path of water, and excavators will of course not clear the wetland for you Screwed up a few excavators, either not creating long enough rivers (I didn't realize what would and would not stop the ditch from progressing because for my first one, it would've stopped almost immediately, so I didn't see the graphical indicator of what would happen) or trying to have a river join the main one in a wetland, you need a clear river mouth for the drones to enter. Ran out of resources on my first try but finished it very easily on the second, Pitfalls I ran into the first time around that I largely avoided the second: I guess i was not in the mood to do all over again since i think the recycling thing does't make much sense for me. No problem, i'm just sharing my thoughts, some people find it easy and some don't, back in the day i would play games until i cracked them open, but today i just want to play games, follow the story, deal with some kind of difficulty and not to be punished too much(starting from scratch) when i do something wrong or realize i'm going in the wrong direction.Īt the first play i ran out of resource very fast, on the second run i expanded well but didn't count for the next buildings dependencies, at the third run i was on the limit, and the recycling thing got me, at the fourth run i could not find the best river/expansion method to beat the recycling thing. Originally posted by ♥ Smoke ♥:not to be rude but, how are you grown beings finding, what is basically a child's game atm, difficult? if you actually read the tutorial you would understand how to manage resources and spend them wisely. The overall idea is great, i'm really excited to see where this game is going to. The recycling method is extremely difficult, not all buildings are close to rivers and the creation of rivers are needed for expansion but are too hard/expensive to build too. ![]() I think that less building dependency would come in handy too, since all builds needs another building to work, specially on the river/expansion method. maybe if you don't lose all your effort/planning when you reach a milestone would be great. I suspected this game would have a sandbox, for me the problem right now is that when i reach the milestone and discover what to do next i found that every planning that i did is wrong and i cant move forward unless i start all over again. We'll likely have different difficulty levels for the campaign too. The full game is planned to have a sandbox mode to allow players to generate maps and parameters to set their own difficulty. When you're done, use Appreciate mode to bask in the natural beauty of the ecosystem you have restored.Originally posted by Elyaradine:Thank you for the feedback! Lush hand-painted environments, relaxing music, and an atmospheric ambient soundscape make Terra Nil a peaceful, meditative experience. Levels are not about infinite growth, but rather balancing and nurturing the environment before leaving it in peace. Plan your build around randomized, challenging, and unpredictable terrain, including snaking rivers, mountains, lowlands, and oceans.Įach region of Terra Nil progresses through phases, with the ultimate goal being leaving pristine wilderness behind. Procedurally generated landscapes mean no two playthroughs of Terra Nil will ever be the same. Use advanced eco-technology to purify the soil, creating plains, wetlands, beaches, rainforests, wildflowers, and more-then efficiently recycle everything you've built, leaving the environment pristine for its new animal inhabitants. Then recycle your buildings and leave no trace that you were there. Turn dead soil into fertile grassland, clean polluted oceans, plant sprawling forests, and create the ideal habitat for animals to call home. Terra Nil is a game about transforming a barren, lifeless landscape into a thriving, vibrant ecosystem. ![]()
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