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Removing the derpy moments from my first few playthroughs. Wall of text ;) This game was a struggle, both fun and frustrating - but most of the frustration was from things like “why is my villager sitting” and trying to get enough stuff done before invasions. These would be my tips. You will struggle if you do everything that your peasants should be doing. You will also struggle if you have been slow - because the invasions will undermine your work, kill you and your peasants and set you back if you aren’t prepared. Build a sledge/cart (Hit the build key, go to the Storage section) as soon as possible. A sledge will let you carry 6 large things, plus a range of smaller things (look at it, press “t” to open up it’s storage) . Don’t cut down a tree and carry 1xPiece at a time back to the building you are constructing - bring all the tree, have a stack of sticks in the cart storage. Build roads. You and the peasants move faster on them, importantly, when you run you don’t lose stamina on the road. Secondly, just for planning out a grid, you’re paths/roads can align and squeeze in your buildings better - otherwise, a building that’s slightly askew blocks the spot that you wanted to squeeze in building #2. Locate certain buildings together. So, a warehouse with food ingredients next to your cooking hut, cooking (and farming) also needs water - so have a nearby well. When people wake up, they make a beeline to the food, water and tools (if needed), so keep these convenient to your accommodation. Can’t stress it enough, as soon as possible, upgrade all natural water collectors into Wells if they’re in an area you are levelling to preserve them, only destroy them at need. Warehouses. Firstly, they are key to making some other buildings/workers work - and need workers. Secondly, for efficiency, it saves you from running to all of your farm, your gatherer, your hunter, your fishing dock to get cooking ingredients. Or to your logging, stone, mine etc all the time. Just go to the (conveniently placed) warehouse and the stuff that you - or you’re workers - need is all there. Address peasant needs to keep them able to work, rather than doing nothing - press the TAB button and look in the General section rather than opening dialog with them individually. Note, some things that stop them won’t be there, for example the cook needing the warehouse. Your workshop pit - make spare knives, bows, arrows axes, picks fishing rods etc. Put them into the toolrack, when you face the crafting table turn around it’s against the wall. Do this manually for the first long while, the building doesn’t need a worker at the beginning/middle game and make sure there is always at least one of each of the basics. If (ie if you are planning ahead…) you will use this first workshop for leather/weaver extensions, it will let you make warm clothes for the winter which will come sooner than you are otherwise ready for. Make note of where the full building with addons starts/stops and don’t build in that area. It can be helpful to start their construction to preserve their space (look at workshop, press “t”, select the building and manually place them - you will have to rotate them in position) - you don’t necessarily have to add the materials yet. After first buildings, ie gatherer hut/wood/stone/workshop are built, the next worker building targets are a farm for flax - flax will solve your rope requirements (a big bottleneck) and a cooking hut, plus warehouse for food. Then something for meat, such as a fishermans hut or a hunter. Moving onwards to warehouses for other materials (logs etc). From here you are sorta in mid game and need to do building upgrades and new unlocked buildings (make a rush to mining/metalwork/carpenter and military, plus walls). The key to get the cook working isn’t obvious from looking at their needs, they need warehouse (with racks for meat, vegetables, cooked goods) - and water access. Plus, you need to look at the cookhouse , press "q" and add tasks (e.g. manage fire, cook mushroom soup, cook meat soup etc.) Water is required for both farm/cooking, so place them close to/build a well. Aside from the obvious needs that the farmer tells you (e.g. a rake), look at the farm and press “T”. In the upgrades section, select “Farm Crop”, drag out and place out a 4x4 grid. After it’s built (and you’ve added the rope etc), look at the crop squares and press “Q” - to “view tasks”. The gatherer will have collected some flax seeds by now. So, in the task, change the seeds to flax. In the grid underneath, press on each square to add the flax crop to each square. Then change the season, repeat until all squares for all season have flax in them - and press the save button underneath. Move around and place markers (b for build, markers) for the gatherer, stone collector etc to where they should go looking for their core ingredients. Ultimately, once you’re past the beginning, you’re farms and hunters/fishers give you all the food ingredients plus flax and maybe reeds, the end use for the gatherer is to keep getting you feathers and eggs. The medium/end game runs on the same principals. Automate getting ore, firewood, coal to make iron bloom and hardwood for your metalworkers and carpenters via warehouses, plus setting tasks at the building. Next concept is to remove annoyances. If you have a sled with timber on it, don’t let anyone - or maybe just builders, grab timber from it, a timber dude should cut a tree to get logs - not grab it from your sled. So, this is where white/black lists come into play. For your sled/cart (works with buildings etc), there are 2 different context menus, so 1st menu is looking at the storage, which gives “E” Take and “T” Open Storage, 2nd menu when you look at the handles is “Q” Mount and “T” Open Sled. So, open the Sled menu and go to the 3rd tab for whitelisting. Personally, I disable all villagers from it. Though, I’ve toyed with the notion of having a sled so I position stuff for builders and a cart just for me. Village layout. When you know from which direction attacks come from, make disposable (ie cheap) buildings as the first buildings that an attack from that direction will first encounter. Stuff like torches, shelters etc. Also, that’s obviously the side of your village to have your barracks and watchtowers - make sure that you have your best watchman in the tower set for night time, so one with a night time perk and winter/wet weather bonuses - and upgrade that tower to make sure it has a horn to sound an alarm. Anyway, enough of my ramblings. You get the concept, let the cobbers do the cobbling, if you have to assist them with some cobbling do it efficiently (such as a cart with the whole tree instead of fetching one bit of log at a time) while you design the layout and tend to the ruling of your realm.

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This is a guide from a player who's tried a number of ways to get, maintain, and use Wolves aka Dogs in Aska. This being early access, I suspect things will change. But it all can be a bit confusing so I thought I'd share what I've discovered myself here in a guide. What are Wolves, Dogs, and Pups As you play through Aska you'll find that you run into a formidable creature, the Wolf. At least in your early days. As you progress through the game, you'll find there is more to the Wolf than just a challenging early enemy. They can in time, become faithful companions to not just you, but to your entire village and outposts. Kennels are the beginning Warning: Build your Kennel BEFORE you try to capture a Wolf Pup. Else you shall be sorry... Technically, the very beginning is you have to create a Hunters building to unlock some of the buildings you'll be using. So if you don't have hunters yet, get on that first. You'll need the meat later to keep your Dogs alive! Kennels are a defensive structure you can acquire relatively early in the game in order to tame those vicious wolves into mans best friend. This is where you take your captured wolf pups and deposit them, in order to be raised into faithful dogs. Who will be both your friend and your fierce ally. You can find the Kennel as a build-able structure under Building --> Defenses --> Kennel. Kennels are also the main method of feeding your Dogs as they mature and become members of your village. Not as villagers, but as guardians to your village. Kennels have 1 storage container, on the back of the Kennel structure where you can deposit cooked meat or raw meat. This is where your mature dogs and your pups being raised primarily feed from. You may have 1 worker assigned to the kennel. They've got one job. Feed the dogs. As long as they have access to a warehouse Raw Food Storage container with meat in it, they'll refill the kennels storage once it runs out. When your Wolf Pup matures into a full grown dog, they will by default be released from the Kennel but guard the kennel they were raised in. WARNING: Dogs struggle sometimes to deal with fences and seem to have a limited distance they will travel to a kennel in order to eat. While I have no official figures or units of measurement on how far a dog will travel for food, thus far I've been able to have dogs roughly 10-12 cottage lengths away from a Kennel with food supplied where they will eat. Further distances I've found dogs not go to at all in order to eat. If you wish to have a Kennel protected by fences, I suggest making a half circle of fences around your Kennel. With the open side facing your main village wall. This leaves an open gap, without a gate, for the dogs to pass through and reach their food. I've done this very tactic and it's worked well to ensure invaders attack a wall before the Kennel itself. Wolf Pup Traps, Wolf Pups, and the next step... Again Warning: Build your Kennel before trying to capture a Wolf Pup. Else ye shall be sorry. The next step in acquiring your very own dogs is to first, acquire some wolf pups. This is done in the following way. First, find the Wolf Pup Trap under the Building --> Defenses menu. Second, building Wolf Pup Traps... There's a few ways to go about this. You can bring the materials to build the wolf pup traps with you and build them at the Wolfar Den. You'll want to wait till you find the Wolfar Den before you build a trap if you go this route. So you can just hustle your way over to the Den. Or You can build them back at base and just load them into a sled and take a few with you to the Wolfar Den. I'm not a fan of dragging around a sled so I tend to take the components to build one and/or chop trees down near by to get the sticks and just take rope. You will also want take a knife for skinning or just take some raw meat. You'll need 1 raw meat per trap. Cooked meat may work, fish meat may work, Raw Meat does in fact work. Third, find yourself a Wolfar Den. You'll find them as you explore your map and they'll be one of the red icons on your map. If the icon of the Wolfar Den is grey on the map, the Wolfar Den may be dead and not respawn wolves. I say may because I've had "dead" large cemeteries respawn skeletons. Not sure if this happens with Wolfar Dens. Fourth, go all redrum on the wolves at the Wolfar Den. Take'em all out. Not only will they be annoying, they provide a component you will need to setup your traps, meat. Will explain more on this in a moment. However it'll be easier to setup your Wolf Pup Traps without them pesky wolves around. Fifth, build or grab your trap while at a Wolfar Den location. You'll be holding it like a Large Rock as it's considered a large item. Now... when you find yourself just holding the trap. Just chuck it out. Throw it to the ground just like you'd throw anything else in the game, key "E" by default for me to throw down what's in my hands. Note you have to be pretty close to the center of the Wolfar Den area for the trap to be considered "Validly Placed". Hover your mouse over a trap you've set on the ground and it will tell you if it's too far away and not validly placed on the Wolf Pup Trap options. The trap will land on the ground. The last steps are to look at the trap, add your raw meat to the trap, and activate the trap. And now... We wait. Now wait. You will eventually see, on the left side of your screen, a message that a Wolf Pup Trap activated (the literal text is a bit different but roughly the same). The message only shows for about 5 seconds so it's easy to miss. Periodically it may be worth just running out to check your traps. It doesn't matter if your at the Wolfar Den or not when an opportunity to activate a trap occurs. I've watched a trap activate and a wolf pup appear inside. You can literally stand next to the trap and it may activate and catch a wolf pup. Here's where some of my personal experience comes in. I've sat at Wolfar Dens with traps built just to watch what happens for a notable period of time so I believe the following all to be true. Wolf Pup Traps have roughly, as a guess, a 40%-60% chance to catch a wolf or to break. When a Wolf Pup Trap breaks, you can salvage it to get back half of your supplies. So it's not a bad idea to carry around some extra Wolf Pup Trap supplies while you're in the process of trapping wolf pups. Wolf Pup Traps trigger, as far as I can tell, only when wolves spawn. So if you go to a Wolfar Den, don't kill any wolves, and the den is fully loaded with wolves, drop a trap, set it up and activate it, you may never catch a wolf. I've had this experience happen several times and waited multiple in game days, restarted the game, etc and no wolf pup traps would activate. However every time I kill off all the wolves, and wait. After 1-2 in game days (sometimes even sooner, but rarely) a wolf pup trap will trigger when I would expect a wolf to spawn. Tip: Setup 2-4 wolf pup traps at a time if you want 2 or more wolves any time soon. It'll feel like a 50/50 chance that they'll trigger and catch a wolf pup until you've tried as many times as I have and get a better feel. Just take my advice, setup a few traps. Note: You will see wolves spawn without triggering a trap. I believe the breakdown is something like... On Wolf Spawn the following may happen if a Wolf Pup Trap is present. 10%-20% chance a wolf will spawn. 40%-60% chance a Wolf Pup Trap will break, aka Wolf Pup Escapes. 40%-60% chance a Wolf Pup Trap will catch a wolf. I know that doesn't exactly add up to 100% but it's figures something like that. But now you have an idea how to trap wolf pups. What do you do with them? Read On. Summary: Acquire build items for Wolf Pup Trap into your inventory + 1 Raw Meat or 1 knife to skin wolves with. Find a Wolfar Den and kill all the wolves. Build a Wolf Pup Trap at the Wolfar Den. Or 2-4 traps. Add Raw Meat to the Wolf Pup Trap. 1 Raw Meat per trap. Activate the Wolf Pup Trap. Wait for the message that a Wolf Pup Trap activated. Raising Wolf Pups This is a fairly simple step, so we'll be brief. When a Wolfar Pup Trap activates and catches a Wolf Pup, you can pick up the trap just like a large stone or a log or any other large item and carry it around with you. So at this point, you'll need to have your Kennel already built. You pickup your caged and captured Wolf Pup into your hands and run your awkwardly running self back to your Kennel. Once at the Kennel, deposit the Wolf Pup Trap with a captured Wolf Pup in it, into the Kennel. Just like you're dropping off a large item into a structure you are building. You're now raising a wolf pup. You need to make sure either you yourself or a worker assigned to the Kennel loads the food storage at the back of the kennel with meat. I typically just throw raw meat into it. But the worker throws in cooked meat along with raw meat. So keep that in mind. Dogs... FINALLY! And how to use them... You now finally have a dog. Well... You're probably watching your dog grow right now. But soon! You will have a dog! Once your Wolf Pup fully matures (100%) you will get a message that your pup is ready to leave the Kennel, or... something along those lines as a message. Upon becoming fully grown, the dog will leave the Kennel, stand near by, and automatically become a guard for the Kennel. It will defend the immediate area. It will feed from the Kennel when hungry. You may approach your dog and take a few actions. Look at it's inventory, which really just shows it's stats. Add the dog to your party, and it will follow you around and fight with you. Pet the dog, which will heal your dog rapidly and give you a buff if you pet it until the little timer thingy finishes. What does this buff do? I have absolutely no idea. But it'll be there! Says you'll be happier. And honestly, you probably will be. As a party member, the dog will attack other creatures you are fighting. You can set the dog to defensive or aggressive. Honestly, haven't played with these much. But seems self explanatory. Note: When your dog helps you kill an animal, it may eat the animal in part or mostly depending on it's hunger level. We'll get more into feeding in a moment. But keep that in mind if you're really out to get a lot of meat. The dog may take it's share. And then there's Guard Dog. You may add the dog to your party, then approach various structures to assign the dog to the structure and defend the structure. For example, kennels and barracks, you can walk you dog over to these structures and have your dog defend them even when you're not there. You can even assign the dog to a single villager and have the dog guard the villager. They'll follow that villager around and defend them. Assigning a dog works the same when assigning to a Building or Villager. See below. How? Add the dog to your party. Walk up to a structure you want the dog to defend. Hold down shift (for just a moment). Your menu will change for that structure and you'll have a Guard option. Press "T" by default, while still holding shift, and the dog will be assigned to the structure. Note, if your dog and structure are too far from a kennel to eat at, they may starve. Plan your kennel placement accordingly. See "Kennels" in this guide for more info. You may approach any dog you've assigned to a structure as a Guard and add them back to your party. Then assign them somewhere else or keep them as your own personal guard. Sleeping... Special note about dogs sleeping. As it stands, dogs sleep at night and wake up for very little including their own hunger. This may affect your ability to have a dog follow an NPC at night as expected. The dogs are apparently have some sort of sleep disorder and not much will interfere with it. Keep that in mind as you assign your dogs. Feeding Dogs, The Notorious Feeding Challenge... So... You'll see that your dog has a "Dog Food" or similarly titled stat. Yes, they will starve if not fed. Here are all the ways I've tried to feed dogs and what's worked and what hasn't. What's worked for me. Keeping the dogs within 10-12 cottage lengths away from a Kennel that is loaded with food. Dogs will travel back to the kennel, eat their fill, and go back to wherever they are guarding. Dropping a Meat Hunk, not a piece of meat, but a whole meat hunk, the ones you carry like a large stone, in front of my dog. It'll tear it apart and eat the smaller meat parts that the meat hunk breaks into. What I've read and have not tried... Hunting with my dog or having the Dog assigned to a Hunter. Where the dog assists in killing animals and feeds off of the animals remains. This is supposed to work. Haven't tried. What I have tried that does not work. Dropping Raw Meat onto the ground. Not Meat Hunks, but just raw meat. The dogs don't care about it at all. Dropping Fish Meat on the ground. Nope. Dropping a whole salmon on the ground. Nope. Generally, its easiest to keep your dog near a kennel to keep them fed. But when in need, kill a wild animal with it in your party or when the dog is near you and it should eat from the animal. WARNING: Dogs may struggle with fences and gates. I've seen them teleport past fences and gates, but I've seen them sit stuck behind them too. This may keep your dog from eating and cause it to starve. Keep an open gap in any fencing you have around a Kennel. I usually keep two open gaps. Additional Warning: Dogs may just sit in one spot and not move after being assigned to something as a guard. Pet the dog, through the full timer, then make sure they start running around and don't just sit back down. A dog who just sits down and doesn't move may not go searching for food and starve. Summary To sum up, here's all you do in short version. Haha... you read the part first huh? Wait.... No? .... ..... Rude... Summary Build a Hunters Hut or Hunters House Build a Kennel Acquire the build components for a Wolf Pup Trap and 1 raw piece of meat per Wolf Pup Trap or take a knife. Find a Wolfar Den and kill all the wolves. Build a Wolf Pup Trap at the Wolfar Den (or 2-4 traps). Drop the Wolf Pup Trap on the ground. Add Raw Meat to the Wolf Pup Trap. Activate the Wolf Pup Trap. Wait for a message that your trap has activated. Acquire a Wolf Pup Trap with a Wolf Pup inside and caught. Carry the captured Wolf Pup in the Trap to a Kennel and deposit the Wolf Pup in the Kennel. Keep the Kennel full of food and the Wolf Pup will grow into a Dog. Use your fully grown dog as you see fit. They're now your best friend. And will probably die. And then your villagers will eat it. But still your best friend! Conclusion I don't even know why I added this section. But that's it. Feel free to add any of your wonderful 2 cents and ideas. And good luck with the dogs. May they eat you out of house and home!

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快速剥皮指南 各位勇猛的战士,大家好: 这里有个简单的小技巧: 目前,当你剥皮时按住按键,实际上比在合适的时机点击【收获】按钮要慢得多。 我看了一些直播,似乎没人使用这种方法,但我在第一次游戏时就觉得尝试这种方法是合乎逻辑的。 祝维京战士们好运!

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ASKA服务器批处理文件修改说明 关于 这是我为ASKA服务器创建的个人批处理文件的更新版本。它首先使用PowerShell关闭服务器进程,运行Steam的updateASKA.bat进行更新,然后以12小时为循环周期启动ASKA服务器。 批处理文件 我在服务器文件夹下创建了一个名为【config】的文件夹,并将批处理文件和自定义服务器配置复制到其中,这样当我使用【验证】选项运行Steam更新时,修改后的批处理文件和服务器属性文件就不会被覆盖。 (已修改)AskaServer.bat @echo off :: 使用此批处理文件从特定路径打开aska服务器,并指定服务器属性文件路径。 :: 在server properties.txt文件中,你可以找到服务器当前所有可修改的参数。:: 此批处理文件的典型用法是将其与服务器配置文件properties.txt一同放在安装文件夹外,以防止服务器配置文件被覆盖 :start :: 旧的Steam应用ID设置 SteamAppId=3246670 set SteamAppId=1898300 echo 正在关闭ASKA服务器... :: 使用taskkill的强制选项可能会导致存档损坏,因此作为替代方案,我添加了PowerShell命令,希望能发送更"优雅"的关闭信号,而非"异常结束"。 ::taskkill /T /F /im AskaServer.exe powershell -command "stop-process -Name AskaServer" @timeout 10 /nobreak call C: Gameservers ASKA UpdateASKA.bat @timeout 10 /nobreak cls :: 启动AskaServer start "ASKA Server" /NORMAL "C: Gameservers ASKA AskaServer.exe" -propertiesPath "C: Gameservers ASKA config server properties.txt" ::终止服务器进程前的等待时间(秒)(43200 = 12小时,86400 = 24小时) timeout 43200 ::等待时间(秒) @timeout 10 /nobreak goto start UpdateAska.bat :start echo off cls ::更新ASKA服务器 echo 正在Steam上更新ASKA... C: steamcmd steamcmd +force_install_dir "c: GameServers ASKA" +login anonymous +app_update 3246670 validate +quit ::C: steamcmd steamcmd +force_install_dir "c: GameServers ASKA" +login anonymous +app_update 3246670 +quit 保存文件位置 保存文件可在此处找到: %AppData% .. LocalLow Sand Sailor Studio Aska data server

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