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boner confessor
Apr 25, 2013

by R. Guyovich

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.

I've been playing this game for the past 3 or 4 days and I'm still learning new things about it every time.

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

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Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

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.
I did the Watney challenge achievement last game.
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.

OwlFancier
Aug 22, 2013

It's deliberately ambiguous, a day is however long it needs to be for gameplay reasons.

Rookersh
Aug 19, 2010

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.

Quick bullet points:

  • Technical (bugfix) patches. Apparently the Linux and MacOS versions are particularly bad.

  • Improved overview UI. More stats and useful information.

  • UI Streamlining. Making everything easier to get to.

  • Passages between domes.

  • Reduced micro. Making the people smarter about where they choose to live and work, maybe some drone tweaks.

  • Additional difficulty options. For those who feel like 535% difficulty wasn't high enough.

  • In-game tutorial. Apparently the devs felt the game was self explanatory enough. Feedback since launch has changed their minds.

  • Improved modding. Well, it's a Paradox game. Of course they're big on modding.

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

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
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.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
Martian train simulator with $3000 of DLC please.

FractalSandwich
Apr 25, 2010

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?

You know, I may actually test that on my current game since my first breakthrough was Biorobots. Hmm...
You'll have to wait out the whole 10-sol evaluation period before you can bring anyone else in. That's all.

CuddleCryptid
Jan 11, 2013

Things could be going better

Groetgaffel posted:

I did the Watney challenge achievement last game.
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.

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

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

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:

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

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...

CuddleCryptid
Jan 11, 2013

Things could be going better

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!

FractalSandwich
Apr 25, 2010

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!
Puts a pretty low cap on how much you can expand, though, unless you have Blue Sun or maybe China as your sponsor.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
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))

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe
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.

deathbagel
Jun 10, 2008

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...

OwlFancier
Aug 22, 2013

To my knowledge cables and pipes do not cost maintenence unless they break.

Roadie
Jun 30, 2013

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.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

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.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

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.

ragzilla
Sep 9, 2005
don't ask me, i only work here


Kibbles n Shits posted:

Too bad there isn't a "superior cables" tech as well.

There is.

https://survivingmars.paradoxwikis.com/Breakthrough

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
If you get both in a game you’re looking good as far as metals go, I expect, which is... nice I guess.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe
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

ragzilla
Sep 9, 2005
don't ask me, i only work here


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.

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

Get yourself a Mohole. I had no idea what to do with all the metal it poo poo out daily.

OwlFancier
Aug 22, 2013

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.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

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.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

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.

Chadzok
Apr 25, 2002

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.

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.



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?

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

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?

Gniwu
Dec 18, 2002

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?

OwlFancier
Aug 22, 2013

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.

OwlFancier
Aug 22, 2013

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 :(

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.

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.

deathbagel
Jun 10, 2008

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.

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.

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.

canepazzo
May 29, 2006



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

Pirate Radar
Apr 18, 2008

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

boner confessor
Apr 25, 2013

by R. Guyovich

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.

Michaellaneous
Oct 30, 2013

quote:

Gameplay: Workers properly select workplace based on their specialty
Finally.

e: https://www.youtube.com/watch?v=RKr3WtgFQQs
:911:

Michaellaneous fucked around with this message at 19:49 on Mar 22, 2018

Gniwu
Dec 18, 2002

OwlFancier posted:

Yes, everyone gets it. You don't need a school slot for it.

Thank you, knowing that calmes my nerves a lot!

Gniwu
Dec 18, 2002

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!!

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Chadzok
Apr 25, 2002

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.

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.

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.

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