Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
FalloutGod
Dec 14, 2006
This game is going to be rad as hell a year from now. Once paradox pushes a few DLCs and the modding community fills in the gaps poo poo should be poppin.

Adbot
ADBOT LOVES YOU

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Goddamn space balls are sucking up all my power and giving people migraines.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
Haha, what the gently caress. First breakthrough was precursor artifacts being found and now I have -45% research time on all tech.

Ihmemies
Oct 6, 2012

Guess I need to have some oxygen in storage. Didn't have and then dust storm came. I managed to build one and store some oxygen, can the colonists make do without oxygen for 6 hours?

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
The Dredges mystery is fairly simple. You can basically ignore it except for investigating an anomaly and them researching two things. It will reduce a bunch of deposits by 1/3-1/2 but other than that it's fairly inconsequential.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
I really hope wildfire is just The Worst One.

mostly because if there's one that's worse then it then HO BOY

Bedurndurn
Dec 4, 2008
Speaking of pathfinding being bad...



So that dome is built near the edge of the map where the ground starts to slope up. Idiots will wander out of that airlock and then suffocate to death because they don't know how to walk back inside.

I've renamed it the Darwin Dome. It kills about a dozen colonists every real-life hour.

(Also that idiot's last name is Oxygen.. This fuckin' game.)

Bedurndurn fucked around with this message at 19:50 on Mar 18, 2018

OwlFancier
Aug 22, 2013

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 strongly recommend playing it this way, the game is really at its best when you have to deal with a lot of scarcity. I think honestly it's frankly just an easy game full stop, or at least it's a quite predictable game a lot of the time, your main challenge is dealing with weather events messing up your timing which is mostly an issue at the start and on high difficulties, but it can be really fun while it's in that stage.

Pirate Radar
Apr 18, 2008

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

OwlFancier posted:

I strongly recommend playing it this way, the game is really at its best when you have to deal with a lot of scarcity. I think honestly it's frankly just an easy game full stop, or at least it's a quite predictable game a lot of the time, your main challenge is dealing with weather events messing up your timing which is mostly an issue at the start and on high difficulties, but it can be really fun while it's in that stage.

I get a kick out of the granularity that harder starts offer: every decision must be made carefully and you’re working within tight margins. “Okay, I need ten more solar panels so I’ll just plop those down” isn’t super interesting to me.

OwlFancier
Aug 22, 2013

RE: drone reassignment, turns out that actually you can literally just disassemble drones into a nebulous pool of "prefabs" and then rebuild them at any hub instantly. I think that's how you're supposed to do it.

nessin
Feb 7, 2010

OwlFancier posted:

I strongly recommend playing it this way, the game is really at its best when you have to deal with a lot of scarcity. I think honestly it's frankly just an easy game full stop, or at least it's a quite predictable game a lot of the time, your main challenge is dealing with weather events messing up your timing which is mostly an issue at the start and on high difficulties, but it can be really fun while it's in that stage.

I don't think resource scarcity makes the game difficult, it just makes it longer. Maybe there is a balance there between trying to be as quick as possible with as few resources as possible, but so long as you can get an early chain up and running to earn money, you can manage any resource problem.

Disasters seem to be what provides actually difficult, but so much of that is just an RNG gently caress you. One small dust storm early and you can't recover because you'll have eaten through so many resources in maintenance. A single meteor shower can hit nothing or everything, even with well spaced redundancies. It ends up not being difficult, just a random roll of the dice as to whether you'll be able to continue or not.

OwlFancier
Aug 22, 2013

nessin posted:

I don't think resource scarcity makes the game difficult, it just makes it longer. Maybe there is a balance there between trying to be as quick as possible with as few resources as possible, but so long as you can get an early chain up and running to earn money, you can manage any resource problem.

Disasters seem to be what provides actually difficult, but so much of that is just an RNG gently caress you. One small dust storm early and you can't recover because you'll have eaten through so many resources in maintenance. A single meteor shower can hit nothing or everything, even with well spaced redundancies. It ends up not being difficult, just a random roll of the dice as to whether you'll be able to continue or not.

Meteor showers are definite bullshit if they land on you though I didn't have too much trouble with dust storms because you can close your solars which will save you some trouble. I think mostly your goal first needs to be securing a supply of rare metals because that's your lifeline, it gets you steady funding and can keep your going until you can get more self sufficient.

I definitely had a really good balancing experience with my game trying to decide what I wanted to spend my money on and planning how I could get up and running before I ran out of rare metals. I think the game's at its best when you're always thinking how you need to expand to acquire new resources which is why I advocate for scarcity.

If I was going to change the game I would add the possibility of slow-to-extract but limitless resource deposits, so that you can build up a sort of foundation level of supplies, but you wouldn't be able to support many domes or machines with them, so you'd need to then plan your expansion to other resource fields to increase your base maintenance capacity. Then on top of that you'd have your exports and your exhaustible deposits to give you fast expansion resources. Then I'd slow research right down and probably cut export prices too/make imports progressively more expensive so that you have to focus on developing your own industry.

Bedurndurn
Dec 4, 2008
I figured out how to get transport routes to not die because they forgot to recharge. Set your source as normal, but set your destination to be a power cable close to the stockpiles you actually want to load. Derpy the Robotrucker will head to your exact location, decide, "Well if I'm here I guess I might as well fuel up" and then pick a stockpile to dump to within a small radius.

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.



OwlFancier posted:

I strongly recommend playing it this way, the game is really at its best when you have to deal with a lot of scarcity. I think honestly it's frankly just an easy game full stop, or at least it's a quite predictable game a lot of the time, your main challenge is dealing with weather events messing up your timing which is mostly an issue at the start and on high difficulties, but it can be really fun while it's in that stage.

Yup, my current game I went as Europe/Ecologist (start with the Hanging Garden park spire) and I didn't have a source of metals until around sol 70/80 and even then I had to extend WAAAAAY out to get them. I did get two deposits of rare metals so I could at least start selling those to Earth, and making my own electronics (or at least putting a dent in the electronics I needed, I only recently ended up with enough production to outstrip my consumption). Because of my lack of metals I basically had to scrap almost my entire solar panel farm (and lone wind tower) to reduce my metal consumption. Thankfully I got the stirling blueprint research early on, followed by their upgrade so they give +30 power.

Now I'm finally getting rather stabilized, especially after getting a College up and running. Having warm bodies in slots is necessary, but having them trained makes a HUGE difference, even when you have the "less penalty from the wrong specialization" bonus researched. Having a dome as your college dome set with a preference for "untrained" people is a huge, HUGE long-term buff to your colony. Once you have enough trained workers and the specializations preferences on domes set the specialized slots tend to fill up just fine.

One of my next projects will be setting an "idiot dome" by remaking one of my domes to have only a few farm bulidings and just lots of luxuries where idiots can't loving break anything of importance.

Setting the difficulty higher really makes you emotionally invested in a colony.

OwlFancier
Aug 22, 2013

The university I think is really an example of the game doing well with colonist management, you literally just build it and it automatically trains people in specializations you need, then if you set your domes up properly they'll automatically go move to the dome where their jobs are.

As a note, some buildings like the university and the school don't actually need staff, their job slots are for people using them, so open the nightshift to get people educated quickly. Same with the sanatorium spire.

IcePhoenix
Sep 18, 2005

Take me to your Shida

After looking through some of the posts about specializing I think I need to rethink how I build domes. My evaluation goal was to have 200 colonists at sol 100 and I ended up building lots of apartments + the spire that houses people, but this often leaves me with too many people to work every job. I may have to stop building so many apartments and start building at least twice as many domes. That being said, I really wish there were more building types.

Also in terms of sustainability, you can technically sustain forever just off of spamming the techs that give you funding and buying the resources you need, but I wish there was true self-sustainability. Eventually the map will run out of metal, rare metal, and concrete, and the wonders that give you an unlimited source of either probably don't give you enough per day to keep more than a handful of domes running.

Webguy20
Dec 31, 2007
First breakthrough on my current game is pipes that don't break. gently caress yes. It REALLY cuts down on the repairs, and I can run a long stretch to a water resource and just put some local power and a battery so I don't have to run the power cable.

Fans
Jun 27, 2013

A reptile dysfunction

Alkydere posted:

One of my next projects will be setting an "idiot dome" by remaking one of my domes to have only a few farm bulidings and just lots of luxuries where idiots can't loving break anything of importance.

Setting the difficulty higher really makes you emotionally invested in a colony.

Once you research the Sanatorium you can put it in the Idiot dome and cure idiocy for good.

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.



Fans posted:

Once you research the Sanatorium you can put it in the Idiot dome and cure idiocy for good.

Yup, that's exactly why I'm making an Idiot dome. Every other flaw is manageable. gently caress a 10% chance to set the building on fire.

Agean90
Jun 28, 2008


Alkydere posted:

Yup, that's exactly why I'm making an Idiot dome. Every other flaw is manageable. gently caress a 10% chance to set the building on fire.

how do idiots even make it through the qualification course or whatever

"Candidate 51 managed an outstanding time in the physical endurance test, while also destroying the whole building and killing 4 other candidates"

"I CANNOT THINK OF ANY REASON NOT TO SEND THEM"

Agean90
Jun 28, 2008


me: Lets make the idiot a gorcer, whats the worst that could happen!

idiot:

OwlFancier
Aug 22, 2013

IcePhoenix posted:

After looking through some of the posts about specializing I think I need to rethink how I build domes. My evaluation goal was to have 200 colonists at sol 100 and I ended up building lots of apartments + the spire that houses people, but this often leaves me with too many people to work every job. I may have to stop building so many apartments and start building at least twice as many domes. That being said, I really wish there were more building types.

Also in terms of sustainability, you can technically sustain forever just off of spamming the techs that give you funding and buying the resources you need, but I wish there was true self-sustainability. Eventually the map will run out of metal, rare metal, and concrete, and the wonders that give you an unlimited source of either probably don't give you enough per day to keep more than a handful of domes running.

Triboelectric scrubbers are helpful for sustainability, they basically blow dust off things around them, so put one near each of your drone hubs (both those buildings use electronics for maintenence) and build all your outbuildings near them. Then you only have to pay the upkeep on the scrubber. Polymers scale basically with your workforce because you only need power and people to make them, so your main limitation is going to be metals/rare metals which again you can cut a lot of use out of by using the scrubbers.

Fans posted:

Once you research the Sanatorium you can put it in the Idiot dome and cure idiocy for good.

It can't cure idiocy by default unless there's a breakthrough for it that adds that functionality.

OwlFancier fucked around with this message at 18:22 on Mar 18, 2018

WhiskeyWhiskers
Oct 14, 2013


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

Alkydere posted:

Yup, my current game I went as Europe/Ecologist (start with the Hanging Garden park spire) and I didn't have a source of metals until around sol 70/80 and even then I had to extend WAAAAAY out to get them. I did get two deposits of rare metals so I could at least start selling those to Earth, and making my own electronics (or at least putting a dent in the electronics I needed, I only recently ended up with enough production to outstrip my consumption). Because of my lack of metals I basically had to scrap almost my entire solar panel farm (and lone wind tower) to reduce my metal consumption. Thankfully I got the stirling blueprint research early on, followed by their upgrade so they give +30 power.

Now I'm finally getting rather stabilized, especially after getting a College up and running. Having warm bodies in slots is necessary, but having them trained makes a HUGE difference, even when you have the "less penalty from the wrong specialization" bonus researched. Having a dome as your college dome set with a preference for "untrained" people is a huge, HUGE long-term buff to your colony. Once you have enough trained workers and the specializations preferences on domes set the specialized slots tend to fill up just fine.

One of my next projects will be setting an "idiot dome" by remaking one of my domes to have only a few farm bulidings and just lots of luxuries where idiots can't loving break anything of importance.

Setting the difficulty higher really makes you emotionally invested in a colony.

I had to do this after I found out my electronics factory had 10! idiots running it. It was almost constantly broken until I figured out what was happening.

double nine
Aug 8, 2013

Tunnels and shuttle bays seem like they'd serve similar purposes, am I missing anything? Is one preferable over the other?

Rookersh
Aug 19, 2010
A lot of the prefabs seem less then ideal for a starting rocket.

Drone Hub 1 is ideal, 2 is pushing it. 3 past you could be getting from later rockets.

Water/Fuel you don't really need early. Same with the other prefabs. The 1 Water Prefab some Sponsors have is uh, totally pointless! Because you need 2 to sustain a Dome anyways, so you need to find water anyways.

Stirling is fun, and doesn't take much space. Really helpful despite it's cost.

Probes are nice, but you don't need that many of them.

Resources are nice if a bit excessive. Seems like a good idea would be to find the ideal build order, and just grab enough resources to last you until your second rocket.

Even Drones only go so far. Early game I've found a lot of the Drones end up just chilling around my rocket waiting for me to do more stuff. Until I get that mine up/second rocket they get a lot of downtime.

Meanwhile all 3 RCs seem like godsends. Resource RC can gather materials past your perimeter, and seem to do it faster then drones. I could see the argument for late science RC, but boy are you missing a lot of free Research by checking out local anomalies. Plus the potential Breakthroughs that might singlehandidly make a colony early. Drone RC is a great substitute for Drone Hubs.

WhiskeyWhiskers
Oct 14, 2013


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

double nine posted:

Tunnels and shuttle bays seem like they'd serve similar purposes, am I missing anything? Is one preferable over the other?

Different purposes. Tunnels allow you to build in far off locations without needing drone hubs or RC rovers along the way to maintain pipes and cables. Shuttles move goods across the map and help even out logistics.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
A Water prefab is handy to refuel the rocket if your sponsor doesn't provide many of them.

IcePhoenix
Sep 18, 2005

Take me to your Shida

OwlFancier posted:

Triboelectric scrubbers are helpful for sustainability, they basically blow dust off things around them, so put one near each of your drone hubs (both those buildings use electronics for maintenence) and build all your outbuildings near them.

My drone hubs require no maintenance or power thanks to a breakthrough. I have the perfect pipes and cables one as well.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
My drones are ignoring a metal stockpile right next to them and instead driving across the map to harvest a surface deposit in order to construct a building. Am I doing something wrong or is the done AI just hosed.

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.



WhiskeyWhiskers posted:

Different purposes. Tunnels allow you to build in far off locations without needing drone hubs or RC rovers along the way to maintain pipes and cables. Shuttles move goods across the map and help even out logistics.

Oh is that how they work? I really wish I'd known that!



At least I got the unbreaking pipes so it's only the cables that need maintenance.

Nathilus
Apr 4, 2002

I alone can see through the media bias.

I'm also stupid on a scale that can only be measured in Reddits.
Ive been dying for a good space buildy game and this one sure hits the spot. I finished the black cubes mystery last night. My only gripes are that starter domes are too drat small given that civs wont use facilities in a directly adjacent dome, and the early game resource shuffle before you just give up and set up shuttle buildings is a PITA.

Also I seem to blow through electronics at 3x the rate of any other resource. I was still at a deficit of electronics when i had 2 starter domes, a medium, and an oval with 3 fully staffed factories beween them. I had 20+ electronics consumed at that point and 3 or so in maintenance. Never did figure out what was eating so many goddamned electronics. It wasnt the electronics shops. Again I just gave up and slapped 2 more factories down inside my megadome when it went operational and that solved it.

I did entirely without solar power. The wind ones plop down easily enough and I was swimming in machine parts with only 1 factory so the upkeep is nbd. I just used those until I got the spherical generator tech. Those own because if you keep them closed they're utterly fire and forget. After that I just plopped down dozens and dozens of those, utterly ignoring the manned fusion plant because why would I waste manpower on energy when I can just slap down immortal generators all over the place!

OwlFancier
Aug 22, 2013

Protip: Triboelectric scrubbers work on buildings inside domes through the walls :getin:

E: oh god I built a gently caress dome and now people won't stop having kids heeeeelp

85 out of 400 people in the colony are children and my population exploded by about 200 in the last 20 days from all the loving.

E2: Protip2: Triboelectric scrubbers work on each other...

OwlFancier fucked around with this message at 19:31 on Mar 18, 2018

Bedurndurn
Dec 4, 2008
So two tribo-thingies next to each other are immortal? And so is anything else near them?

OwlFancier
Aug 22, 2013

Bedurndurn posted:

So two tribo-thingies next to each other are immortal? And so is anything else near them?

Specifically they won't accumulate dust or need maintenence unless something happens to them, so they'll still be damaged by meteors or dust devils or being frozen, but it cuts your everyday maintenance bill to zero, yes. just takes power. Don't forget to expand their service area to maximum too.

OwlFancier fucked around with this message at 19:41 on Mar 18, 2018

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.



Finished the Marsgate story. I gotta say, I was both disappointed it didn't involve some sort of trans-planetary or trans-dimensional gate and was instead a "Watergate" reference but was still surprised with the writing.

Shibawanko
Feb 13, 2013

I like the sound of this but I'm not a fan of the graphics what with the domes with suburban buildings under them.

OwlFancier
Aug 22, 2013

That's sort of intentional, the whole thing's supposed to have this retro futuristic vibe to it. It can look really nice once you get some things set up.

King Doom
Dec 1, 2004
I am on the Internet.
Has anyone had any success with childcare domes? I built one, filled it with nurseries, schools, playgrounds and an automatic grocer and diner and toggled children off in all domes but that one and made it child exclusive and now instead of moving there on their own they just sit wherever they spawned and die in the gutters. They will not move unless I manually make them and it's pissing me off.

Gniwu
Dec 18, 2002

The 'Last War' mystery seems way more interesting to me if you let it fail, at least conceptually. I haven't actually bought the game just yet, so I don't know how annoying not having access to Earth at all might end up being. But that outcome kind of reminds me of the endgame of Sid Meier's Colonization.

Has anyone here taken that path? What are your thoughts?

Adbot
ADBOT LOVES YOU

Shibawanko
Feb 13, 2013

OwlFancier posted:

That's sort of intentional, the whole thing's supposed to have this retro futuristic vibe to it. It can look really nice once you get some things set up.

Yeah I guess I was hoping for a more realistic game. I want a game where I can go "holy poo poo my crew got the generator working again, now we can save the greenhouse!" rather than "let's throw another city in this empty field here"

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply