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boner confessor
Apr 25, 2013

by R. Guyovich

NoNotTheMindProbe posted:

With all this free content I'm going to be disappointed if the first DLC isn't something really substantial.

haemimont's track record here is pretty good. they released a lot of poo poo dlc when kalypso was their publisher, which just indicates that the developer is prolific in post launch content and the publisher packaged it for stupid cash ins. paradox has a much saner paid dlc model that still encourages constant releases so i anticipate that the next paid dlc will be pretty big in adding content. the progression of tropico 3 -> tropico 3.5 -> tropico 4 -> tropico 4.5 added a LOT of new stuff, much of which was good and most of the rest, not bad

Wyld Karde posted:

Haemimont's lead designer just gave me Reddit Silver and implied he'd been waiting for this to be discovered. I found an easter egg, folks!

If you want to visit the Mars llamas for yourself, head to 4N, 134E and zoom in on sector D4.

lmao that's great, do they do anything

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Rookersh
Aug 19, 2010

boner confessor posted:

haemimont's track record here is pretty good. they released a lot of poo poo dlc when kalypso was their publisher, which just indicates that the developer is prolific in post launch content and the publisher packaged it for stupid cash ins. paradox has a much saner paid dlc model that still encourages constant releases so i anticipate that the next paid dlc will be pretty big in adding content. the progression of tropico 3 -> tropico 3.5 -> tropico 4 -> tropico 4.5 added a LOT of new stuff, much of which was good and most of the rest, not bad


lmao that's great, do they do anything

They've also basically outright said the big DLCs will likely be Terraforming/long distance Trains and whatnot. With the leader developer saying he'd like to do underground areas if possible.

So yeah it seems they have some hefty stuff on the horizon. Terraforming won't be a cheap thing to add yet it seems like their biggest goal if only because everyone asked for it.

Wyld Karde
Mar 18, 2013

She's so ~dreamy~

boner confessor posted:

lmao that's great, do they do anything

Looks like they just stand there, looking around a bit. Just a cute little something to find.

OwlFancier
Aug 22, 2013

Rookersh posted:

They've also basically outright said the big DLCs will likely be Terraforming/long distance Trains and whatnot. With the leader developer saying he'd like to do underground areas if possible.

So yeah it seems they have some hefty stuff on the horizon. Terraforming won't be a cheap thing to add yet it seems like their biggest goal if only because everyone asked for it.

Endgame goals are really the only thing that the game lacks at the moment I think so I might well be in the market for stuff like that.

Anime Store Adventure
May 6, 2009


I have no idea how it would work or be different from a dome, but some of the canyon/pit terrain set pieces just beg to have a dome cover the open area and some cool rear end city cut into the open rock around the edges of it.

It’s kind of a random idea and purely based on the aesthetic quality, but...

Surviving Mars looks like it has a good future ahead of it.

OwlFancier
Aug 22, 2013

Anime Store Adventure posted:

I have no idea how it would work or be different from a dome, but some of the canyon/pit terrain set pieces just beg to have a dome cover the open area and some cool rear end city cut into the open rock around the edges of it.

It’s kind of a random idea and purely based on the aesthetic quality, but...

Surviving Mars looks like it has a good future ahead of it.

I did think that with the map generating these terrain sections it would be very sensible to have them function as unique structure and resource sites, ala Anno 2070 with its hydro and mine spots. Also be nice to be able to remove some of them perhaps.

Vasudus
May 30, 2003
I picked this up a few days ago and I've been having a blast, flaws aside.

My last game got to around Sol 110 and approximately 300 people (~275% diff Europe/Rocket Scientist) before the logistics system basically hosed me. I hadn't realized, but I was using my shuttles an absolute fuckload and I fell way, way behind on my fuel production far too late. I think my mistake was making a series of 1-2 small domes all over, rather than making one central base with mega domes. Because transporting everything via shuttle sucks rear end and is expensive.

I think my next game I'm going to focus on one large area, clear out small domes for big ones when I research them, and focus on keeping all my finished goods in that large central base. I'll build tiny domes for mining outposts but that's it, no more storing 400 metal offsite from my machine factory on the other side of the map.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Fuel is essentially free though. Once you've got some infrastructure up, it's the easiest advanced resource to produce.
Before upgrades two vaporators feeds one fuel factory, all you need to add is electricity.

It's worth noting that having fuel production next to your shuttle hubs does help, as you're not spending fuel to move fuel.

Also, and this is just a feeling I have, but it feels like shuttles are a lot more efficient if you invest heavily in them. Having a hub next to every cluster of domes rather than just a few central hubs means the shuttles won't have to cover the entire map.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Groetgaffel posted:

Before upgrades two vaporators feeds one fuel factory, all you need to add is electricity.

one vaporator can feed one factory, and after the upgrade you can go two vapors for three factroys

Vasudus
May 30, 2003
There's not really an easy way to move resources from outposts to central hubs is there?

I'm trying to move rare metals from an outpost to my central rocket hub and short of loading up an RC transport there doesn't seem to be any way to get them there. Using the transport route option doesn't work half the time; the transport route will break entirely if there's nothing to pick up at the site when it goes there. Shuttles don't seem to want to move the resources either, even if I put my rare metals depot as high priority.

OwlFancier
Aug 22, 2013

Shuttles I think only move things when there is demand for them at the destination and there is nothing in the destination stockpile, in order to save fuel. They're basically just in time logistics.

You could try not putting any rare metals depots at the outpost, as I think that the mine should be able to store some, and the shuttles might pick up directly from it and take it to the central depot? I've not tried it though.

WithoutTheFezOn
Aug 28, 2005
Oh no
You can set up a repeating course for the transport to automatically move a pile from one depot to another, too.

Vasudus
May 30, 2003
Yeah I'm finally getting the hang of how logistics and base design work. This game is still awful at teaching some parts - I had no idea that you could change the drone service radius until the last 5 minutes of my previous game. I mean, I'm also playing on like ~300% difficulty with a random start location so some of the blame is on me. I did get some mods that improve colonist/rover AI so that should be interesting next time around.

I've also learned that 12k water in a deposit is not actually a super high 'oh, I'm good forever' amount, and that I should always be at least seeking new water sources. I ran out unexpectedly and the next source was 75% across the map. I ran out because I kept everything in one big life support loop, so my fuel generators were draining the hell out of it without me realizing. Sorry, Mars dudes.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
i dont even tap underground water except as an emergency supply, it's just so much easier to plan steady growth around vaporators and tank farms

it's a bit discordant as a resource because rare metals you can export, metals you need for basic infrastructure, but water can be 'mined' infinitely so...

Vasudus
May 30, 2003
I'll probably try and do that next game, and also have vaporators connected to fuel on their own life support link. I really think my infrastructure problems are largely because my bases tend to be suburban sprawl: mars edition. It doesn't help that the game is so goddamn slow sometimes even on max speed that I didn't realize I was in a death spiral until like hour 7 or 8 of my game.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Vasudus posted:

I'll probably try and do that next game, and also have vaporators connected to fuel on their own life support link. I really think my infrastructure problems are largely because my bases tend to be suburban sprawl: mars edition. It doesn't help that the game is so goddamn slow sometimes even on max speed that I didn't realize I was in a death spiral until like hour 7 or 8 of my game.

tropico had the same problem, the developers clearly want you to play the game in a less than optimal way. the resource toolbar is an aggregate measure across your infrastructure networks, but then you're somewhat encouraged to have different networks in different locations which make the toolbar useless over time? i need to build domes all over the map but running long pipes and cables just wastes resources and drone labor via higher risk of pipe/cable breaks?

there's all these mechanics encouraging you to make decisions that introduce artificial difficulty. or i could just play the game a different way and break it in half. in tropico, there's no need to ever do the evil dictator things because even with difficulty cranked all the way up you can just absolutely whip the economic model into shape by playing as a benevolent socialist paradise. on mars there's a couple iron rules - never accept idiot colonists, never tap ground water, make clusters of domes with shared life support that act as self contained independent clusters - that just remove a lot of the difficulty even when you're playing with difficulty raising rules

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Are there any must have quality of life mods for the current game? I had some old ones, not sure if they are worth using anymore.

Vasudus
May 30, 2003
I use the following mods:

Unlimited Scanning
Drone Load Balancing
Better AI
Increased Dome Work Area (15 Hexes)
Wide Area Concrete Extractor
Waste Rock Liquefaction Plant
Mod Config
Show Resources on Resupply Screen
AutoExplore
AutoGatherTransport
Drones Fix Leaks Faster

Really nothing too outrageous. The Wide Area Concrete Extractor just adds an extractor that's pretty expensive (worth 2.5 regulars give or take) but works like every other extractor in the game, or any other game for that matter. Build one, it slowly eats all the concrete in a deposit and removes it from the map. So you don't have to make 2-3 different ones and still have leftovers. The Waste Rock one just allows an expensive (~400m) prefab option so you don't have to wait until mid-late game to handle waste rock.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Thanks!!!!

Chakan
Mar 30, 2011
New Dev Diary:
https://twitter.com/surviving_mars/status/1024616376391090176?s=21

Among other things they're changing power so that power consumers/producers don't have to be connected to the power line, just adjacent to something that's hooked up.

Verloc
Feb 15, 2001

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

Chakan posted:

New Dev Diary:
https://twitter.com/surviving_mars/status/1024616376391090176?s=21

Among other things they're changing power so that power consumers/producers don't have to be connected to the power line, just adjacent to something that's hooked up.
All the QoL improvements look really good, especially adjacent auto-cabling, being able to set minimums on storages and speeding up the early bootstrapping portion of the colony. I like making the cable and pipe leaks part of a disaster instead of just a random gently caress-you for building a big grid. Having to suddenly deal with a big mess of faults in one area of the grid will make valves and switches much more useful. Disasters sound like they're going to be much nastier with the bigger and randomized health and sanity penalties.

Not with regards to the patch, but I really wish they'd evolve the export system a little more. It would be nice to have things other than rare metals and research to trade for cash.

Vasudus
May 30, 2003
I'm extremely excited for the storage changes. My most frustrating thing when playing was ensuring food was nearby for my colonists and stashing all my resources as I strip mined the gently caress out of things. Now I can probably set up a huge depot with shuttles and properly ration off things how I want.

CLAM DOWN
Feb 13, 2007




Those changes will get me playing again, I was too annoyed by the storage and power management.

Strabo4
Jun 1, 2007

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


drat, they're being pretty thorough with addressing the things a lot of people were complaining about after launch! I think with this update they'll have taken care of pretty much all the issues that were keeping me from playing another 300+ hours (this game is so much my jam).

Apoplexy
Mar 9, 2003

by Shine
In mod-related news, basically everything I wanted ended up updated already, but Expanded Cheat Menu is... hosed for the time being according to the developer of it. They ripped out a ton of code functions that he was using for the mod and then they ported the Cheats menu to XShortcutsHost instead of what they were doing before, so now he has to basically rebuild the mod from the bottom up. Lol. I guess I'm gonna have to figure out another way to get truly randomly-generated maps going. :(

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler
I read a review on gog.com that the GOG version of this game doesn't support mods or let you mod it, is this true? As in, no way to get the Steam workshop mods for the non-Steam version?

Weavered
Jun 23, 2013

Ambaire posted:

I read a review on gog.com that the GOG version of this game doesn't support mods or let you mod it, is this true? As in, no way to get the Steam workshop mods for the non-Steam version?

Couldn’t you just use the CD key and put it on Steam anyway if it didn’t?

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

Weavered posted:

Couldn’t you just use the CD key and put it on Steam anyway if it didn’t?

.. what CD key?

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
GOG offers that sometimes but not with all games

duffmensch
Feb 20, 2004

Duffman is thrusting in the direction of the problem!
It supports mods, but you can’t get them from the Steam workshop directly. You should be able to find a bunch on Nexusmods and you’ll have to place them in the mods folder manually.

OwlFancier
Aug 22, 2013

The new geometric dome types fit together very well.



Curious to see what the next update adds in terms of difficulty and if they're going to do any of those expansions.

Dilber
Mar 27, 2007

TFLC
(Trophy Feline Lifting Crew)


That's a real pretty layout. I wish that people would utilize jobs/services past one dome away, but unfortunately they don't, so I usually end up with a spoke-based system.

Killstick
Jan 17, 2010
What could have been, in the darkest timeline

https://www.youtube.com/watch?v=Cv1aAGQWC80

Edit: Uh woops wrong mars

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OwlFancier posted:

The new geometric dome types fit together very well.



Curious to see what the next update adds in terms of difficulty and if they're going to do any of those expansions.

what map is this? aside from the glut of other games competing for my time, the big thing keeping me away from this game was trying to find enough flat land to build large dome clusters

OwlFancier
Aug 22, 2013

luxury handset posted:

what map is this? aside from the glut of other games competing for my time, the big thing keeping me away from this game was trying to find enough flat land to build large dome clusters


That would be 37N 120E

It's a bit random as to whether you get features which get in the way on any given map.

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

OwlFancier posted:

That would be 37N 120E

It's a bit random as to whether you get features which get in the way on any given map.

luxury handset posted:

what map is this? aside from the glut of other games competing for my time, the big thing keeping me away from this game was trying to find enough flat land to build large dome clusters


If you'd like to know what the terrain looks like before you embark, get the View Colony Map mod. Steam workshop link
skymods link

Map preview example


Ingame map

Strabo4
Jun 1, 2007

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


Here's a few coordinates that I ended up liking enough to write down. I think they've all got decent building space and concrete/metals, and no dust devils or cold waves. Ditto for meteor or dust storm danger, I play with the level 5 rules for each.

28s101w
19n165w
15n131e
13n110e
24n111e.

My favorite is my current map though: 9N90E. Lots of open flat space. As long as you avoid the death spiral when the metals run dry...

Strabo4 fucked around with this message at 01:21 on Sep 8, 2018

OwlFancier
Aug 22, 2013

Ambaire posted:

If you'd like to know what the terrain looks like before you embark, get the View Colony Map mod. Steam workshop link
skymods link

The problem is more with the small features that spawn on the map, as they're the main building blocker.

Speedball
Apr 15, 2008

Killstick posted:

What could have been, in the darkest timeline

https://www.youtube.com/watch?v=Cv1aAGQWC80

Edit: Uh woops wrong mars

With all the Mysteries going on in this game, at least one of them could be a portal to hell.

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Verloc
Feb 15, 2001

Note to self: Posting 'lulz' is not a good idea.
This thread kinda died, but the Sagan update dropped last week. Looks like most of it is QoL stuff they borrowed from mods, though there is a new challenge mode.

Items of interest:

Challenge mode - Complete a timed objective in a pre-built scenario. 24 challenge scenarios available

Concrete extractors now work like they do in the wide area extractors mod and will just hoover up the deposit until it's depleted, no more micro-ing them around the deposit to suck out every last erg of concrete.

Rovers don't have deplete-able batteries anymore, and the Command AI research basically turns on the automated mode from the autonomous rovers mod.

Research randomization is now tied to map seed, so the tech matrix (research order and breakthroughs) will always be the same for a given map. This is supposed to be for high score competitions and challenge modes I guess.

Dust producing buildings will now show their area of effect.

Big pile of bugfixes and some balance changes.

I haven't played around with the challenge mode any, but the QoL fixes are nice. Really just means unchecking a couple of mods from my mod order, but it's nice to see that the game is still getting post launch support.

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