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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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# ? Mar 18, 2018 01:11 |
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# ? Jun 5, 2024 08:31 |
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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). 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.
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# ? Mar 18, 2018 01:11 |
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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. Yeah short tunnels are basically needed because the game is too dumb to walk 2 feet to the gambling dome.
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# ? Mar 18, 2018 01:44 |
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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.
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# ? Mar 18, 2018 01:58 |
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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.
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# ? Mar 18, 2018 03:06 |
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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.
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# ? Mar 18, 2018 03:28 |
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This really seems like a game that will be 100x better with mods.
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# ? Mar 18, 2018 04:01 |
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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
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# ? Mar 18, 2018 04:27 |
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That is rad as gently caress.
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# ? Mar 18, 2018 04:32 |
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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.
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# ? Mar 18, 2018 04:48 |
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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.
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# ? Mar 18, 2018 05:12 |
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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.
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# ? Mar 18, 2018 05:21 |
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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. Don't worry, you don't use soybeans and potatoes all game. Eventually you upgrade to fruit trees and corn
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# ? Mar 18, 2018 05:23 |
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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 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.
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# ? Mar 18, 2018 05:26 |
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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.
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# ? Mar 18, 2018 05:35 |
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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?
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# ? Mar 18, 2018 05:56 |
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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.
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# ? Mar 18, 2018 06:03 |
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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. 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 |
# ? Mar 18, 2018 06:04 |
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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. OwlFancier fucked around with this message at 06:15 on Mar 18, 2018 |
# ? Mar 18, 2018 06:06 |
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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.
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# ? Mar 18, 2018 06:18 |
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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.
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# ? Mar 18, 2018 06:21 |
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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.
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# ? Mar 18, 2018 06:24 |
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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.
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# ? Mar 18, 2018 06:25 |
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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.
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# ? Mar 18, 2018 06:29 |
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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 |
# ? Mar 18, 2018 06:31 |
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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. How’s it work, do you land a rocket with drones and materials at the top of the cliff to build the other end?
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# ? Mar 18, 2018 07:05 |
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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. It gets simultaneously built with the one you have access to.
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# ? Mar 18, 2018 07:09 |
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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. You build one end and it'll let the drones build the other end from the inside, tunnel and all.
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# ? Mar 18, 2018 07:09 |
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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
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# ? Mar 18, 2018 07:14 |
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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. A lot, 30 machine parts and some metal.and concrete iirc.
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# ? Mar 18, 2018 07:15 |
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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. 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.
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# ? Mar 18, 2018 07:19 |
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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. The entrance is the whole cost. Think of them less like tunnels and more like warp gates.
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# ? Mar 18, 2018 07:22 |
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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
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# ? Mar 18, 2018 07:31 |
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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.
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# ? Mar 18, 2018 08:11 |
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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.
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# ? Mar 18, 2018 08:19 |
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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 |
# ? Mar 18, 2018 08:23 |
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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!
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# ? Mar 18, 2018 08:24 |
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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.
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# ? Mar 18, 2018 08:29 |
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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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# ? Mar 18, 2018 08:40 |
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# ? Jun 5, 2024 08:31 |
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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. 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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# ? Mar 18, 2018 09:02 |