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OwlFancier
Aug 22, 2013

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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lofi
Apr 2, 2018




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.

OwlFancier
Aug 22, 2013

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.

Snow Cone Capone
Jul 31, 2003


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 :downs:) 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

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

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.

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 :downs:) 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."

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)

DreadLlama
Jul 15, 2005
Not just for breakfast anymore
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.

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.



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) :stonklol:

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.

lofi
Apr 2, 2018




The other colonists, having realised the very real danger Idiots pose to their lives, drag them outside to die.

Snow Cone Capone
Jul 31, 2003


A fun way to weed out Idiots is to send a ship full of them and just let them die in space

Strabo4
Jun 1, 2007

Oh god, I'm 'sperging all
over this thread too!


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

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

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?

Pirate Radar
Apr 18, 2008

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

IcePhoenix
Sep 18, 2005

Take me to your Shida

Strabo4 posted:

good lord that's cold

Once the life support runs out I'd assume that's the case yeah

Snow Cone Capone
Jul 31, 2003


IcePhoenix posted:

Once the life support runs out I'd assume that's the case yeah

:perfect:

DreadLlama
Jul 15, 2005
Not just for breakfast anymore
Please help.

lofi
Apr 2, 2018




Behold, the destroyer.

King Doom
Dec 1, 2004
I am on the Internet.
Just.. just turn off everything. Open all the domes. It's too late for the colonists you have.

Heffer
May 1, 2003

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.

Snow Cone Capone
Jul 31, 2003


Does the Vegan perk actually do anything?

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
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.

OwlFancier
Aug 22, 2013

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!

OwlFancier
Aug 22, 2013

Patch is out boiiiiiis, connect yo domes!

quote:

Opportunity changelog

New Features and Buildings:

Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists
to move freely into adjacent domes and utilizing the workplaces and services available there.
- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is
resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
- These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
New Buildings & Related Changes
- New high-end automated storage building which can take over 4,000 units of separate resource is available for your
Colony.
- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late
game.
- A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the
surrounding structures
- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank

Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the
difficulty, making the mission easier or harder.

Available Game Rules:
- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
- No Disasters: Disables all disasters (excluding those coming from mysteries).
- Hunger: Can't import food from Earth.
- Inflation: Import prices increase over time.
- Long Ride: Rocket travel time to and from Mars is three times longer.
- The Last Ark: Can call a Passenger Rocket only once.
- Amateurs: No specialist applicants.
- Rebel Yell: Colonists periodically become renegades. Crime is more severe.
- Chaos Theory: Tech fields are fully randomized.
- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power
consumption even more.
- Armageddon: Meteor rating set to a new Max level for all locations on Mars.
- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
- Twister: Dust Devil rating set to a new Max level for all locations on Mars.
Other fixes and improvements:

Balance:
- Added upgrades to the Mohole Mine and the Excavator to increase production

UI:
- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
- Better alignment for traits in school
- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
- Fixed overlapping of deposits (from random map generation and anomalies)
- Storages and Depots are divided in subcategories of the Build Menu
- " Milestone failed" message alignment fix


General Fixes:
- Fixed air producers (wrong) production in some cases
- Fixed calculation of challenge bonus in milestones
- Fixed Triboelectric Scrubber not rotating after first clean
- Fixed TOS to no longer reappear when changing language
- Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
- Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
- Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
- Fixed upside-down positioning of shuttles
- Fixed an issue where colonists became starving from eating uncooked meals
- Androids now have no initial specialization
- Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
- Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
- Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
- Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
- Fixes on Polymer Factory production (now depends on its workers)
- Fix for some edge cases of automated routes for Transport Rover
- Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
- Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
- Fix for colonists and drones to stop going through Spires
- Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
- Buildings are now considered to be in dome range if one of their hexes is inside dome range
- Updated University description
- Clarified immigration policy texts
- Various performance optimizations
- Various stability improvements
- Various sound FX tweaks

Mods:
- Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
- Added "GlobalEffects" mod item
- Default mod preview image format is set to PNG
- Kept backward compatibility with mods that use the old tags system

Anime Store Adventure
May 6, 2009


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.

Verloc
Feb 15, 2001

Note to self: Posting 'lulz' is not a good idea.
Launch pads, interdome tunnels and more endgame content all make me happy.

Snow Cone Capone
Jul 31, 2003


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?

Definitely going to check this out. As dumb as it sounds having the rocker pad makes me extremely happy.

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.

IcePhoenix
Sep 18, 2005

Take me to your Shida

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.

OwlFancier
Aug 22, 2013

A nice addition would be an underground fuel bunker for the landing pad, so you can store it without the risk of explosion.

Arven
Sep 23, 2007
Soo they literally just added in all of the most popular mods in editions to tunnels? Sweet

Snow Cone Capone
Jul 31, 2003


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.

OwlFancier
Aug 22, 2013

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.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
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!

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

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.

Verloc
Feb 15, 2001

Note to self: Posting 'lulz' is not a good idea.

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.
Yeah, it'll detonate with a blast radius of about two hexes. I learned this the hard way when I stupidly put a fuel depot right in the middle of a forest of life support pipes and polymer factories to make it easier for the drones to keep said factories fed. One unlucky meteor strike later, I was rebuilding a significant portion of my infrastructure.

Anime Store Adventure
May 6, 2009


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.

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
Did they ever fix the rate of pipe repair because 3 mins to repair was hilariously dumb compared to just deconstructing and rebuilding.

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.



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. :science: When they say techs are completely randomized, they mean it.

Alkydere fucked around with this message at 03:14 on Apr 27, 2018

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

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.

Webguy20
Dec 31, 2007
Theres a mod that cuts repair time down to 30 seconds. It was an instant download.

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.



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

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clone on the phone
Aug 5, 2003

Can you delete power lines once they've been built? I can't seem to figure it out.

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