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C2 - How do I encourage exploration?   
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  8/15/2016

I'm playing C2, and the little darlings (JayD's Canny variant) have trouble exploring beyond the incubator room. I've tried putting some travelling hubs in the world, but they only show up as the dove-variety, not the heart-variety. Does anyone have any ideas on this?

My TCR Norns
 
GimmeCat

GimmeCat



  8/16/2016

Place "HUBs" (heart post) at areas of interest, and then place "Rescue Posts" (dove post) at dead-ends and cul-de-sacs where you want lost norns to find their way back to HUBs.

My JayD Cannys never seem to have a problem wandering, it's corraling them back together which has always been the issue for me. Hence why I invented this cob. :) But if yours seem not to be very adventurous, I'd suggest injecting some extra toys and food vendors around the world, to encourage exploration. The various Bridge packs help with this, too, opening up more areas of the world and flooring off the dangerous seas.

I'm pretty sure there's even a cob that neutralises the volcano area's radiation levels to make it safe to travel in. It's easier than walling them out, I find.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  8/16/2016

Thanks! No matter which one I select in the injector kit, they always end up as dove-posts in my world. Not sure why.

I'll have a go with the bridges, thanks!


My TCR Norns
 


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