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The meteor shower should probably bombard meteors throughout the entire map (or a very wide area) instead of a concentrated area. This would make meteor showers actually do something most of the time while also not being a game ender.
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# ? Apr 3, 2018 08:29 |
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# ? May 31, 2024 05:52 |
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comedyblissoption posted:The meteor shower should probably bombard meteors throughout the entire map (or a very wide area) instead of a concentrated area. Yeah, I've been struck by meteors...twice. Not an entire shower on my base just a single impact. Both were frustrating but non-game-enders, just enough to make me respect them. The other 105 meteor showers have been...off over in the farthest corner of the map.
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# ? Apr 3, 2018 08:44 |
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unbutthurtable posted:Tropico 4 is the best, tightest version of what 1 & 3 were going for. Tropico 5 adds a bunch of new features (many of which are cool and good) and changes a bunch of things, and also simplifies a lot of things (in a frustrating way sometimes). In conclusion, everyone should play Tropico 4 + Modern Times.
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# ? Apr 3, 2018 14:08 |
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Verloc posted:In conclusion, everyone should play Tropico 4 + Modern Times. selective import/export was a game changer, you could effectively unmoor yourself from having to produce primary goods yourself for when you were really packing the map and needed housing more than farms or mines eventually they'll have to add trade with other martian colonies. and tourism
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# ? Apr 3, 2018 17:12 |
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I would love a system where you can trade with your already established other colonies, so the more games you play the more of the overall surface of mars is colonized.
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# ? Apr 3, 2018 19:12 |
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I think having the game as a sandbox was a mistake, to a certain extent. A campaign where you need to set up progressively more complex colonies, with each successful mission becoming a possible trading partner like in sierra's pharaoh/caesar games would do a lot to make this barren rock feel more alive.
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# ? Apr 3, 2018 19:35 |
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or just, where you can trade with other sponsors on earth as well as with their npc mars colonies make it so some sponsors only accept certain goods. china and india accept food and sell general applicants. europe buys electronics and sells scientists. america doesn't buy anything but has tons of obnoxious tourists, etc. (special 'american' trait that gives -10 comfort/sanity to martianborn in that dome)
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# ? Apr 3, 2018 19:38 |
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hmm, would a startopia-esque system work where you are directly competing with npc factions that are also trying to Complete with Arona Daal copy-paste.
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# ? Apr 3, 2018 19:46 |
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double nine posted:hmm, would a startopia-esque system work where you are directly competing with npc factions that are also trying to nah, they tried to shoehorn war into tropico 5 and it was bad
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# ? Apr 3, 2018 20:23 |
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boner confessor posted:nah, they tried to shoehorn war into tropico 5 and it was bad
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# ? Apr 3, 2018 23:00 |
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This game really needs a few things for me to find it more fun, first is better logistics, even if it was just later game upgrades that allow you to access resources quickly and efficiently from much farther away, second is more exports, I don't understand why there are no processed goods to export like in Tropico. Finally this game should really take a page from the boardgame Terra forming Mars and have your end goal be a green Mars where you don't need domes anymore. That would feel like a goal worth striving towards, instead of just moar domes.
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# ? Apr 4, 2018 00:12 |
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For maximum immersion a parallel reading of Kim Stanley Robinson's Mars trilogy is highly recommended. As much as I love my little Martians, shipping this without any terraforming system in place was a terrible idea. There is a whole game missing - as fast as possible with massive risks (smashing meteors into the surface, giant space mirrors, etc) vs slow and steady atmospheric adjustment but extremely long-term dome habitation leading to irritated populace.
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# ? Apr 4, 2018 01:42 |
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So, here are the things I think the game needs: * The ability to get resources without having to drop an entire dome within 5 hexes * This would also allow more types of raw goods with their own bonuses or chains * More ways to make money than “mine rares” and “waste research” * Re-working housing tech so that they aren’t all roughly equivalent yet for some reason gated behind tech hurdles * Re-working power tech so that you can get better wind/solar and not have to poo poo out 6-12 tiny objects every time you expand a bit * More advanced technologies somewhere between the current “have some minor upgrades to be more effective” and “build some wonders to suddenly eliminate scarcity” * More varied in-dome buildings, hopefully replacing the “hand out all your advanced goods to everyone who passes by” * Terraforming or other big transformation changes to make it feel like an accomplishment * Faster starting drones so that the early game isn’t waiting an hour on fast mode * Better balance for early techs so that it isn’t ten days a tech for 50% of the founders skeleton warrior fucked around with this message at 02:08 on Apr 4, 2018 |
# ? Apr 4, 2018 02:05 |
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Is there a way to deal with renegades other than the airlock?
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# ? Apr 4, 2018 04:15 |
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Security station buildings cancel out renegades.
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# ? Apr 4, 2018 04:42 |
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I had a quality of life brainwave yesterday and it’s letting us set a floor amount that a stockpile should always keep around so that you don’t get stuck when the electronics factory breaks because the electronics factory needs electronics to fix but your drones distributed all your electronics to do upkeep on some other bullshit arghhhhhhhhhh now there won’t be any more you dumb robots!
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# ? Apr 4, 2018 05:59 |
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New patch was released that added a few improvements such as forbidding births. They also implemented longer zoom distances so a mod shouldn't be as necessary anymore. They added a reassign all button for drones. They seemed to improve the modability too so we may see deeper UI mods and such coming up. I have been really enjoying the game up through the mid-game. With maps that offer plenty of resources the early late game isn't too bad either since I like to just watch my colony buzz. A big bummer is definitely the lack of progression beyond the mid. I found some mods that improves quality of life a ton especially in the early game to make it quite enjoyable.
With those mods I find the early and mid game to be perfect. Hopefully they'll add more late game stuff for free through patches. Though given Paradox is the publisher it might be DLC heavy instead.
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# ? Apr 6, 2018 04:08 |
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Oh hey, new patch. Hmm, some good stuff here...quote:-Lowered the chance for idiot flaw to appear in the colony and applicant pool Like, holy poo poo it was frustrating how common that flaw could be considering how powerfully bad it is. Now I'm mainly hoping for more models to appear in the workshop...at least in the short term.
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# ? Apr 6, 2018 10:12 |
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Alkydere posted:Oh hey, new patch. Hmm, some good stuff here... They really need to rework or redesign Idiot as a flaw. In theory the idea of a colonist costing the colony something could work, but in practice it's just boring micro to shunt them over to their own dome where they can't break anything that can't be repaired by concrete. It also just doesn't make sense for someone to catastrophically burn their work place down once every 10 years, and yet still be competent enough for their fellow colonists to trust them with anything. Edit: I wonder how feasible it would be to change the flaw from Idiot to Reckless, and give them something like +30 job performance and a 2.5% chance to break a building. Then it's an actual tradeoff (but I'd still just send them off to farms anyway).
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# ? Apr 6, 2018 17:10 |
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Or make it so the trait increases the building's maintenance buildup, meaning it breaks down/needs repairs faster but it's an over time thing. Not "the electrics factory broke down five minutes after Johnny Bumblefingers walked in the door on opening day."
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# ? Apr 6, 2018 17:35 |
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So started a new game... and my colonists wont enter a dome for some reason. They just sit outside dying. The dome has ample housing, food, power etc, but they do nothing. Specifically these are my colony founders and only one will come out of the ship and just stand there until death. EDIT: ok so I despite having the dome accept all colonists and having no filter restrictions... I have to manually assign each colonist to a home and a job or else they just stand outside to die. Great patch Gaj fucked around with this message at 11:36 on Apr 7, 2018 |
# ? Apr 7, 2018 11:21 |
I really enjoyed this for a few hours, but the AI flaws just break it. Pissed off that they think it's ok to release a game in this condition.
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# ? Apr 7, 2018 12:27 |
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Gaj posted:So started a new game... and my colonists wont enter a dome for some reason. They just sit outside dying. The dome has ample housing, food, power etc, but they do nothing. Specifically these are my colony founders and only one will come out of the ship and just stand there until death. I ran into this myself and I think it was a bug related to a mod I was using that they just recently patched into the base game, I had to clean my mod list a little and then land the rocket again from an autosave and they got in the dome properly. I think it might've been the old workplace force-specialisation mod.
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# ? Apr 7, 2018 14:31 |
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Strabo4 posted:I ran into this myself and I think it was a bug related to a mod I was using that they just recently patched into the base game, I had to clean my mod list a little and then land the rocket again from an autosave and they got in the dome properly. I think it might've been the old workplace force-specialisation mod. Removing the Workplace Filter mod fixed this for me. They added specialisation filter in the new patch anyways, rendering the mod useless.
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# ? Apr 8, 2018 03:07 |
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I absolutely love how breakthrough techs can massively change how a game plays out. My current run was shaping up to be kinda bittersweet - I'd got the positronic brain breakthrough before I'd left the founder stage, so I turn off the infirmary so no babies are born and make plans to eventually replace all the humans with robots. Right before the last few colonists become seniors though, two of them have a child, then pretty much become seniors the next Sol and eventually die of old age leaving the kid to grow up as the one human on a planet full of robots. She grows up, grows old and probably doesn't ever remember meeting another human. Kinda sad, and then I discover the forever young breakthrough. She stops being retired, goes to school and becomes a scientist where she helps develop Stem Treatment and then Project Phoenix, going from 'dying of old age among her unchanging metal friends' to 'architect of human immortality and the last person who knows what being old actually is'.
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# ? Apr 8, 2018 21:40 |
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Man, I am quite happy with how easy this game is to mod. I got tired of clicking through every damned building to turn them to the presets that I wanted, until I realized I could just write a simple mod to do it for me. Now my triboelectric scrubbers start out at 8 range (instead of manually click/dragging; this was a bit complicated and required overriding the triboelectric scrubber class for those who are curious), all of my buildings start out with the shifts that I like (schools, sanatorium, university, etc. have all shifts open, most other buildings have only 2), and I lowered the number of people that work in the electronics factory and upped the number that work in the machine shop. I also changed the sanatorium to be able to cure all flaws, including idiot. By the time you can set up 4 sanatorium spires to remove all the flaws, you've already won, so it's nice to have the option. Based on how much I care, I'm halfway tempted to modify breakthroughs to unlock specific versions of buildings so that you could, for instance, build a fully automated fusion reactor directly instead of building it, then upgrading it once the relevant breakthrough is unlocked. Same with automated extractors; it's annoying to go in and click off all of the shifts if you don't want have actual people working them. Honestly though, the biggest thing I want are templates. I want to be able to plop down giant bricks of services into domes so that it's less clicking on my end. The biggest offender is the grocery, diner, infirmary, small decoration which I use almost everywhere. It's a great way to fill a lot of needs, but is a lot of needless clicking. If I could drop that in as one brick, that'd be fantastic. Edit: I also want to automate the drone assembler. Shouldn't be that difficult? Dirk the Average fucked around with this message at 06:33 on Apr 9, 2018 |
# ? Apr 9, 2018 06:28 |
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If you look up automatic factory mods on steam workshop there are a few different ways to do it. I think one is to set the worker slots to zero for every shift, but don't hold me to that.
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# ? Apr 9, 2018 10:21 |
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yeah, if you get the automatic extractors breakthrough you automate it by turning on all shifts and closing off all the worker slots.
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# ? Apr 9, 2018 11:55 |
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King Doom posted:yeah, if you get the automatic extractors breakthrough you automate it by turning on all shifts and closing off all the worker slots. Yeah, I know how to do it (the building template mod has an automation number that's used if nobody is manning it at the bottom), but the issue is that that's a lot of clicking. The goal of what I'm doing is to place the buildings with exactly the settings I want so that rather than click to place building, wait for building to be built, go back and change settings, that I can just click to place it and go work on something else.
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# ? Apr 9, 2018 20:32 |
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I am a baby and I want a "no disasters" mod, will achievements still work with that?
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# ? Apr 10, 2018 11:17 |
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Yup. Mods don't disable achievements.
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# ? Apr 10, 2018 11:33 |
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Wooo, finally figured out how the game wanted me to play, followed the game's advice and got lucky enough with breakthroughs to be able to make a good, thriving colony and then my mystery said "Oh, have a giant missile attack, hope you spent 18000 science to research anti-meteor protection", which in fact I had not All my experience with this game is misery and regret
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# ? Apr 10, 2018 22:04 |
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skeleton warrior posted:Wooo, finally figured out how the game wanted me to play, followed the game's advice and got lucky enough with breakthroughs to be able to make a good, thriving colony and then my mystery said "Oh, have a giant missile attack, hope you spent 18000 science to research anti-meteor protection", which in fact I had not Mars-Gate? When I did that it gave me a cheap 2K breakthrough for a special meteor defense variant, a rocket launcher that could also hit ground targets.
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# ? Apr 10, 2018 22:12 |
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Alkydere posted:Mars-Gate? When I did that it gave me a cheap 2K breakthrough for a special meteor defense variant, a rocket launcher that could also hit ground targets. No, the Last War. I spent a bunch of time sending materials and accepting refugees and then suddenly “someone has decided you are a threat - look out!” And immediately about twenty meteors/missiles hit my tightly packed set of domes and infrastructure.
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# ? Apr 10, 2018 23:46 |
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Nah, that sounds like The Last War. There's a bit there when some other nation that's not your sponsor flings interplanetary missiles at you.
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# ? Apr 10, 2018 23:47 |
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Groetgaffel posted:Nah, that sounds like The Last War. There's a bit there when some other nation that's not your sponsor flings interplanetary missiles at you. Right. And if there'd been any warning that there was such a possibility, then sure, I'd take the hit and feel stupid. But there was no warning; in fact, the narrative continually emphasizes how removed you are, how remote, and how little you can actually do anything. Following that with "Oh, but there were secret missiles in space around Mars, instant missile strike, yah!" is just more evidence of bad, bad design.
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# ? Apr 11, 2018 02:50 |
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skeleton warrior posted:Right. And if there'd been any warning that there was such a possibility, then sure, I'd take the hit and feel stupid. But there was no warning; in fact, the narrative continually emphasizes how removed you are, how remote, and how little you can actually do anything. Following that with "Oh, but there were secret missiles in space around Mars, instant missile strike, yah!" is just more evidence of bad, bad design.
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# ? Apr 11, 2018 15:05 |
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They announced a new update adding pedestrian corridors between domes and some other stuff. https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-9-opportunity-by-boian-spasov-from-haemimont-games.1088848/
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# ? Apr 14, 2018 03:11 |
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Odd their rationale for omitting dome linkage originally was technical issues they couldn't solve before release, but now they're saying it was always intended as isolated domes. The latter certainly makes more sense with some of their design decisions, but it seems weird they would change the story up. I like that they are saying additional content will be added for free later too. The new workshops seem like an interesting start to a more advanced economy on the colony. Hopefully it opens it up to modders a bit more. I'm disappointed that there is no announcement of a colonist management system or any other detailed info screens. The former is more a luxury so the colonists are more real to me, but the latter is basically a critically missing feature right now. After multiple play throughs food production for me becomes a total crapshoot. It is either feast or famine as my colony grows and I bumble the agriculture sector.
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# ? Apr 14, 2018 05:27 |
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# ? May 31, 2024 05:52 |
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Raldikuk posted:Odd their rationale for omitting dome linkage originally was technical issues they couldn't solve before release, but now they're saying it was always intended as isolated domes. The latter certainly makes more sense with some of their design decisions, but it seems weird they would change the story up.
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# ? Apr 14, 2018 07:52 |