|
Kibbles n Shits posted:Oh! I didn't realize having a kid did that. Now I know what you mean. I guess that's just another thing the game doesn't communicate very clearly, or I just missed it altogether. iirc it says that in the fine print - founder era lasts for X sols or until a kid is born on mars. the ticker in top left reinforces the idea of the time limit tho and if you never get the martianborn it's not as obvious
|
# ? Mar 21, 2018 23:10 |
|
|
# ? Jun 4, 2024 20:53 |
|
Kibbles n Shits posted:I wish the founder stage was shorter or not present. It's trivially easy to care for 12 people anyways (barring a major catastrophe). I hate having nothing to do for 10 sols because further progression depends on bringing in more colonists. Poor German woman had to spend 10 years alone on Mars before she got some company. Speaking of though, the way time is abstracted is a bit odd. 1 sol = 1 year lines up with colonist lifespans, but for harvests it's more like 1 sol = 2-3 months.
|
# ? Mar 22, 2018 00:06 |
|
It's deliberately ambiguous, a day is however long it needs to be for gameplay reasons.
|
# ? Mar 22, 2018 01:17 |
|
Wyld Karde posted:Watching the devstream at the moment. Apparently connecting the domes was always intended but they didn't have time to implement it before release, so it's coming in a content patch sometime this spring. And the two big ones for me. "We cannot confirm anything. Obviously. We shouldn't be saying this at all. But our current expansion plans for Expansion 1 and 2 are Transportation and Terraforming. We see those are popular. We CANNOT CONFIRM because we might not be able to make changes/do these well/it might be something else. But these are what we'd like." Down for both yo, Terraforming being a huge lategame task with a ton of then nonDome buildings ( turning the Domes into basically museums ) would be aces. Trains are TRAINS GOD drat YOU GIVE ME TRAINS. e: Also to what about taking over Earth. "Uh, probably not. At least not in the first expansion." ee: Birth Control! eee: Option to reorder the Research Tree if you get a bad hand. Probably expensive. eeee: Drone Networks all being connected is something they want to maybe do? But would be super difficult to code, and also they are worried about balance there. A huge part of the game is moving things from area to area and they are worried about changing it. But they are thinking about it. eeeee: Polar Regions will probably be added later. Probably free. eeeeee: "Factions" is the third main expansion topic. Not much info outside of that. So Transportation, Transforming, and Factions so far as their core ideas. Stressing again they have confirmed zero of these. These are their base plans right now, not confirmations. They want to hear what people want most. Lots of love for Transportation. e: Factions would probably add politics, more diplomacy systems and such. It's a discussion, but not a confirmation. Rookersh fucked around with this message at 01:36 on Mar 22, 2018 |
# ? Mar 22, 2018 01:21 |
|
So what happens if somehow you pick your entire first crew to be one gender? NASA does not approve of Gay Mars Utopia? You know, I may actually test that on my current game since my first breakthrough was Biorobots. Hmm... Edit: ^^^ oh wow yes please. Give me terraforming machines that need 100 people to staff them and give us a reason to build true megacomplexes.
|
# ? Mar 22, 2018 01:22 |
|
Martian train simulator with $3000 of DLC please.
|
# ? Mar 22, 2018 01:23 |
|
metasynthetic posted:So what happens if somehow you pick your entire first crew to be one gender? NASA does not approve of Gay Mars Utopia?
|
# ? Mar 22, 2018 01:35 |
Groetgaffel posted:I did the Watney challenge achievement last game. If we're looking at actual Sols on mars they are only 2.7% faster than ours. One sol is 24.5 hours earth time. These colonists go to work six times then die of old age, just like The Sims
|
|
# ? Mar 22, 2018 01:36 |
|
FractalSandwich posted:You'll have to wait out the whole 10-sol evaluation period before you can bring anyone else in. That's all. Aww. Regardless, Project Men Are From Mars is a go:
|
# ? Mar 22, 2018 01:46 |
|
metasynthetic posted:Aww. Regardless, Project Men Are From Mars is a go: Given the name of the ship you'll have to let us know how the theory behind situational homosexuality pans out...
|
# ? Mar 22, 2018 01:50 |
metasynthetic posted:Aww. Regardless, Project Men Are From Mars is a go: Yknow the pool of applicants doesn't decrease on natural death. As long as you kept shipping dudes over your man-o-calypse doesn't have to end!
|
|
# ? Mar 22, 2018 02:21 |
|
DreamShipWrecked posted:Yknow the pool of applicants doesn't decrease on natural death. As long as you kept shipping dudes over your man-o-calypse doesn't have to end!
|
# ? Mar 22, 2018 02:27 |
|
As luck would have it, I did pick Blue Sun this game. Just got the drone printing tech (relatively early), going to try to do this without ever importing another human. Mars: one small step for Man (and Robot (exclusively))
|
# ? Mar 22, 2018 02:31 |
|
Pro-tips: buildings act as conduits. Place your solar panels/ windmills(and other applicable buildings) in line with the cable as shown in the bottom section of this picture to help save on metal and maintenance costs on your connections. I'm not sure exactly how maintenance gets calculated for cables, but a 2 hex conduit costs 1 metal the same as a 5 hex length so it's hard to say how often you should intersperse buildings. Whatever you do don't build like the top section of the picture. Apartment buildings are pretty expensive. Building another dome(in line with your next expansion to save on pipes and conduit) is better than trying to cram more people into an existing dome. If you're wondering why a citizen randomly pops up on the hot bar it's because they've got one of the unique traits.
|
# ? Mar 22, 2018 02:37 |
|
metasynthetic posted:Aww. Regardless, Project Men Are From Mars is a go: I did this as well, except I took all women because they matched the specialties I wanted better. They went, they printed out the future owners of Mars, then they retired peacefully while the Borgs lived on forever...
|
# ? Mar 22, 2018 02:52 |
|
To my knowledge cables and pipes do not cost maintenence unless they break.
|
# ? Mar 22, 2018 03:06 |
|
Split Pea Superman posted:If you're wondering why a citizen randomly pops up on the hot bar it's because they've got one of the unique traits. This game has the weird presumption that I actually care about individual people, but there's so many and they all age so fast there's no reason to do so. I might care if it was like Rimworld and keeping even two dozen people in good conditions was an epic undertaking and there were massive possible rewards for training and maintaining peeps, but this is not that game.
|
# ? Mar 22, 2018 03:11 |
|
Roadie posted:This game has the weird presumption that I actually care about individual people, but there's so many and they all age so fast there's no reason to do so. I might care if it was like Rimworld and keeping even two dozen people in good conditions was an epic undertaking and there were massive possible rewards for training and maintaining peeps, but this is not that game. Well if they have one of the unique traits that increases morale/ comfort for everyone in the dome you might care which one they're in, but you're right that there's too many to really care too much about individuals. I figured it was a bug when they kept popping up on the hotbar though.
|
# ? Mar 22, 2018 03:18 |
|
OwlFancier posted:To my knowledge cables and pipes do not cost maintenence unless they break. Well, they cost maintenance in the sense that they WILL break, and the less cable you have the less often it happens. Too bad there isn't a "superior cables" tech as well.
|
# ? Mar 22, 2018 03:18 |
|
Kibbles n Shits posted:Too bad there isn't a "superior cables" tech as well. There is. https://survivingmars.paradoxwikis.com/Breakthrough
|
# ? Mar 22, 2018 03:20 |
|
If you get both in a game you’re looking good as far as metals go, I expect, which is... nice I guess.
|
# ? Mar 22, 2018 03:23 |
|
Every cable break, and pipe break costs 1 metal to fix, and once you've got a couple of domes up it seems like they'll happen 4-5 times a day. I've been trying to get through games without using the repeatable money tech, and running out of metal has been one of the biggest problems for me, so I'm pretty happy with what I'd guess is a 10-15% cut in maintenance costs
|
# ? Mar 22, 2018 03:27 |
|
Split Pea Superman posted:Every cable break, and pipe break costs 1 metal to fix, and once you've got a couple of domes up it seems like they'll happen 4-5 times a day. Get yourself a Mohole. I had no idea what to do with all the metal it poo poo out daily.
|
# ? Mar 22, 2018 03:32 |
|
Yeah the mohole trivializes resource production. I really think it should require massive staffing to operate, while the "deposits always generate a small amount when depleted" tech should be the way the game works by default. As it stands you just beeline for the mohole and then you have infinite resources.
|
# ? Mar 22, 2018 03:43 |
|
ragzilla posted:Get yourself a Mohole. I had no idea what to do with all the metal it poo poo out daily. Well yeah, but once you get that tech and the resources to build it you're playing sandbox mode.
|
# ? Mar 22, 2018 03:51 |
|
Yeah there are 55 breakthrough techs but you only get 13-19 per game. It's a neat way of shaking up "optimal" build orders and priorities each game.
|
# ? Mar 22, 2018 08:51 |
|
Oh god, my colony is in a death spiral from lack of electronics while World War 3 rages on Earth. I had to cannibalise all but one of my rockets to repair the factories but now all my earthsick colonists don't want to make the electronics that they need to power the drones they need to live Earthsick is pretty annoying, looking like you actually need to micro your domes to make sure all the gamblers get their fix and so forth. I'll have to take it a bit slower next time.
|
# ? Mar 22, 2018 11:06 |
|
So...does the "short sleep" breakthrough do anything mechanically? A "Sol" is supposedly a 25-hour day (or year or [insert time period] but where shifts are concerned it's a 25-hour day). And shifts are broken into 8 hours, so 3 shifts and a 1 hour downtime shift-work wise? If I understand it, a normal colonist's sol is 8 hours work, 8 hours leisure, 8 hours sleep and 1 hour walking around the dome to make it look inhabited to the player (not necessarily in that order). So, does the 1-hour sleep cycle mean 8-hours work, 16 hours leisure and 1 hour sleep? Or am I misunderstanding this game's (somewhat vague) information?
|
# ? Mar 22, 2018 12:52 |
|
Alkydere posted:So...does the "short sleep" breakthrough do anything mechanically? A "Sol" is supposedly a 25-hour day (or year or [insert time period] but where shifts are concerned it's a 25-hour day). And shifts are broken into 8 hours, so 3 shifts and a 1 hour downtime shift-work wise? If I understand it, a normal colonist's sol is 8 hours work, 8 hours leisure, 8 hours sleep and 1 hour walking around the dome to make it look inhabited to the player (not necessarily in that order). So, does the 1-hour sleep cycle mean 8-hours work, 16 hours leisure and 1 hour sleep? Or am I misunderstanding this game's (somewhat vague) information? As far as I could tell it meant they could work nights without a hit to comfort. Maybe it also gives them another go at a service building?
|
# ? Mar 22, 2018 13:18 |
|
Playing an Arker game, I'm currently wondering if Martianborn also get the 'Religious' trait automatically upon reaching adulthood like their Earthborn colonists do, or do I have to waste a school slot to ensure that?
|
# ? Mar 22, 2018 14:31 |
|
Gimmick Account posted:Playing an Arker game, I'm currently wondering if Martianborn also get the 'Religious' trait automatically upon reaching adulthood like their Earthborn colonists do, or do I have to waste a school slot to ensure that? Yes, everyone gets it. You don't need a school slot for it.
|
# ? Mar 22, 2018 17:40 |
|
Chadzok posted:Oh god, my colony is in a death spiral from lack of electronics while World War 3 rages on Earth. I had to cannibalise all but one of my rockets to repair the factories but now all my earthsick colonists don't want to make the electronics that they need to power the drones they need to live Buy the gently caress out of all the electronics you can get, seriously it's the only resource that's hard to acquire, everything else is either made from nothing, readily available in the case of concrete, or can be extracted from many places in the case of metal/machine parts once you get a factory. Electronics require a factory, a shitload of workers, and rare metals to make. Also, very important tip, DON'T LET IDIOTS IN YOUR ELECTRONICS FACTORY... They'll keep breaking it and it costs so much to fix that you will struggle to break even on production.
|
# ? Mar 22, 2018 17:43 |
|
OwlFancier posted:Buy the gently caress out of all the electronics you can get, seriously it's the only resource that's hard to acquire, everything else is either made from nothing, readily available in the case of concrete, or can be extracted from many places in the case of metal/machine parts once you get a factory. Electronics require a factory, a shitload of workers, and rare metals to make. I have an idiot dome that is a basic dome with a couple of apartments, a grocer, a couple of parks and 3 farms. Idiots can't break farms and grocers are just 1 concrete to fix. When it fills up with idiots I'll probably build a second one.
|
# ? Mar 22, 2018 17:54 |
Patch stuff: New fixes! Check out the full patch notes below. And as ever, please keep reporting your bugs in the Surviving Mars bug forum. OSX,Linux: Added OpenGL mods' shaders support Linux: fixed occasional crash when loading savegames Window: fixed white borders on some UI elements UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists UI: Tourist trait shown in "Review Applicants" UI UI: Fix for cancelation of change of display settings UI: Fix for senior colonists workplace display after the research of "Forever Young" tech UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms) UI: Fix for Custom anomaly icon disappearing from time to time UI: Fixed missing sounds when some Mods are active UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.) UI: Rockets have correct (default) skin on game start Gameplay: Removed exploit for endless export from the Space Elevator Gameplay: Refugees are now immune to Earthsick condition Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves) Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended Gameplay: Fix for drones not to be abandoned by RC Rover Gameplay: Fix for maximum drones allowed to work on trade rocket Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them Gameplay: RP cost of repeatable techs now increase after each research Gameplay: "Alien Imprints" tech effect reduced Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%) Gameplay: Fix for stuck drones when picking up resources from destroyed farm Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport Gameplay: Fix for RC Transport when changing skin while loading resources Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller Gameplay: Fix for Rocket take-off in some cases Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production Gameplay: Workers properly select workplace based on their specialty Gameplay: Fix for workplace and training buildings requiring maintenance when turned off Gameplay: Easy start now always starts with a Mystery Gameplay: Scanning que increased Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo) Gameplay: Biorobot gurus no longer create biorobots Gameplay: Fix for replacing existing techs by using mods Visuals: Dome glass has correct self illumination Visuals: Meteorite craters no longer appear over and next to objects Visuals: NVIDIA 1050s family now loads "High" setting preset Visuals: Fix for proper positioning of newborn child colonist at spawn
|
|
# ? Mar 22, 2018 18:01 |
|
Even if this isn’t technically more efficient, can there be a setting that makes sure drones only go to a task if they have enough battery power to complete it? For my sanity, even if not the colonists’.
|
# ? Mar 22, 2018 18:10 |
|
Pirate Radar posted:Even if this isn’t technically more efficient, can there be a setting that makes sure drones only go to a task if they have enough battery power to complete it? For my sanity, even if not the colonists’. i've found it handy to put charging stations all over the place, especially around stockpiles and concrete extractors since drones are frequently in those spots. dome entrances, etc.
|
# ? Mar 22, 2018 19:14 |
|
quote:Gameplay: Workers properly select workplace based on their specialty e: https://www.youtube.com/watch?v=RKr3WtgFQQs Michaellaneous fucked around with this message at 19:49 on Mar 22, 2018 |
# ? Mar 22, 2018 19:34 |
|
OwlFancier posted:Yes, everyone gets it. You don't need a school slot for it. Thank you, knowing that calmes my nerves a lot!
|
# ? Mar 22, 2018 20:54 |
|
I was almost done with a 3000 point technology (like, 98% or something like that), and the patch reset the meter to zero! GIVE IT BACK, I ONLY HAVE 200 RESEARCH POINTS!!
|
# ? Mar 22, 2018 21:35 |
|
|
# ? Jun 4, 2024 20:53 |
|
OwlFancier posted:Buy the gently caress out of all the electronics you can get, seriously it's the only resource that's hard to acquire, everything else is either made from nothing, readily available in the case of concrete, or can be extracted from many places in the case of metal/machine parts once you get a factory. Electronics require a factory, a shitload of workers, and rare metals to make. Yeah I'm on my next game now and rather than just mashing 'send me people goddamnit' I'm actually looking at all the flaws and traits which I wasn't paying attention to. I must have had a couple idiots in my last game because that's exactly what was happening. I was having a hell of a time last night micromanaging my all my little dudes to stop working in the wrong loving places so hopefully the patch fixes that poo poo.
|
# ? Mar 22, 2018 22:12 |