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Webguy20
Dec 31, 2007
I'm hoping a mod comes out that lets you build tubes to connect domes together that are in close proximity, and share facilities. Plus I think it would look really cool.

Also an emergency bunker that is stocked with resources that people can shelter in if there is a big emergency.

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JuffoWup
Mar 28, 2012

DreamShipWrecked posted:

Rockets will transfer to the nearest hub when they launch. Hubs can trade drones by disassembling them at the origin one and reassembling at the end point (both options in the top right context menu).

Pretty sure the RC drones can't be transferred, since they are determined by research.

Re pathfinding, have your tried summoning satan

You can assign drones to and from the rc rovers. There is some comedic fun in driving around with 14 drones tucked inside after some research to up the maximum. Of which, there is also a research to make said rover have a running rtg in it basically as it'll never need to be recharged. This is amazing because... other rc vehicles can be charged by the rc rover. Not just the drones.

Likewise, I've come to the conclusion that for staffing reasons, my first dome is going to be just a food/baby producer. I'm doing the mars mission sponsor though so my access starts with the basic dome. Oligarchy is amazing if you haven't tried it. It makes the basic domes really bearable since the spire handles all your residential needs freeing up all the wedges for entertainment/farm/etc.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Webguy20 posted:

I'm hoping a mod comes out that lets you build tubes to connect domes together that are in close proximity, and share facilities. Plus I think it would look really cool.

Also an emergency bunker that is stocked with resources that people can shelter in if there is a big emergency.

Yeah short tunnels are basically needed because the game is too dumb to walk 2 feet to the gambling dome.

OwlFancier
Aug 22, 2013

I'm not sure whether tunnels are needed honestly. I think if you added them you should add a penalty to crossing domes, so it's something you can do but in-dome buildings are much better.

Because a major crux of the game is that larger domes let you stack more buildings in them. You can do an awful lot by preferring specific types of colonists in domes and specializing the services to match. Different specialists prefer different kinds of service, and you can do things like boot your old people out into a dome with spare habitation space while putting all your adults/kids in a dome specced for childcare and development. Then split off your specialist types into other domes based on what you need them to do.

Honestly I think it works well and gives you a really good incentive to build bigger domes. If I had to suggest any sort of transport infrastructure it would be roads as an alternative to flying drones and transport routes. As well as things that require hundreds of colonists to actually achieve. Currently I'm on 450% difficulty and I'm about finished on everything while using only two domes.

FractalSandwich
Apr 25, 2010
I thought I was being so clever by building a sanatorium in my Idiot Dome, but it turns out there's no cure for stupidity.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
The top item on my personal wishlist is a fleshed out commuting system.
One with several options, like
*tunnels between domes. Cheap, but limited in distance.
*taxi shuttles. Fast, but takes fuel and are grounded during storms.
*subway. Expensive to build, runs on electricity but is immune to meteors.

uPen
Jan 25, 2010

Zu Rodina!
This really seems like a game that will be 100x better with mods.

IcePhoenix
Sep 18, 2005

Take me to your Shida

Top item on my personal wishlist is for that Celestial song being on spotify.

I guess they're a bit or a reward for making it that far in the first place, but wonders are a bit silly for how powerful they are.



Praise the fuckin' sun

it produces 1k power per hour and also provides light for solar panels even at night

Demiurge4
Aug 10, 2011

That is rad as gently caress.

OwlFancier
Aug 22, 2013

uPen posted:

This really seems like a game that will be 100x better with mods.

I agree with this. There's a really solid foundation here, what it could really use I think is some late game challenge, the early game is very good, but stuff like the mohole mine kind of trivializes the game. More really elaborate endgame stuff where you need dozens of domes to make it work, that'd be cool.

Demiurge4
Aug 10, 2011

I found a mod tools folder in the game directory. They have a bunch of example mods and the .lua files have notes and documentation on what each line does and how to make it all work, super good.

I'm thinking of trying to do a mod on crops because I really don't like the utility and gene crop techs, they just give slightly better versions of crops and I'd really like it if instead hydroponics could be a real alternative to Moxie's for oxygen generation. I'd also like to make soil quality swing a bit more so you're not just using soybeans and potatoes all game.

Webguy20
Dec 31, 2007
Look where Cities: Skylines has went. I imagine this game will follow a similar, if more limited trajectory. The Core game seems to be solid enough to build some amazing things on top of.

IcePhoenix
Sep 18, 2005

Take me to your Shida

Demiurge4 posted:

I found a mod tools folder in the game directory. They have a bunch of example mods and the .lua files have notes and documentation on what each line does and how to make it all work, super good.

I'm thinking of trying to do a mod on crops because I really don't like the utility and gene crop techs, they just give slightly better versions of crops and I'd really like it if instead hydroponics could be a real alternative to Moxie's for oxygen generation. I'd also like to make soil quality swing a bit more so you're not just using soybeans and potatoes all game.

Don't worry, you don't use soybeans and potatoes all game.

Eventually you upgrade to fruit trees and corn :v:

OwlFancier
Aug 22, 2013

Demiurge4 posted:

I found a mod tools folder in the game directory. They have a bunch of example mods and the .lua files have notes and documentation on what each line does and how to make it all work, super good.

I'm thinking of trying to do a mod on crops because I really don't like the utility and gene crop techs, they just give slightly better versions of crops and I'd really like it if instead hydroponics could be a real alternative to Moxie's for oxygen generation. I'd also like to make soil quality swing a bit more so you're not just using soybeans and potatoes all game.

I think a lot of the systems would work better if there was a more pressing reason to use the alternate options, like sure you could make crops produce oxygen but what's the point when moxies exist? If you had events in the style of rimworld that could actually shut down some ways of doing things for very long periods of time, I think it might make alternate solutions more important. Dust storms and cold spells are easily countered at the moment, I think, and are basically just a matter of storage capacity or overproduction.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Yeah the issue with crops-for-air is that moxies are so hilariously cheap. Just buy another 1 or 3. And I say this as a guy who only got an actual metal mine up and running somewhere between Sol 70 and 80.

Chakan
Mar 30, 2011
I haven't found a use for waste rock, and I have several dump sites filled with it. Will there be some tech that lets me convert it to usable materials? Or am I doomed to eventually drown in boulders on sol 10K?

OwlFancier
Aug 22, 2013

gently caress me but the steam reviews for this are garbage.

Piles upon piles of people just throwing in the towel because they didn't understand stuff.

Chakan posted:

I haven't found a use for waste rock, and I have several dump sites filled with it. Will there be some tech that lets me convert it to usable materials? Or am I doomed to eventually drown in boulders on sol 10K?

You eventually get a technology to convert it into concrete but it was literally second to last on the list for me. The tech randomization is a right bastard sometimes and honestly I think it could do with being a bit different because it fucks the pacing up something fierce when you unlock fusion power after researching stuff to make your wind turbines generate 20 power each.

Fans
Jun 27, 2013

A reptile dysfunction
So it turns out relying on shipments for food is a bad idea when World War Three begins to break out and Earth is no longer available due to everyone going loving war crazy. At least we all got to starve before they glassed the planet.

OwlFancier posted:

gently caress me but the steam reviews for this are garbage.

Piles upon piles of people just throwing in the towel because they didn't understand stuff.


They're garbage for every game ever. I wouldn't worry about them.

Chakan posted:

I haven't found a use for waste rock, and I have several dump sites filled with it. Will there be some tech that lets me convert it to usable materials? Or am I doomed to eventually drown in boulders on sol 10K?

Engineering has a tech that lets you turn it into concrete, but the Tech Tree is randomized every game so it might be the very last one you get.

Fans fucked around with this message at 06:06 on Mar 18, 2018

OwlFancier
Aug 22, 2013

Fans posted:

They're garbage for every game ever. I wouldn't worry about them.

Yeah but they're like, aggressively bad and full of people making factually incorrect statements because they don't know how to play the game and apparently didn't bother to look at any of the menus?

I'm kinda worried it's going to sink the game honestly because it's really promising once you get it.

I'm going to post the one I wrote to see if anyone has anything they can think to add to it:

quote:

I think this is a good game when all is said and done.

The foundation of what is there is really solid. If it has flaws, I think they're mostly in conveying ideas to the player. I haven't yet found any systems that didn't work, but the way you organize colonists between domes and the way the domes themselves are self contained I think might not be obvious to people.

The tools the game gives you to assign people to specific domes are actually quite powerful and well automated, but the game relies on you setting up fairly specialized domes for your colonists to really get the most out of it, and a lot of the progression in the game ties to building bigger domes which you can put more buildings in which lets you really max out your specialization and devote more space to the actual purpose of the dome rather than just keeping people alive. The starter domes ARE too small to put everything you want into, and that's part of the point, I think. Once you get medium domes the game really lets you start building specialist districts for your colony and really start producing stuff. But you shouldn't try to put every building in every dome, especially not at the start. People won't be 100% happy all the time and that's fine, they don't need to be, you just need to keep in the black as far as sanity and health goes and try to keep your comfort up as best as possible. Your colonists will muddle through until you get established and can start building specialized domes, that's part of your goal in surviving, to get to that point, and you've got to make decisions about how you want to use the limited space you've got in your domes.

A lot of people have posted complaints about the colonist management system and the fact that people will work jobs they aren't specialized for, and to that I would have to say that they will do this if you don't provide colonists with the correct specialization in that particular dome, but this is very easy to do because you can set preferences per-dome to choose who should live there, and the game will quickly rehome people to meet these. You should have things like a manufacturing dome full of engineers, a mining dome with geologists, a farming dome with botanists, and these specializations also affect the kind of comfort buildings you will want to build because each specialization has preferences for recreation. You can even do things like making a retirement dome or a medical dome where all your old people go when they can't work any more to get them out of the worker housing, or a dome where people with flaws go to get cured and then leave when they no longer have those flaws. You can specialize domes in childcare by moving your children over there and giivng them buildings to get them educated and give them specialist skills, and the game WILL automatically handle all of that for you just by using the preference system. I really think people are just not understanding how the system works because I find it works very well, while still requiring you to make sure you have a good supply of colonists. It's powerful but you need to make sure you feed it enough people and skills for it to really shine, and with people and skills being an important resource in the game, that's a good thing, i think.

The same is true for resource management, the game actually can and will automate a lot of it for you once you unlock shuttles (or pick the option to start with them) and you can also do a lot of it by placing your storage depots centrally and overlapping your drone coverage over them. You don't have to do much micromanagement at all really if you set them up right to start with. The only micromanagement I've had to do is when I wanted to send a rover to harvest surface deposits, that I think could be improved a bit by having a "scavenge area" command that is a bit wider ranged, or letting drones treat the transport like a mobile stockpile. But for the actual colony itself the drones are very good at getting stuff where it needs to go, but make sure you have enough of them, if you don't have enough drones it's like running out of teamsters in Tropico, you'll stall.

If I have one complaint with the game it's that it's perhaps a little easy? I completed it with no real issues at 450% difficulty. I think it really is a matter of understanding how the systems in the game interact. But I still recommend it because I think this is absolutely the kind of thing that modding would be well suited to expanding on, adding more, longer term goals and challenges depending on what kind of game you like. At the moment much of the difficulty is front loaded, when you're first setting up a colony it's a real juggling act to keep everything running and supplied, but once you get established it gets a lot easier. And the game sets its goals to get around this because you're scored on how quickly and effectively you can achieve your mission objective, so you're pushed to expand quickly and get set up as fast as you can, but if you like playing the game just to play around with the mechanics, you may find the later stages a little trivial, though I'm still playing it to see how big a colony I can build.

The random tech progression is also a bit odd in that some things can be really trivialized by the time you get them. Like I don't actually need a fusion reactor because I rolled all the technologies to make half a dozen wind turbines produce more power than it does without any staffing and with less maintenence. In a way it has that typical Haemimont tendency to kind of falter in the endgame, a lot like Tropico 5 actually. The early stage is much harder than the later one though they've tried to add the Mystery thing to give you an end game. I think though that the size you can build colonies to would be better served by having some more mission goals past the first 100 days and also some things that require way more people involved to make them work. You can honestly win a hard start with just a couple of domes and less than 100 people but the game supports way more than that. it just relies on you really being self directed in building bigger.

If you do decide to get this, play it on as difficult of an embark as you can because that early game is really the best bit, figuring out how to set up a working colony I think is where the game works best and if you fail a bunch you can try again. If you're on the fence about whether you want to get it, I think maybe wait a while and see what mods come out for it because the game has put a good bit of work into supporting them and I think they could make this game shine the same way they do in Cities Skylines. The foundation here is very promising and most of the criticism I could level at the game is really just that the mechanics it has are sometimes underutilized by the pacing and challenge level of the later game. If it could keep the scarcity and need to expand into new territory to survive, I think this would be the best colony sim I've played in a very long time. As it is, it's still a good game and I've had fun playing it for the time I've put in so far.

I really hope the game gets picked up by more people and some mods are developed to build on the core mechanics more, and I'd love to come back to it at that point to play more.

OwlFancier fucked around with this message at 06:15 on Mar 18, 2018

Fans
Jun 27, 2013

A reptile dysfunction

OwlFancier posted:

Yeah but they're like, aggressively bad and full of people making factually incorrect statements because they don't know how to play the game and apparently didn't bother to look at any of the menus?

It mainly seems to be a ton of people trying to do the entire game without ever building or importing more drones and wondering why their supply chain suddenly dies. That and people who don't know that Shuttles are a thing and think the game is broken for midgame.

So yeah you're not wrong.

OwlFancier
Aug 22, 2013

I wondered about that but I thought that surely someone couldn't have played a colony management sim before and not known about the importance of haulers..?

Or played tropico and not learned that teamsters are the backbone of all industry. Drones are like, one of the first things I import more of.

Fans
Jun 27, 2013

A reptile dysfunction
I will tell you one thing though, they really need the ability to reassign drones to new hubs that isn't doing it individually. It's not a big deal for the easier difficulties where you can just import more and ignore that, but on the harder ones it is a fucker and needs fixing.

OwlFancier
Aug 22, 2013

Fans posted:

I will tell you one thing though, they really need the ability to reassign drones to new hubs that isn't doing it individually. It's not a big deal for the easier difficulties where you can just import more and ignore that, but on the harder ones it is a fucker and needs fixing.

It is a bit annoying yeah, I mean I didn't have too much trouble with it on 450% but it's still a bit of a pain that doesn't really need to be in there. Just being able to shift click multiple drones or box select and click on a hub to reassign them would be good.

Fans
Jun 27, 2013

A reptile dysfunction

OwlFancier posted:

It is a bit annoying yeah, I mean I didn't have too much trouble with it on 450% but it's still a bit of a pain that doesn't really need to be in there. Just being able to shift click multiple drones or box select and click on a hub to reassign them would be good.

I'd rather a little screen that tells you how many drones are in each hub and lets you reassign them that way, but a box select would be acceptable.

Heck just more information screens in general would be good, it's annoying that there's no real way to tell how much Water Production you've got beyond looking at each one and working out the math.

Still this is all fixable. Game owns, I love the challenge of it when you enter the harder areas and some of the Sponsors like the Church are a huge struggle right from the get go.

DOCTOR ZIMBARDO
May 8, 2006
The Red Frontier station has a track that sounds just like this https://www.youtube.com/watch?v=6t7cWu5imUo and it makes me love the game so much harder than I thought I could. Hey! Welcome to Mars. Don’t rover like my brother. And don’t rover like MY brother.

DOCTOR ZIMBARDO fucked around with this message at 06:43 on Mar 18, 2018

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Had a good run going until it ran out of metal and everything fell apart. Then I realized that tunnels are supposed to let you climb cliffs. I was waiting for aircraft to pop up on my tech tree but didn’t even see it in time. :shrug:

How’s it work, do you land a rocket with drones and materials at the top of the cliff to build the other end?

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

Pirate Radar posted:

Had a good run going until it ran out of metal and everything fell apart. Then I realized that tunnels are supposed to let you climb cliffs. I was waiting for aircraft to pop up on my tech tree but didn’t even see it in time. :shrug:

How’s it work, do you land a rocket with drones and materials at the top of the cliff to build the other end?

It gets simultaneously built with the one you have access to.

Fans
Jun 27, 2013

A reptile dysfunction

Pirate Radar posted:

Had a good run going until it ran out of metal and everything fell apart. Then I realized that tunnels are supposed to let you climb cliffs. I was waiting for aircraft to pop up on my tech tree but didn’t even see it in time. :shrug:

How’s it work, do you land a rocket with drones and materials at the top of the cliff to build the other end?



You build one end and it'll let the drones build the other end from the inside, tunnel and all.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

Fans posted:

You build one end and it'll let the drones build the other end from the inside, tunnel and all.

So how much does the tunnel cost? I saw the entrance in the build menu but it didn’t come with any explanation or guide to how and when to use it so it just got lost in the shuffle of figuring out how the rest of the game worked.

Playing with a harder start makes things a lot more engaging, I’m finding

uPen
Jan 25, 2010

Zu Rodina!

Pirate Radar posted:

So how much does the tunnel cost? I saw the entrance in the build menu but it didn’t come with any explanation or guide to how and when to use it so it just got lost in the shuffle of figuring out how the rest of the game worked.

Playing with a harder start makes things a lot more engaging, I’m finding

A lot, 30 machine parts and some metal.and concrete iirc.

Fans
Jun 27, 2013

A reptile dysfunction

Pirate Radar posted:

So how much does the tunnel cost? I saw the entrance in the build menu but it didn’t come with any explanation or guide to how and when to use it so it just got lost in the shuffle of figuring out how the rest of the game worked.

Playing with a harder start makes things a lot more engaging, I’m finding

Tunnels let you connect power and pipe lines through it without having to chain a bunch all the way over there with drone hubs. They're more for Mid Game once you got your initial industry up and I usually use them to get at water supplies, since it's a bit pointless to do it just for power.

Use them to cover a lot of empty ground or to go up and over a cliff.

IcePhoenix
Sep 18, 2005

Take me to your Shida

Pirate Radar posted:

So how much does the tunnel cost? I saw the entrance in the build menu but it didn’t come with any explanation or guide to how and when to use it so it just got lost in the shuffle of figuring out how the rest of the game worked.

Playing with a harder start makes things a lot more engaging, I’m finding

The entrance is the whole cost. Think of them less like tunnels and more like warp gates.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

IcePhoenix posted:

The entrance is the whole cost. Think of them less like tunnels and more like warp gates.

Woah. Cool! I figured the tunnel entrance was just paying to start it and I’d have to put money and time into making it go anywhere... and I hardly figured that digging a hole was the way to go up :v:

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Trip report after getting bored with my first run:

Aside from keeping the save around to grind up the get 200 vegans and build 1000 buildings achievements, I'm calling this run over and done with.

I'm at sol 227, got just shy of three thousand colonists mostly in oval domes, and have built all wonders.

Now, I went with Rocket Scientist and International Mars Mission on a measly 45% difficulty start. It proved to be a bit too easy.

In it current state it feels like the game is a bit shallow to work as a pure city builder, while at the same time being too fiddly.
Having to manually put down the exact same pattern of service buildings in your sixteenth dome isn't especially engaging, and as others in the thread said before, drone management sucks.
I'm swimming in resources, so I can just build as many drones as I want. The bad thing is building the drone prefabs in the drone factory. You have to click the build drone button once for each and evert drone you want. Can't press and hold, or say ctrl+click to order 10 at once.
And then you have to click a button on each drone hub you want to reinforce to add one drone. If you want to bring a hub from 6 up to 20 drones, that's 28 clicks just for ordering and assigning drones.

The information for your food production is a bit lacklustre. As with all the other resources it shows how much you produced and how much you used the last sol. But since one harvest takes longer than one sol, that's not very helpful. All you can do is to look at the number on the stockpile and see if it's gone up or down over time.
Really wish the tool tip for the food had last 5 sols or last 10 sols instead of just last sol.

I got the World War Three mystery. Here's some tips on how to beat it for those interested :
-Make sure you're self sufficient.

After a while into the event you'll get a notice that all rockets will be grounded, 5 sols before it takes effect.
That passes reasonably quickly, and you can start sending passenger rockets, and cargo rockets with drones, rovers, and prefabs, as well as exporting rare metals. You won't however be able to import any other supplies until the event is finished.


-Make sure you have extra rare metals laying about.

Earth will regularly send a rocket of their own to collect rare metals. You won't get any cash, but it will decrease the tension meter. If it reaches 100% you fail.
After the rocket returns to Earth, rival factions will rudely bomb your poo poo. If you have the meteor defense laser, that'll shoot the incoming ordnance down. If not, make sure you have redundancy in your infrastructure and/or is prepared to repair and rebuild quickly.


-Be prepared to accept refugees.

As the event progresses you'll get three bus loads of refugees of increasing size. 20, 50, then 100 dudes. You can just leave them in orbit to die, but doing so increases the tension meter.
The refugees are a bit worse than people you send, having a lower chance of having good traits, and a higher one of having negative ones. That said, if you have domes and housing for them it's a free and instant population boost.

-Stockpile resources.

For the final stage, your sponsor sends five rockets at once, each wanting you do export a resource.
Namely 400 food, 400 metals, 200 electronics, 200 machine parts, and 100 rare metals. I'm not sure of the exact mechanics, but I assume it depends on how high the tension meter got, but I didn't have to fill all five up completely. I filled three and it told me the war was over, and the remaining rockets took off with what they had.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
I tried the International starter at first just to get the hang of things, but then I switched to Russia/Oligarch for the fuel bonuses and sweet arcology towers. I’m finding things a lot more interesting when I’m actually measuring out resources and struggling to stay on top of things instead of just ordering more from Earth by the truckload. 200/sol starting research sucks though.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Current game, my mystery is Wildfire: my evaluation benchmark was 'have 200 people by sol 100', and being India / Doctor, combined with having 1 game's experience, meant I was packing my people in hard before the mystery was revealed. Inopportune dust storms combined with inadequate reserves caused power failures, which cascaded into supply chain and crop failures. My population plummeted from disease... and suicide. This was with me having the Good Vibrations breakthrough which helps sanity.

Going from multiple factories running 24/7, to consolidating shifts, to shutting down consumer services, and finally having only bare essentials running to keep up maintenance was chilling.


Secondly, in comparison to Marsgate: why the gently caress does the game rate Wildfire as 'easy' vs Marsgate as 'hard'? Marsgate was no big deal, Wildfire completely hosed my population, my science, now my farm production, and I just found out that the 60 curetatos I sent off was only the FIRST shipment I need to save the Earth. Does it scale with the difficulty of the landing site or something?

Edit: Also, I am starting to think the game is way, way more boring on the easier difficulty ratings. Spoiler-free, I'm on a 200% difficulty site and I'm, uh, on the edge of my seat on sol 100+ which is certainly something.

Edit 2: VVV oh okay my mistake, mis-remembered the 'pick your mystery' screen I guess.

metasynthetic fucked around with this message at 08:43 on Mar 18, 2018

Ihmemies
Oct 6, 2012

They'll dig the whole tunnel with the materials. Also the tunnel doesn't need to be straight or anything, just click where you want it to start and where to end. Seems to work swell, also rc's move really fast inside tunnels!

Fans
Jun 27, 2013

A reptile dysfunction

metasynthetic posted:

Secondly, in comparison to Marsgate: why the gently caress does the game rate Wildfire as 'easy' vs Marsgate as 'hard'? Marsgate was no big deal, Wildfire completely hosed my population, my science, now my farm production, and I just found out that the 60 curetatos I sent off was only the FIRST shipment I need to save the Earth. Does it scale with the difficulty of the landing site or something?


Wildfire is also rated Hard. Probably joint hardest with The Last War which stops you using rockets at all. Hope you're self sufficient!

I needed to send 4-5 shipments to finish it, forget which. It's a real fucker.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
I got as far as getting assigned the first part of an AI mystery (something 6), but joke’s on the mystery because I was struggling just to make maintenance on electronics in that game and then ran out of metal!

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grrarg
Feb 14, 2011

Don't lose your head over it.

Pirate Radar posted:

I tried the International starter at first just to get the hang of things, but then I switched to Russia/Oligarch for the fuel bonuses and sweet arcology towers. I’m finding things a lot more interesting when I’m actually measuring out resources and struggling to stay on top of things instead of just ordering more from Earth by the truckload. 200/sol starting research sucks though.
Simply having to refuel your own rockets with the other sponsors makes things much more interesting. You need more water earlier to supply fuel refineries, and it puts more stress on your drone network to refuel the rocket.

I'm looking forward to starting over with everything I've learned. I did not specialize at the beginning, and I think it slowed my colony a lot. My current game is at sol 90 with the Marsgate mystery going. I sold out and kept my mouth shut because I do not have any weapons tech. Also they pay a lot each time you recharge their drones. If I plow all those profits into outsourcing, I should just barely be able to get the "Research all Engineering techs by sol 100 as USA" achievement.

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