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
Humbaba
Aug 4, 2006

Anime Store Adventure posted:

Haieiemonont or whatever is no stranger to support and DLC but hopefully the Paradox publishing aspect will push them away from “$4 for a building” and more into the “$10-20 for significant additions/new mechanics” of EU4/Cities:Skylines. This can still backfire if their DLCs are wack as sometimes happens with Paradox, but I think it’s a fair system in general for both dev/publisher and consumer.

I wholly expect this to be a game I don’t play for like a year, a new DLC will drop, and I’ll binge it for two weeks.

I am hopeful of the same thing. Something I binge on for 2 weeks every 6 months to a year, but also play for a few years to come.

Adbot
ADBOT LOVES YOU

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
I run into bugs or just clunky implementation almost every new colony I make (more annoying than gamebreaking, at least) but holy poo poo the potential for some amazing mods is there with this game.

Zteuer
Nov 8, 2009
I just realized there are three slots in the farms, not one for each shift as I first thought, but for a crop rotation system. Turns out farms are smarter than me!

Nukelear v.2
Jun 25, 2004
My optional title text

Zteuer posted:

I just realized there are three slots in the farms, not one for each shift as I first thought, but for a crop rotation system. Turns out farms are smarter than me!

Speaking of, has anyone figured out the optimal crop rotation for end game?
Turns out my ponzi scheme of feeding my colonist the food from new passenger rockets is starting to fall apart and I really need more than a single hydroponic farm per dome.

double nine
Aug 8, 2013

make a dedicated farming dome, the amount of food one makes is insane

WithoutTheFezOn
Aug 28, 2005
Oh no

Nukelear v.2 posted:

Speaking of, has anyone figured out the optimal crop rotation for end game?
Get the soil quality to 100% and then just grow quinoa?

OwlFancier
Aug 22, 2013

Yeah it's kind of immaterial beyond just getting the soil quality up. Farms output absurd amounts of food and it's very easy to get post scarcity. I'd probably up the water requirement for them substantially honestly.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

double nine posted:

make a dedicated farming dome, the amount of food one makes is insane

On the other hand, there's a tech that increases comfort for dome inhabitants if a farm is present, so for big domes it's probably worth tossing a farm in there just for that minor buff.

Personally, I just dedicate my idiot domes to farming. They get a grocer, a diner, an infirmary and farms since farms never break and the other 3 just need 1 concrete for repairs.

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug
It's really hard to get over the hump from landing your colonists and establishing your first dome, to producing enough materials for maintenance (or enough money for the materials). I haven't quite figured it out yet. I got really close with a breakthrough that let me mine without colonists, but it was on a map with a lot of dust storms and everything kept breaking constantly.

boner confessor
Apr 25, 2013

by R. Guyovich

Mike the TV posted:

It's really hard to get over the hump from landing your colonists and establishing your first dome, to producing enough materials for maintenance (or enough money for the materials). I haven't quite figured it out yet. I got really close with a breakthrough that let me mine without colonists, but it was on a map with a lot of dust storms and everything kept breaking constantly.

you've gotta be real tight fisted with your mats and find water, rare metal, and metal in that order all before your surface metal dries up. i guess you don't need the ground water so long as you are willing to wait to fuel a rocket. once you pass that point it's just steady growth and not entering death spirals

canepazzo
May 29, 2006



Do you need passenger rockets anymore once you have set up a school dome? I have a medium with 2 full schools and a full, 3-shift university churning out martianborns, and while I still have about 25 specialization "vacancies" being filled by wrong or no specialization, they're filling up fast (I think I was up to 40 vacancies before the university started working).

Krogort
Oct 27, 2013
Doesn't hurt to bring in only colonist with needed specialisation and/ or good traits.

Arven
Sep 23, 2007
I won't be surprised if we see a mod that gives you an indicator when Genius colonists are available on earth for that exact situation.

Heffer
May 1, 2003

Nukelear v.2 posted:

Speaking of, has anyone figured out the optimal crop rotation for end game?
Turns out my ponzi scheme of feeding my colonist the food from new passenger rockets is starting to fall apart and I really need more than a single hydroponic farm per dome.

Initially, soybeans and potatoes. Then corn and fruit trees when you unlock it. Giant corn if you ever get the breakthrough.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Do giant crops need more water? I’ve never researched it because I never needed the food; I always go for “farms increase Comfort” so I always have farms in my domes and always have enough food.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Arven posted:

I won't be surprised if we see a mod that gives you an indicator when Genius colonists are available on earth for that exact situation.

I also want a mod that lets me specifically bring in a genius or celebrity regardless of their other traits. Normally I wouldn't be interested in a lazy alcoholic whiner, but if they give me 50 research points or some funding, it's worth it.

Ersatz
Sep 17, 2005

Dirk the Average posted:

I also want a mod that lets me specifically bring in a genius or celebrity regardless of their other traits. Normally I wouldn't be interested in a lazy alcoholic whiner, but if they give me 50 research points or some funding, it's worth it.
You can turn your filters off and hand pick passengers if you want to. It takes a while, but that's how I've handled what you're talking about.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Ersatz posted:

You can turn your filters off and hand pick passengers if you want to. It takes a while, but that's how I've handled what you're talking about.

I do not even remotely have the patience to give enough of a poo poo to do that, especially when the interface for doing so is so poorly made.

Mike the TV
Jan 14, 2008

Ninety-nine ninety-nine ninety-nine

Pillbug

Dirk the Average posted:

I do not even remotely have the patience to give enough of a poo poo to do that, especially when the interface for doing so is so poorly made.

It's easy if you turn off the negative filters and thumbs-up the genius or celebrity trait. They'll be at the top of the list when you review them.

skeleton warrior
Nov 12, 2016


The lack of information/notice/help this game gives is incredibly frustrating.

So, I have a dome I've decided to make a child/training dome, like others have done. And, like everyone here has suggested, I've given that dome a thumbs up to have children and every other dome a thumbs down to not have children.

Except they don't move. At all. And they're within like 15 hexes of each other. Is that too far to walk? Is there any way to know? And I've told the same dome to get rid of specialists, but of course, they won't move either, and so my colony went into another death spiral due to a lack of electronics because god forbid the engineers walk to a factory I have on high priority.

I feel like maybe the Shuttle Hub is what I'm supposed to put down, but there's no loving instructions at all for what it does or how it does it, so I have no idea - do I need a hub per dome? Just one but near all my domes? Just one somewhere on the map?

Pirate Radar
Apr 18, 2008

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

skeleton warrior posted:

The lack of information/notice/help this game gives is incredibly frustrating.

So, I have a dome I've decided to make a child/training dome, like others have done. And, like everyone here has suggested, I've given that dome a thumbs up to have children and every other dome a thumbs down to not have children.

Except they don't move. At all. And they're within like 15 hexes of each other. Is that too far to walk? Is there any way to know? And I've told the same dome to get rid of specialists, but of course, they won't move either, and so my colony went into another death spiral due to a lack of electronics because god forbid the engineers walk to a factory I have on high priority.

I feel like maybe the Shuttle Hub is what I'm supposed to put down, but there's no loving instructions at all for what it does or how it does it, so I have no idea - do I need a hub per dome? Just one but near all my domes? Just one somewhere on the map?

Just one somewhere on the map—put it close-ish to your domes for maintenance and resupply purposes. It’s just a refueling stop for the shuttles, they fly around the whole map on their own.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

skeleton warrior posted:

The lack of information/notice/help this game gives is incredibly frustrating.

So, I have a dome I've decided to make a child/training dome, like others have done. And, like everyone here has suggested, I've given that dome a thumbs up to have children and every other dome a thumbs down to not have children.

Except they don't move. At all. And they're within like 15 hexes of each other. Is that too far to walk? Is there any way to know? And I've told the same dome to get rid of specialists, but of course, they won't move either, and so my colony went into another death spiral due to a lack of electronics because god forbid the engineers walk to a factory I have on high priority.

I feel like maybe the Shuttle Hub is what I'm supposed to put down, but there's no loving instructions at all for what it does or how it does it, so I have no idea - do I need a hub per dome? Just one but near all my domes? Just one somewhere on the map?

So as a heads up, there's a bug with children and nurseries. Children do not check to see if there's space in nurseries before they decide to move to a dome with a nursery; instead they check to see if there's an unoccupied (it can be disabled, but not full) adult housing slot.

What the end result of this means is that every single child will move into your children's domes, regardless of space available, as long as you leave one adult slot open. If you don't leave one adult slot open, they won't move if the slot is full, which means that they basically won't end up moving in. That's how I ended up with a single dome with over 1,000 people in it; every child migrated in, and none of them were able to migrate out because the other domes kept filling up too fast and they won't migrate to a dome without available housing.

skeleton warrior
Nov 12, 2016


Got it, thanks you both!

I may try it again tomorrow - I am really trying to figure out whether I love-hate this game or just hate-hate it. Knowing that children not moving is an actual bug, and how to fix it, helps.

Having to deal with a random technology tree that sometimes hides vital buildings beyond my reach does not help. Nor does finding out *after* I build a tunnel that the exit is in a tiny space that doesn't really connect to the rest of the plateau so it's useless.

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>

skeleton warrior posted:

Got it, thanks you both!

I may try it again tomorrow - I am really trying to figure out whether I love-hate this game or just hate-hate it. Knowing that children not moving is an actual bug, and how to fix it, helps.

Having to deal with a random technology tree that sometimes hides vital buildings beyond my reach does not help. Nor does finding out *after* I build a tunnel that the exit is in a tiny space that doesn't really connect to the rest of the plateau so it's useless.

I've had basically the same experience, even down to the tunnel. It's a fun game, but holy poo poo it needs 6 more months of polish, and maybe a full DLC of content or a bunch of mods. The difficulty is so random, too, depending on the tech tree you get. No convenient water sources and vaporators is deep in your tech tree? might as well just give up.

Mecharasputin
May 30, 2009

Ultra Carp
So why exactly is this game reviewing so poorly on Steam and GoG? I watched the first hour of a play through and it looks like something that'd steal hundreds of my precious hours without even trying. Where's the catch?

Pirate Radar
Apr 18, 2008

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

Mecharasputin posted:

So why exactly is this game reviewing so poorly on Steam and GoG? I watched the first hour of a play through and it looks like something that'd steal hundreds of my precious hours without even trying. Where's the catch?

The game does a poor job of explaining itself, and while some things are obvious, others are easy to miss, and can lead to you missing out on things or trigger failure cascades that ruin hours of work. Additionally, there are a few features that people expect to logically be in the game that aren’t right now—I think the biggest is that you can’t connect domes with tunnels, and residents of one dome can’t visit another to fulfill service needs. It’s still really good and will take up hours and hours of your time, and the devs have already laid out a coherent expansion plan that responds to some criticisms and adds new stuff.

Mecharasputin
May 30, 2009

Ultra Carp

Pirate Radar posted:

The game does a poor job of explaining itself, and while some things are obvious, others are easy to miss, and can lead to you missing out on things or trigger failure cascades that ruin hours of work. Additionally, there are a few features that people expect to logically be in the game that aren’t right now—I think the biggest is that you can’t connect domes with tunnels, and residents of one dome can’t visit another to fulfill service needs. It’s still really good and will take up hours and hours of your time, and the devs have already laid out a coherent expansion plan that responds to some criticisms and adds new stuff.

Solid, just bought the game. Thanks! :D

skeleton warrior
Nov 12, 2016


Mecharasputin posted:

So why exactly is this game reviewing so poorly on Steam and GoG? I watched the first hour of a play through and it looks like something that'd steal hundreds of my precious hours without even trying. Where's the catch?

As Pirate Radar said, it does a crap job of explaining itself so it’s easy to bounce off; I’d add in that it can’t figure out whether it wants to be a casual “play around, don’t worry about things, see what happens” game or a hardcore “balance everything right or fall into a quick death spiral” game and so the elements of both fight against each other - you’ll run out of goods quick but the game doesn’t want to explain to you how that’s happening or why.

If it were $20, I think people would forgive a lot more, but at $40 I think there’s a much higher expectation the game would have its poo poo together.

skeleton warrior
Nov 12, 2016


Herstory Begins Now posted:

I've had basically the same experience, even down to the tunnel. It's a fun game, but holy poo poo it needs 6 more months of polish, and maybe a full DLC of content or a bunch of mods. The difficulty is so random, too, depending on the tech tree you get. No convenient water sources and vaporators is deep in your tech tree? might as well just give up.

Ha! I didn’t even mention how hosed over I was by the University not showing up in my tech tree! :cry::hf::cry:

unbutthurtable
Dec 2, 2016

Total. Tox. Rereg.


College Slice

Mecharasputin posted:

So why exactly is this game reviewing so poorly on Steam and GoG? I watched the first hour of a play through and it looks like something that'd steal hundreds of my precious hours without even trying. Where's the catch?

I bought the game and played for the maximum, like, 1 hour 59 minutes (just to be sure) and returned it.

I love Tropico and probably have hundreds of hours across all the versions of it, but this...is nothing like Tropico. Maybe people like the challenge of dealing with the terrible logistics systems, but beyond that, I can't see what people like about it. There's no character or soul to it at all. Aside from that, which I realize is subjective, the interface is monstrously bad, not much about resources (or anything) is all that intuitive, the visuals are same-y and boring (though the landscape can look nice), and there just doesn't seem to be a point to anything.

The game is really fundamentally wrong, somehow. Like, maybe it was all programmers and artists who worked on it, and no actual game designers?

Dr Kool-AIDS
Mar 26, 2004

Mecharasputin posted:

So why exactly is this game reviewing so poorly on Steam and GoG? I watched the first hour of a play through and it looks like something that'd steal hundreds of my precious hours without even trying. Where's the catch?

No tutorial and no campaign were big mistakes imo.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
I’m usually one of the game’s boosters but I will say that linking to some guy’s YouTube channel instead of having a guide or tutorial is a bullshit move on their part.

skeleton warrior
Nov 12, 2016


Tried it again, was feeling like I was getting somewhere, but apparently trying to make a nice central megabase was a bad idea because it meant I spent a bunch of metal and stopped micromanaging my router/transporter and my metal reserves collapsed, leading to death spiral when my router got hit by a random dust devil.


unbutthurtable posted:

I bought the game and played for the maximum, like, 1 hour 59 minutes (just to be sure) and returned it.

I love Tropico and probably have hundreds of hours across all the versions of it, but this...is nothing like Tropico. Maybe people like the challenge of dealing with the terrible logistics systems, but beyond that, I can't see what people like about it. There's no character or soul to it at all. Aside from that, which I realize is subjective, the interface is monstrously bad, not much about resources (or anything) is all that intuitive, the visuals are same-y and boring (though the landscape can look nice), and there just doesn't seem to be a point to anything.

The game is really fundamentally wrong, somehow. Like, maybe it was all programmers and artists who worked on it, and no actual game designers?

I feel like having metal and rare metal mines restricted to within a certain area of your base *and* being finite is just a really bad decision. That means having to build some amount of base infrastructure fixed to that location, and then having it be useless once the mine is exhausted, meaning you either scrap the base and all the work that went into it, or repurpose the base and have to deal with moving everyone around (which is terrible) and build another one to replace the resources. This is further :psyduck: when you consider that there are huge late-game techs that remove both the fact that it's finite and that it's fixed to a map location rather than one or the other.

double nine
Aug 8, 2013

it also feels like there is only one real way to progress efficiently. In tropico I can decide whether to go tourist or export, and if I go export, I can choose mining, forestry, or agriculture. All of which have processing industries that allow you to further grow and diversify your economy. In surviving mars, my only economic resource that's worth a drat are rare minerals, meaning that each game I will focus on the same resources, the same progression tree, where the only variation will be whether I build polymers first or engine parts first (depending on research).

It's a very stale experience

boner confessor
Apr 25, 2013

by R. Guyovich

double nine posted:

it also feels like there is only one real way to progress efficiently. In tropico I can decide whether to go tourist or export, and if I go export, I can choose mining, forestry, or agriculture. All of which have processing industries that allow you to further grow and diversify your economy. In surviving mars, my only economic resource that's worth a drat are rare minerals, meaning that each game I will focus on the same resources, the same progression tree, where the only variation will be whether I build polymers first or engine parts first (depending on research).

It's a very stale experience

i'm sure they're going to do something with tourists to make them less useless in an upcoming patch. i dont blame anyone for putting the game down for a while though, there's not much there at this time

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
Ironically the first hours are a slog as you lose a few colonies to dumb poorly explained poo poo. The middle hours (like 8-20) are pretty cool, then you realize that there is zero end game whatsoever and you run out of content actually about late midgame.

Pirate Radar
Apr 18, 2008

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

double nine posted:

it also feels like there is only one real way to progress efficiently. In tropico I can decide whether to go tourist or export, and if I go export, I can choose mining, forestry, or agriculture. All of which have processing industries that allow you to further grow and diversify your economy. In surviving mars, my only economic resource that's worth a drat are rare minerals, meaning that each game I will focus on the same resources, the same progression tree, where the only variation will be whether I build polymers first or engine parts first (depending on research).

It's a very stale experience

If you play Europe you can just research instead of mining and get by with the cash rewards

FractalSandwich
Apr 25, 2010
My last founder in my current game didn't die until Sol 81, after 70 Sols on Mars. RIP Mikayla Nikitinova, the most ancient scientist.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
I'm done with the game for now. I played the absolute poo poo out of it, so I will say yes, I think it's a really good game with a few caveats:
1) As everyone has already mentioned, it does a bad job of explaining itself and the UI sucks.
2) Their marketing net cast a little too wide and they're attracting people expecting a more casual, mainstream experience than one the game actually delivers. Not saying that's a bad thing to want but it's not what you're going to get with this game.
3) The core gameplay loop is pretty similar game to game once you get how the game works. The random tech tree + breakthroughs do a lot (a lot) to alleviate this, but it's not enough.

All that said, I enjoyed the game enough that I went ahead and put down my money for the season pass. I wouldn't endorse that course of action to anyone else, but I feel confident enough that *I* will enjoy the game with DLCs. Basically if you got the same brainworms I do it's like 8 / 10 for 60ish hours of gameplay. Buy only at half price or less otherwise.

Adbot
ADBOT LOVES YOU

Krogort
Oct 27, 2013
I think that once the basic mechanic of the game are understood, it should be played on a hard map.
Otherwise it is just too easy to cheese the game and the "survive" aspect just disapear.

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