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Excellent, that's more or less exactly how I would have done dome connections and I'm really glad that's how they've implemented it, tradeoffs and all.
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# ? Apr 14, 2018 08:39 |
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# ? Jun 3, 2024 20:19 |
I worry what those ramps will do to pathfinding. I want to love this game so much, but it's so drat frustrating to play. Till there's a major ai fix I can't see patches as anything but bandaids.
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# ? Apr 14, 2018 13:45 |
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Eh, the pathfinding around smaller obstacles like domes is generally fine, the issue is usually when you have a terrain formation spanning a large area of the map and you can't just head towards your objective and go around anything in the way. Their pathfinding system seems to not really calculate paths super well as much as it heads towards an object and negotiates around obstacles in the way as it hits them, and it fucks up when that means it has to go a long way away from the object in question or in the opposite direction to use a tunnel.
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# ? Apr 14, 2018 14:08 |
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Honestly, I think it would have been interesting to keep the domes isolated, if it had been implemented a little better. From reading the blog it looks like their original vision was to have each dome managed as its own little city. The problem is that the starting domes are really small, and that getting the right colonists in the right domes is a pain in the rear end since colonist management is currently implemented pretty poorly. IMO comfort/sanity buildings should have been 1 hex for smaller stuff like electronics stores, and 3 hexes for big stuff like bar/casino/fitness center. And while I kind of like the tradeoffs they added for the passages, I was hoping (and still hope) they add a better way to just manage your colonists on a large scale. I don't really care about letting my people go work or visit another dome, I want to be able to direct all my gamer unspecializeds to permanently move to the dome with an electronics shop without having to manually track down every colonist with the gamer trait and manually moving them to that dome. It'd also be nice if the colonist that just aged out from child->youth was smart enough to move to a nearby dome with open work and living slots instead of just wandering around homeless and unemployed. e: I just started a new game and this is the first map where there's no underground water in like a 3x3 radius so far, and I didn't bring any prefab Vaporators (but I did bring a prefab refinery ) I guess I can compensate by flying over another rocket with a few vaporators, but holey moley does water/fuel production go from easy to hard mode fast. It's like "haha gently caress you vaporators generating 1 water each" to "oh you have a water deposit? just plop 2 water extractors down and enjoy never having to worry about water production again for the rest of the game." Snow Cone Capone fucked around with this message at 14:25 on Apr 14, 2018 |
# ? Apr 14, 2018 14:20 |
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Mein Kampf Enthusiast posted:Honestly, I think it would have been interesting to keep the domes isolated, if it had been implemented a little better. From reading the blog it looks like their original vision was to have each dome managed as its own little city. The problem is that the starting domes are really small, and that getting the right colonists in the right domes is a pain in the rear end since colonist management is currently implemented pretty poorly. I've started to realize that you really don't need the full complement of services in a dome. Generally a grocer/diner/infirmary, and maybe a park and a store in another area is enough to keep people content. Not happy, but they'll work. Once you get arcologies and have free polymer lying around for apartments, you can fit a good number of people and a lot of services even in a basic dome. The big domes are certainly better, and allow for a lot more redundancies, but basic domes work just fine early on. I will say that the oval domes are amazing, and that I'm probably going to mod them to just be part of one of the dome unlocking techs rather than a breakthrough. Basic domes are still really useful though - a basic dome with an arcology, an apartment, some services and a university or two goes a long way towards educating everyone. Encourage unspecialized colonists to go to that dome and they'll get education going quickly. The basic domes can really only support a couple of industry buildings, but one thing that can help with that is to build domes adjacent to one another and put outdoor factories like polymer and drone factories in the radius of multiple domes. Excess population can work in those and you don't need to set up a fully self-contained ecosystem for them. I still want trains or some other method of moving stuff long distances that isn't just shuttles. It'd be a nice niche if shuttles were moved higher up in the tech tree and trains could move along power cables (or tracks could be built over power cables)
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# ? Apr 14, 2018 20:27 |
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Is this game supposed to be hilarious? I didn't think it was funny until I caught myself bemoaning the lack of sexy youths in the applicant pool. Also you can have a dome that's just for renegades, old people, and idiots - and I think that's funny. Also I have a question. Are traits ever assigned posthumously? I shuffle colonists around and most of them are pretty good about taking shuttles between domes. But every now and them someone decides they're going to hoof it across the map. Invariably when I find a desiccated corpse on the martian landscape, that person has had the idiot trait. I was just wondering if they'd always been that way or whether the game assigned it to them after the fact Darwin Award style.
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# ? Apr 16, 2018 21:00 |
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This game is exactly as hilarious, and hosed up, as you want it to be. Especially when you get poo poo like the Soylent Green breakthrough which only makes any already "so horrifying you have to laugh" euthanasia domes you've set up even more hosed up (and profitable) And trust me, I could pack that full of more layers if I wanted with stuff like cloning, or perhaps the phoenix protocol here half of all dead people are reborn as kids.
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# ? Apr 16, 2018 21:47 |
The other colonists, having realised the very real danger Idiots pose to their lives, drag them outside to die.
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# ? Apr 16, 2018 21:47 |
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A fun way to weed out Idiots is to send a ship full of them and just let them die in space
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# ? Apr 16, 2018 22:12 |
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Mein Kampf Enthusiast posted:A fun way to weed out Idiots is to send a ship full of them and just let them die in space Username/post combo. Also, good lord that's cold. Strabo4 fucked around with this message at 03:44 on Apr 17, 2018 |
# ? Apr 17, 2018 03:10 |
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Mein Kampf Enthusiast posted:A fun way to weed out Idiots is to send a ship full of them and just let them die in space If you've got the soylent breakthrough, does the ship land with extra food?
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# ? Apr 17, 2018 03:16 |
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Wait, do you get the same penalties to your applicant pool if you order a rocket and just let it time out while in orbit around Mars? Do you lose the rocket?
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# ? Apr 17, 2018 03:17 |
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Strabo4 posted:good lord that's cold Once the life support runs out I'd assume that's the case yeah
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# ? Apr 17, 2018 03:31 |
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IcePhoenix posted:Once the life support runs out I'd assume that's the case yeah
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# ? Apr 17, 2018 03:51 |
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Please help.
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# ? Apr 17, 2018 23:32 |
Behold, the destroyer.
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# ? Apr 17, 2018 23:48 |
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Just.. just turn off everything. Open all the domes. It's too late for the colonists you have.
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# ? Apr 18, 2018 00:04 |
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I wish there was some sort of Ethics slider, where at one end you have to keep vegans and idiots happy to get the colony wide morale boost, and at the other end you could just put a bullet in the guru idiots head.
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# ? Apr 18, 2018 00:57 |
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Does the Vegan perk actually do anything?
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# ? Apr 18, 2018 01:22 |
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You can't produce meat in the vanilla game so no. There is a mod to add in synthetic meat though but I have not tried it. I've been playing that Olympus Mons map which is mountainous as church of the new ark and it's been kicking my behind. One rocket only is miserable.
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# ? Apr 18, 2018 03:32 |
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Strabo4 posted:Username/post combo. Also, good lord that's cold. A common misconception, while space itself is quite cold the fact that it is a vacuum means that spacecraft actually trap heat very well and can easily become very hot! Especially when you have lots of frightened, defrosted people facing the prospect of imminent death by starvation!
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# ? Apr 19, 2018 19:39 |
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Patch is out boiiiiiis, connect yo domes!quote:Opportunity changelog
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# ? Apr 25, 2018 15:17 |
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That seems pretty fast for quite a lot of changes! I wonder if this is more what the intended launch was, but these bits were cut to make the date? Definitely going to check this out. As dumb as it sounds having the rocker pad makes me extremely happy.
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# ? Apr 25, 2018 17:14 |
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Launch pads, interdome tunnels and more endgame content all make me happy.
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# ? Apr 25, 2018 17:23 |
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Anime Store Adventure posted:That seems pretty fast for quite a lot of changes! I wonder if this is more what the intended launch was, but these bits were cut to make the date? Seems like it's the other way around - the original blog post mentioned that passenger tunnels wasn't how they wanted domes to function, but fan feedback pushed them to do it.
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# ? Apr 25, 2018 18:01 |
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They mentioned in a blog post that they had actually started working on this patch before release due to feedback from press releases/early access that they weren't expecting.
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# ? Apr 25, 2018 18:19 |
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A nice addition would be an underground fuel bunker for the landing pad, so you can store it without the risk of explosion.
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# ? Apr 25, 2018 22:10 |
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Soo they literally just added in all of the most popular mods in editions to tunnels? Sweet
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# ? Apr 25, 2018 22:25 |
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OwlFancier posted:A nice addition would be an underground fuel bunker for the landing pad, so you can store it without the risk of explosion. Fuel can explode? I always place my fuel depots away from any landing sites to be safe, but I didn't know it was actually a thing.
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# ? Apr 25, 2018 22:37 |
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Mein Kampf Enthusiast posted:Fuel can explode? I always place my fuel depots away from any landing sites to be safe, but I didn't know it was actually a thing. Yes, I don't think it does it spontaneously but if it gets damaged by something it absolutely does explode.
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# ? Apr 25, 2018 22:40 |
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If the new update is out I might start a new colony once mods update. I had a colony that was up to almost 600 people, but the simulation caused my CPU to get so hot my PC started regularly as I need to fix the cooling on it. It is a shame as I had finally manged to fix the hell dome and was gearing up to actually finally building one of the wonders!
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# ? Apr 26, 2018 03:39 |
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Mein Kampf Enthusiast posted:Seems like it's the other way around - the original blog post mentioned that passenger tunnels wasn't how they wanted domes to function, but fan feedback pushed them to do it. Pretty much the rest of these are just including mods into the base game.
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# ? Apr 26, 2018 07:37 |
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Mein Kampf Enthusiast posted:Fuel can explode? I always place my fuel depots away from any landing sites to be safe, but I didn't know it was actually a thing.
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# ? Apr 26, 2018 13:55 |
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I didn’t get a ton of time to play, but new features are cool. Definitely helping me pick it up again after feeling like maybe I was done with it, because now I can make more specialized domes and it feels like I can have more creativity to do cool things, like make pretty parks. It’s still not a perfect game but I think it’s a step in the right direction and feels encouraging for the future DLCs and stuff.
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# ? Apr 26, 2018 17:54 |
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Did they ever fix the rate of pipe repair because 3 mins to repair was hilariously dumb compared to just deconstructing and rebuilding.
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# ? Apr 26, 2018 21:00 |
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Tried out the fully randmized tech tree modifier on a throw-away setup. Very first tech in the physics tree is the Artificial Sun wonder for 1K beakers. When they say techs are completely randomized, they mean it.
Alkydere fucked around with this message at 03:14 on Apr 27, 2018 |
# ? Apr 27, 2018 03:11 |
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Herstory Begins Now posted:Did they ever fix the rate of pipe repair because 3 mins to repair was hilariously dumb compared to just deconstructing and rebuilding. I basically just cheat in the superior pipes/cables breakthrough because gently caress that noise.
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# ? Apr 27, 2018 04:11 |
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Theres a mod that cuts repair time down to 30 seconds. It was an instant download.
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# ? Apr 27, 2018 06:45 |
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Webguy20 posted:Theres a mod that cuts repair time down to 30 seconds. It was an instant download. Indeed! I just dug it up and installed now that you mentioned it! I understand they're trying to make leaking pipes/cut wires an issue, but at the same time it it's just tedious/frustrating and way out of scale with the rest of the game's construction timeframe when it takes longer to fix a pipe/wire than it does for the drones to construct a dome once the materials are collected. And yeah, I don't know how this is gonna change the balance of things but oh man are tunnels so nice. You still have to hook up power/water to each dome individually but they basically act as one dome as far as services/residences go. This means you can really hyper-specialize if you want. India feels like it got a bit of an effective nerf: while larger domes are still nice it's not nearly as big an issue early on when you can just tie 2-3 small domes together. Alkydere fucked around with this message at 07:35 on Apr 27, 2018 |
# ? Apr 27, 2018 07:32 |
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# ? Jun 3, 2024 20:19 |
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Can you delete power lines once they've been built? I can't seem to figure it out.
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# ? Apr 30, 2018 07:16 |