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Tinfoil Papercut
Jul 27, 2016

by Athanatos
There's a couple QoL things I would like, my biggest is larger notifications as mentioned above, the other is a slider to throttle the main generator and the steam hubs to be active only during NON work hours.

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ninjewtsu
Oct 9, 2012

i would also really like it if "i will provide heat" promises didn't immediately fail as soon as you:

step 1. get them the heat they want
step 2. then leave them with slightly less heat for one milisecond

it's really annoying how many times i've had to take on hefty failed promise penalties over "i'll save some coal by putting the generator down a level and turning on the overdrive. ok, now it's stressed out, i'll turn off overdrive and turn the generator back up to its original level. oh poo poo, i forgot that the generator takes a few seconds to heat up to a new level, but turning off overdrive instantly makes me lose heat, and now everyone's pissed off over not havign ehat for that couple seconds." or "oops i forgot to put my generator up a level BEFORE the cold snap hit, now everyone's upset because they feel betrayed over losing heat for the five seconds it takes the generator to warm up"

Pash
Sep 10, 2009

The First of the Adorable Dead
Does this game bring anyone elses computer to a screeching halt? I got it working okay after dropping the graphics, but this does not seem like a game that should cause problems so I'm pretty confused. I mean my computer is a bit old now but its graphics card has been upgraded and it plays most other things fine...

MiddleOne
Feb 17, 2011

Pash posted:

Does this game bring anyone elses computer to a screeching halt? I got it working okay after dropping the graphics, but this does not seem like a game that should cause problems so I'm pretty confused. I mean my computer is a bit old now but its graphics card has been upgraded and it plays most other things fine...

What if I told you it's a feature when the game freezes.

Ssthalar
Sep 16, 2007

MiddleOne posted:

What if I told you it's a feature when the game freezes.

:Boothisman:

Arven
Sep 23, 2007
Scenario three was entertaining. Pretty funny that you get a "good" ending if you don't accept any of the rich into your city and leave them all to die in the snow, including the children :ussr:

I have to say though, after the first scenario I wasted a lot of resources in the next two that I ultimately shouldn't have preparing for the big cold snap at the end that you don't have to deal with as the scenarios end right as it hits. I would love to play a "normal" scenario using the layouts/starts of the second two scenarios. Hopefully we get some alternate starts soon like in TWOM.

Arven fucked around with this message at 16:40 on Apr 27, 2018

ninjewtsu
Oct 9, 2012

there's a space for a fourth scenario that says "coming soon" and i honestly can't wait until that's released

ninjewtsu
Oct 9, 2012

is it jsut me or do the outpost teams from the whole right side of the map in scenario 1 (steam cores, steel, and food) never actually send any resource convoys? i waited a whole week to get one steam core and now that i've moved them over to food i don't seem to be getting any food either. the outpost is set up and it says it'll send food once every day so i don't think i personally did anything wrong.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

ninjewtsu posted:

is it jsut me or do the outpost teams from the whole right side of the map in scenario 1 (steam cores, steel, and food) never actually send any resource convoys? i waited a whole week to get one steam core and now that i've moved them over to food i don't seem to be getting any food either. the outpost is set up and it says it'll send food once every day so i don't think i personally did anything wrong.

I think it's a glitch that comes when you move an outpost team. I experienced it during my first game when I moved the outpost team from coal to steam cores. I pulled my outpost team back home and disbanded them and recreated them, sent them back out, and then they worked normally once more. That's the nearest I can guess.

Ssthalar
Sep 16, 2007

Managed to squeak out a Faith win without going over the line. on easy
Had to turn the generator down to 1 the last few days since I was down below a hundred coal.
Love the music and atmosphere as the weather gets worse.

StoicRomance
Jan 3, 2013

Frostpunk: Freeze the means of production

CuddleCryptid
Jan 11, 2013

Things could be going better

Are there any ways to increase the number of outpost teams? The tooltip implies that you can upgrade the number but I don't see it on the tree, just more scouts

VVVV But why, it's just an elevator lol. Whatever, thanks

CuddleCryptid fucked around with this message at 18:33 on Apr 27, 2018

ninjewtsu
Oct 9, 2012

you can build a second outpost thing (i had already nearly completed a game when i saw there was a second spot for an outpost)

Tinfoil Papercut
Jul 27, 2016

by Athanatos
I know someone here is working on a giant swastika city. Post it now.

Tinfoil Papercut
Jul 27, 2016

by Athanatos
https://www.eurogamer.net/articles/2018-04-27-frostpunk-sells-like-hot-soup-shifting-250-000-copies-in-66-hours

quote:

Frozen city-building game Frostpunk, the newest by This War of Mine developer 11 bit Studios, has raced out of the gates, shifting a quarter of a million copies in 66 hours.

What this all means, besides being a lovely success for a lovely game (my review should be appearing very soon), is absolute concrete confirmation of ongoing support for the game from 11 bit. "Yes, we had plans for expansions," CEO Grzegorz Miechowski said in a statement, "and now we're 100 per cent sure we are doing that, including many free updates of course!"


:gizz:

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Perestroika posted:

That reminds me quite a bit of Tropico, really. Sure, you had the option of going full fascist dictator and keeping everyone under your thumb by force, but in the end it was actually mechanically easier to just make a socialist worker's paradise that kept everybody happy.

Well, when you're a videogame leader you're always just you playing a video game. No decisions ever improve or worsen your personal situation. The Democracy series kind of comes close, with your ability to affect things bound up in how happy you're making the lobbyists, but if there's nothing for you in sawdust soup that takes away most of the incentive to make it.

Gammymajams
Jan 30, 2016
I think I'm going to buy either this or Surviving Mars this weekend. How does the replayability/ complexity of each compare, if anyone has played both? I want to get value for money since I think there are more interesting games out right now than I can afford time and money wise. Thanks in advance.

Arven
Sep 23, 2007

Gammymajams posted:

I think I'm going to buy either this or Surviving Mars this weekend. How does the replayability/ complexity of each compare, if anyone has played both? I want to get value for money since I think there are more interesting games out right now than I can afford time and money wise. Thanks in advance.

Out of the box, frostpunk is better than surviving mars. I sunk a lot more hours into surviving mars when it came out, but only because playing it takes a really long time- the fastest speed needs to be about 10x faster, and the mod that added the functionality is broken. They are both great games but as typical for Paradox games, surviving mars needs a couple of expansions and content patches before it'll be in its prime.

ninjewtsu
Oct 9, 2012

I have a difficult time imagining an order player in scenario 1 not at least getting to propaganda center levels of fascism

It's a pretty powerful hope boost when otherwise you don't really have any direct means of improving hope, and scenario 1 demands you raise hope or deal with the londoners growing huge

Maybe you can do without and then just force them to stay relatively effectively but "there's no reason to be the bad guy" isn't all that true imo

Mister Bates
Aug 4, 2010

Gammymajams posted:

I think I'm going to buy either this or Surviving Mars this weekend. How does the replayability/ complexity of each compare, if anyone has played both? I want to get value for money since I think there are more interesting games out right now than I can afford time and money wise. Thanks in advance.

I have some complaints about Frostpunk but overall it is an extremely loving good game, the gameplay is very satisfying, the graphics are gorgeous, the tone and atmosphere are spot-on, and while there's little randomness there's still more than enough variation on the way any individual scenario can go to give you plenty of replay value.

The scenarios are also short enough that you can conceivably play through one from start to finish in a single long evening, and most of that evening will be jam-packed full of interesting decisions and strategic choices you have to make.

Anime Store Adventure
May 6, 2009


I won’t go against the grain saying that Frostpunk is the tighter experience and more polished product, to be sure, but it depends on what you’re looking for.

Frostpunk a little bit more tense and survival based. While Surviving Mars has those moments, it’s a bit more self-paced, and a bit more of a city builder instead of survival.

Surviving Mars, for me, has more replayability and “creativity” associated with it. There’s kind of more room, more freedom. Frostpunk is more limited and driven.

Like the other guy said, Surviving Mars probably does need a DLC or two to really shine, but it’s by no means bad now. Again, Frostpunk is definitely the more polished and full experience if you’re buying this weekend.

Renounced
Nov 8, 2005


POSTING ON THE INTERNET

ninjewtsu posted:

I have a difficult time imagining an order player in scenario 1 not at least getting to propaganda center levels of fascism

It's a pretty powerful hope boost when otherwise you don't really have any direct means of improving hope, and scenario 1 demands you raise hope or deal with the londoners growing huge

Maybe you can do without and then just force them to stay relatively effectively but "there's no reason to be the bad guy" isn't all that true imo

The Londoners can be taken care of on an Order playthrough using Prisons (two seemed to be enough) and having a good spread of Guard Towers. The prisons will directly reduce Londoner numbers and Guard Towers can be upgraded in the Book of Laws to do Patrols, which give a decent Hope boost if you're struggling.

I used this same tactic for the 1st and 3rd scenario, since the 2nd doesn't have a problem with population control. In both of these scenarios you can stop short of going full-blown fascism and you get the "But we didn't cross the line" text in the ending, for whatever that's worth.

That said, Faith builds have absolutely bonkers bonuses and it was so effective at controlling the Londoners the endgame crisis for the first scenario triggered some 10-15 days sooner than it did on my other Order playthroughs, causing me to fail since I'd been sandbagging my resource generation a little bit.

ninjewtsu
Oct 9, 2012

spamming patrols never gave me enough hope to really give it much consideration, though i guess going the route of jailing all of your political opponents is a different (but also effective) flavor of extreme fascism from propaganda

Helion
Apr 28, 2008
Ha, apparently I am the exact idiot they designed the game around, as my hope hovered at zero right as the end game, while simultaneously my generator ran out of coal AND overloaded (!!). Just as I was about to make the generator overload choice, the victory flag triggered and I won.

325 people, I lost literally half to the storm. And I "didn't cross the line". I let in every single refugee, too. Couldn't say no :(

Agean90
Jun 28, 2008


who the gently caress is this dweeb whos saying "WaS It WoRtH iT?" lmao gently caress yeah it was worth it, was that dumb rear end question worth getting exiled

Xaris
Jul 25, 2006

Lucky there's a family guy
Lucky there's a man who positively can do
All the things that make us
Laugh and cry
Ok, I beat the game finally on my first* attempt just now, and by the end I had 40k coal, 4000 rations, (almost) everything researched, and reactor was about ~75% towards blowing up (I probably didnt need to activate Overcharge until a bit later than I did but oh well). I went all the good options, I had 691 survivors, I didn't even select the last few laws with New Faith or PRIEST INQUISITIONS; never selected either soup or sawdust and some others that seemed "bad" and I still got "FAITH WAS ABUSED"...."WAS IT WORTH IT??" lmfao gently caress that horseshit

It doesn't even bother me per se, but that hamfisted moral garbage is bugged as poo poo and doesn't even make sense within the game itself unless its literally stuffing children into furnaces. I scouted every location and put everyone into the city, guided them all whenever given, etc. I think the only thing I did was hold the basic-level mass/sermons every as they came up on cooldown? Who knows!

By the end about half my base was literally resource posts, it was kind of impressive that I used up about every square inch just stuffing them around. Way overbuilt for how much I needed

I will say getting scouts asap and then getting an Outpost on Tesla City ASAP seems important--except I stupidly didnt realize I hadnt' sent me Outpost team there for a few days and a few more cores would have been nice. Having 4-upgraded hothouses with a few day-hunters seemed more than enough to build up all rations. I didn't bother with Thumpers or Kilns, and just having the 3 Coal Mines+Coal Outpost was enough to never worry about coal the entire game while lighting my whole city on fire 24/7. I think Cookhouses are a little of whack in relation to Raw food because I only needed 2 the entire game and most of the time they were idle being bottlenecked badly, except at the very end when I pumped out a few to mass boost rations.

Anyways I'll be interested in checking out if theres ever a big expansion, but I really don't think I feel compelled to play any smaller scenarios or replay the campaign again. I just have way too much to play and I don't think it has enough randomness (if almost none at all, it seems rather deterministic) to try it again.. But I don't regret buying it at all, it was very pretty and a fun enough experience; though I think I'd maybe suggest to someone whose tight on budget but on the fence to wait for a sale

Xaris fucked around with this message at 07:11 on Apr 28, 2018

Rookersh
Aug 19, 2010

Gammymajams posted:

I think I'm going to buy either this or Surviving Mars this weekend. How does the replayability/ complexity of each compare, if anyone has played both? I want to get value for money since I think there are more interesting games out right now than I can afford time and money wise. Thanks in advance.

Surviving Mars is better value for the money.

Surviving Mars is built off slow start ( using robots to build your Dome for human habitation/systems ), learning from failure ( oh no, my power grid wasn't good enough/collapsed ), and adapting from there until you eventually get sustained life on Mars. At that point it's about spreading out and building multiple Domes and dealing with whatever Mystery the game gave you out of the list of 12. Each "game" will take between 15-25 hours, with the first 5 being a slow ramp up of setting up systems. There is an element of randomess as you have 12 mid/endgame "Mysteries" to solve, the maps are procgenned, and you can make the game easier/harder as you desire.

Frostpunk is a far more driven experience/story experience. The same things will happen every time you play the scenario. Your average scenario takes roughly 9-12 hours, with two additional scenarios that'll take you 5-12 hours. While you will likely have to restart once or twice, once you get the core gameplay loop it's pretty trivial to hustle through each of the 3 scenarios at a decent pace, since they don't change that much between them. There is no inherent randomness.

If you just plan on playing the game once, SM will give you more bang for the buck. You'll get 25+ hours, and can even take your time after the Mystery building more Domes and further building Martian Civilization out.

If you plan on playing several scenarios, SM gives you more bang for the buck. With so many random maps, plus a wide variety of varied sponsors your starts will never really be the same. And with 12 Mysteries, you have the pull to at least play the game multiple times to see what the other Mysteries look like. With Frostpunk you'll largely always have the same map, and the additional scenarios while fun don't deviate that much from the core scenario, which make them pretty easy to beat.

MiddleOne
Feb 17, 2011

Surviving Mars big problem is that it has no direction and the stakes are incredibly boring. Frostpunk might be less free-form but it wins out on just actually having concrete parts to it. Surviving Mars is like Ceasar 3 free-building, forever.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib
They have sold 250k copies already, confirmed future updates/expansion.

Gammymajams
Jan 30, 2016
Thanks for,the advice everyone. I broke and bought Frostpunk after the first couple of bits of advice. But it's a matter of time before I pick up Surviving Mars as well. My concern was that Tropico games tend to be pretty simple and SM could be as well since it's from the same devs. That doesn't sound like it's the case, so I'll pick it up in a few weeks once FP gets too easy.

Soylent Pudding
Jun 22, 2007

We've got people!


My big issue with "is it worth it" is that the question only matters if in the frostpunk universe longterm survival of the species is possible without going full fascist. The game makes a big deal of surviving one storm but there is no indication if the planet will ever recover, or even if it will stabilize at a level of cold steampunk civilization can adapt to.

Incidentally massive global cooling means that the massive greenhouse gas emissions from a steampunk civilization might actually restore earth's normal temperature.

MoreLikeTen
Oct 21, 2012

The farmer's mistake was believing he had any control over his life.
I went in with relatively little knowledge/expectations, and I def feel like I got my money's worth. I've beaten every scenario (barely, through the selfish routes), and I want to try and go back to save some more people

Tinfoil Papercut
Jul 27, 2016

by Athanatos
Beat the storm using only charcoal. :discourse:

Perestroika
Apr 8, 2010

http://my.mixtape.moe/puopzw.mp4

Managed to win the starting scenario on my second attempt, and without having to go full fash, either. :feelsgood: Things were looking really dicey during the Londoner crisis, particularly after a heating promise fell through due to an unexpected cold snap, but the huge bonuses to Hope from the Faith line turned it around at the last moments. After that I could pretty much coast until the storm, to the point where I only really bothered to build new stuff whenever a new influx of refugees made it necessary. During the storm itself something a bit weird happened: Whenever the choice came up to send people into the mines to keep them open, I accepted. They almost all died, but strangely enough that got me a massive increase of Hope each time, rather than a loss. Is that intended, or was it a strange effect of bonuses from the cemetery stacking up or something?

Perestroika fucked around with this message at 19:38 on Apr 28, 2018

Sekenr
Dec 12, 2013




The game indeed seems a bit to easy. My first game, well on the way out of londoner crysis and I only have 1 dead. I thought I am going for 0 deaths run. I assume the rest of the game will be a massive freeze judging by the techs but I think I can handle it.

Ofaloaf
Feb 15, 2013

The Refugee scenario is messing me up. I keep accepting people in, but then I end up actually screaming "STOP DYING" at my computer because so many of them are sick.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

I highly enjoy the timelapse at the end.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Just finished the first scenario. Dipped below 400 people by the end. Went full Faith--I am the Defender of Truth! Heretics will get what's coming to them! It was awesome. I'm the Ice Pope.

More seriously I'm glad the Ark scenario has a different map. That crater from the main scenario could get boring.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Oh and I think the animation for the automatons refueling from the generator is awesome, it's like a big metal animal suckling from a steaming teat.

I love my large metal son.



I finished that first scenario without getting around to researching and building the factory, which might have been a mistake? I just always felt so busy doing other research that it never came to the top of my priorities. I had plenty of labor since I kept accepting all the refugee groups.

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Renounced
Nov 8, 2005


POSTING ON THE INTERNET

Ofaloaf posted:

The Refugee scenario is messing me up. I keep accepting people in, but then I end up actually screaming "STOP DYING" at my computer because so many of them are sick.

That scenario for me was the most difficult, requiring a few restarts since the cold never lets up early on. Starting off I must've built 6 Medical Posts just to keep curing throughput up but never had enough beds for them. Eventually I invested heavily in Infirmaries (4-6 buildings and their upgrades) and medical automatons to decrease my labor demand and keep an illness death spiral from happening. Extra rations also proved to be incredibly useful and was probably the only way I avoided needing to Triage the entire population. Also make sure they're fully heated to prevent more illnesses.

I had backed down to 2 Infirmaries since I thought I'd cleared the backlog, but that was a mistake. If you build an Infirmary, you should just keep it in the last scenario. The sick keep coming. It's worth using the Steam Cores.

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