|
So fun fact, there's three levels of Dust Storm: Normal: Shuts down Moxies, Vaporators, solar and aerial drones. Minor damage to outside buildings. Electrostatic: Also throws down random lightning bolts that will shot down any building hit by them for most of a day. And what I just experienced and is not at all mentioned in the in-game Encyclopedia: Great Dust Storm: "Oh hi, God felt it was time to do a little sandblasting. Please excuse our mess." You can visibly watch the durability of your exterior buildings tick down.
|
# ? Oct 13, 2018 12:48 |
|
|
# ? Jun 4, 2024 05:21 |
|
New trailer: https://www.youtube.com/watch?v=stznAOwFaCw The expansion(s) drop on the 15th and it looks like each sponsor has unique structures and vehicles.
|
# ? Nov 6, 2018 11:18 |
|
NoNotTheMindProbe posted:New trailer: Hah! Civ like Unique Units's and Unique Buildings's! Nice. Also all the other stuff. The sponsors revealed here are: Japan: -initial funding: 600M -Rare Metal price: 20M -Research per sol: 100 -UU: Wasp Drone (faster, flying drone) -UB: Automated Metals Extractor (so...you basically start with 1/2 of the Extractor AI breakthrough) -Rover cost/weight reduced by half -exploring sectors gives research points -all specialists get a +10 work efficiency bonus -Drawback: fewer colonists to hire. Brazil: -initial funding: 9,000M -Rare Metal price: 35M -Research per sol: 100 -UU: Large Supply Pod (sounds like something to do with inter-colony trading?) -UB: Rare Metals Refinery: Turns Wasterock into Rare Metals (WHAT!?) -Colonists grant funding upon arrival on mars -Inter-dome passages cost no resources and are constructed immediately -Colonists suffer no commuting penalty when working/playing in adjacent domes -5 free supply pods. Sweet jesus Brazil is absurd. And it's only rated "normal" despite having ALL THE MONEY. I'm curious what the other sponsors get since we also saw an RC excavator and an RC scanning rover.
|
# ? Nov 6, 2018 13:10 |
|
jesus, I had no idea Brazil was so loaded in the future.
|
# ? Nov 6, 2018 18:17 |
|
That looks pretty cool. Guess I am going return to Mars around Christmas.
|
# ? Nov 6, 2018 19:19 |
|
Speedball posted:jesus, I had no idea Brazil was so loaded in the future. Seriously, the fuckers start with 9 BILLION credits just to buy poo poo resources and rockets. And they turn wasterock into rare metals with a better price per unit than the mining company. I do wonder if the wasterock converter is at least limited behind the wasterock liquefaction tech and how severe the conversion is since that means every single mine, concrete extractor and water pump generates money. I can also imagine just straight up having colonists on Mars in 5 sols or less because you just paid to ship an entire colony from earth. It also makes me wonder exactly what the other sponsors will get. If they count Brazil there as "normal" I wonder what they gave the International Mars Mission.
|
# ? Nov 7, 2018 13:13 |
|
Alkydere posted:Seriously, the fuckers start with 9 BILLION credits just to buy poo poo resources and rockets. And they turn wasterock into rare metals with a better price per unit than the mining company. I do wonder if the wasterock converter is at least limited behind the wasterock liquefaction tech and how severe the conversion is since that means every single mine, concrete extractor and water pump generates money. I can also imagine just straight up having colonists on Mars in 5 sols or less because you just paid to ship an entire colony from earth. I am sure that's a typo. There's a lot of way to make the converter building not so crazy. For example, terrible conversion rate, require tons of power and workers, etc.
|
# ? Nov 7, 2018 13:38 |
|
pedro0930 posted:I am sure that's a typo. There's a lot of way to make the converter building not so crazy. For example, terrible conversion rate, require tons of power and workers, etc. Look at the video and tell me what the tooltip tells you for their starting cash. I saw 9,000M but my eyes could have deceived me and that's where I got the information. And I'm sure it's gonna have a terrible conversion rate, and the fact that the jet-drones don't carry waste rock means you have to build the converters near all your extraction facilities, but the simple ability to turn wasterock into rare metals is a game changer.
|
# ? Nov 7, 2018 13:42 |
|
pedro0930 posted:I am sure that's a typo. There's a lot of way to make the converter building not so crazy. For example, terrible conversion rate, require tons of power and workers, etc. Converting waste rock to concrete is 10000 research point tech and the best part of it is getting rid of the piles of waste rock you accumulated by then. Even if a building eats wasterock and produces nothing it would be worthwhile to have in midgame.
|
# ? Nov 7, 2018 13:44 |
|
So I’ve been wondering how is the game? My daughter is enjoying city sims (she’s only six so it’s at a basic level of here you can place roads) like Skylines, and I thought she might like the Sci-Fi feel of surviving mars. How is the game overall for most people? Steam reviews seem to be mixed. I haven’t followed much since pre launch.
|
# ? Nov 7, 2018 16:49 |
|
It’s good! It’s more difficult than Skylines so it has a different feel—instead of being a relaxing kind of “hmm I’ll put a road and some houses here” thing like Cities is it requires foresight, planning, and redundancy. Your colony can straight-up fail in irrecoverable ways if you don’t set it up right. It’s not too hard, though, and you can dial in the difficulty to decide how much wiggle room you want to have.
|
# ? Nov 7, 2018 17:00 |
|
It’s a good game, the start will probably feel overwhelming at first because you’re playing with a bunch of rovers to set up a colony in prep for humans. Once you explain to her that she has to ensure there’s enough water and oxygen for people before they can arrive it’s pretty straightforward. After the first group of humans arrive you’ll go through a founders phase to test whether they can survive for a while & after founders it’s pretty much all gravy. I’d say if she’s not just setting the whole city on fire on purpose in simcity every 10 minutes then it’s a good pick-up. The lategame is a bit thin, but they’ve been improving that and I doubt a kid will feel the same way.
|
# ? Nov 7, 2018 17:06 |
|
Pirate Radar posted:It’s good! It’s more difficult than Skylines so it has a different feel—instead of being a relaxing kind of “hmm I’ll put a road and some houses here” thing like Cities is it requires foresight, planning, and redundancy. Your colony can straight-up fail in irrecoverable ways if you don’t set it up right. It’s not too hard, though, and you can dial in the difficulty to decide how much wiggle room you want to have. Cool, are any of the DLCs essential like other Paradox games (I know this one is only distributed by Paradox vs developed)? Chakan posted:It’s a good game, the start will probably feel overwhelming at first because you’re playing with a bunch of rovers to set up a colony in prep for humans. Once you explain to her that she has to ensure there’s enough water and oxygen for people before they can arrive it’s pretty straightforward. After the first group of humans arrive you’ll go through a founders phase to test whether they can survive for a while & after founders it’s pretty much all gravy. We’re at the stage of just laying down roads and utilities with me (mostly) placing it and her pointing out where connections are needed. So that seems okay for the early part. I should point out I am bad at these games, so it’s not like I’m an experienced player guiding her. Mostly asking her for suggestions, (poorly) explaining concepts, and allowing her to do some actions. I noticed the game is pretty cheap on the key sites, so I figured if it’s a bomb with her it’s not a huge loss. Oh any good concept/early stage videos people can recommend? Sometimes she likes watching them as a tutorial if we can’t play till later. Marshal Prolapse fucked around with this message at 17:10 on Nov 7, 2018 |
# ? Nov 7, 2018 17:06 |
|
MazelTovCocktail posted:So I’ve been wondering how is the game? My daughter is enjoying city sims (she’s only six so it’s at a basic level of here you can place roads) like Skylines, and I thought she might like the Sci-Fi feel of surviving mars. How is the game overall for most people? Steam reviews seem to be mixed. I haven’t followed much since pre launch. it's a chill quasi city builder with survival and logistic elements. i can see a child getting into it MazelTovCocktail posted:Cool, are any of the DLCs essential like other Paradox games (I know this one is only distributed by Paradox vs developed)? nope, vanilla is fine
|
# ? Nov 7, 2018 20:07 |
|
That’s good to know. When I looked at the DLC it seemed pretty cosmetic,even though it was higher priced that you’d except cosmetic ones to be priced.
|
# ? Nov 7, 2018 20:49 |
|
It's distributed by paradox but it's developed by the tropico people, so the DLC seems more in line with Tropico, so lots of cosmetic stuff.
|
# ? Nov 7, 2018 20:57 |
|
Game is pretty neat so far (just exploring the tutorial). I noticed there is a large mod community are there any essential mods people recommend?
|
# ? Nov 8, 2018 00:41 |
|
Most of them are small gameplay adjustments and there's nothing I consider vital.
|
# ? Nov 8, 2018 02:51 |
|
MazelTovCocktail posted:Game is pretty neat so far (just exploring the tutorial). I noticed there is a large mod community are there any essential mods people recommend? Note that every major patch (and I believe one's next week) will make some gameplay changes as typical for Paradox games. They've been universally quality of life and gameplay improvements with this one though.
|
# ? Nov 8, 2018 03:17 |
|
Mokinokaro posted:Note that every major patch (and I believe one's next week) will make some gameplay changes as typical for Paradox games. They've been universally quality of life and gameplay improvements with this one though. Next week releases a massive expansion (other colonies on Mars to trade/compete with, sponsor unique units/buildings) so a bit more than "just a few QoL and gameplay improvements" But yeah, so far the developer support has been legitimately awesome. Makes me real damned glad I actually jumped on this game when Steam randomly popped up "Hey you own Cities: Skylines. How would you like a 25% discount for pre-ordering this other Paradox-published city builder you've never heard about that's coming out soon?" Paradox really seems to enjoy the fact that after EA's Sim City bombed and buried itself 6 feet under in shame, they've gotten to move into the city-builder genre in a big, solid way with first CS and now snagging the big chunk of Tropico crew who wanted to work for a new publisher.
|
# ? Nov 8, 2018 07:26 |
|
I was just warning them that the patches have made pretty large gameplay changes outside of dlc.
|
# ? Nov 8, 2018 14:58 |
|
Oh yeah, fair enough. To be fair almost all the changes were straight up for the better. Everything from menus that make sense to making rovers no longer have to be micromanaged for power to making the domes inter-connectable. Oh and my favorite: out-dome buildings can just connect to each other for power. Also, dad-dude playing with kid: just remember you can always basically just turn off certain features of the game in the ruleset options when starting a new colony. Never deal with disasters, colonists are basically superman, etc.
|
# ? Nov 8, 2018 15:27 |
|
Alkydere posted:Also, dad-dude playing with kid: just remember you can always basically just turn off certain features of the game in the ruleset options when starting a new colony. Never deal with disasters, colonists are basically superman, etc. Also in learning through stupidity: I didn’t realize to build in other sectors you need to land a rocket there first if you can’t directly access it by land. I figured you had to do something, but I didn’t realize it was rocket based until after playing for two hours. It was really confusing when I couldn’t move the the explorer to look at new anomalies I thought I had just picked a well bad location.
|
# ? Nov 8, 2018 18:23 |
|
Rovers not needing power anymore is ridiculously nice. It was such a headache to have to bring my explorers back for power every day without the right tech.
|
# ? Nov 8, 2018 22:57 |
|
Speedball posted:Rovers not needing power anymore is ridiculously nice. The gently caress. I'm reinstalling right loving now.
|
# ? Nov 8, 2018 23:03 |
|
MazelTovCocktail posted:Yeah, I was actually thinking about doing that. I was wondering if it’s better to teach her how to play the game and succeed or just have fun. I think I’m going for fun considering last night she wanted to to some things, but I said let’s figure out how it works first and it was just me doing the tutorials. I think I might just do that for CS too. She really wants me to get the disaster pack for that lol You can build tunnels that give you access to plateaus and valleys.
|
# ? Nov 8, 2018 23:09 |
|
MazelTovCocktail posted:Yeah, I was actually thinking about doing that. I was wondering if it’s better to teach her how to play the game and succeed or just have fun. I think I’m going for fun considering last night she wanted to to some things, but I said let’s figure out how it works first and it was just me doing the tutorials. I think I might just do that for CS too. She really wants me to get the disaster pack for that lol NoNotTheMindProbe posted:You can build tunnels that give you access to plateaus and valleys. The rockets are one way to do it or as MindProbe here suggests you use underground tunnels. For some concrete, metal and machine parts you get an invulnerable subway tunnel (they're made of the same disaster and maintenance proof materials that rockets are) that allows your RC trucks to basically teleport from one end to the other. They also carry power and water/air so they're not just great for transitioning levels but for just expanding in general since the alternative is giant lines of pipes/power cables which need drone stations along them to keep them maintained.
|
# ? Nov 9, 2018 02:52 |
|
They also made it a lot better for long pipes and cables since they don't have breakdowns anymore unless they've been caused by a disaster of some sort, when they break frequently and lose more resources. It makes the 5-day long great dust storms a serious threat and it made me build switches and valves for the first time ever!
|
# ? Nov 10, 2018 18:44 |
|
Strabo4 posted:They also made it a lot better for long pipes and cables since they don't have breakdowns anymore unless they've been caused by a disaster of some sort, when they break frequently and lose more resources. It makes the 5-day long great dust storms a serious threat and it made me build switches and valves for the first time ever! Just imagine, a 5-sol or greater dust storm can mean kids can spend their entire childhood dealing with the howling winds sandblasting their home. Makes the whole "Martian Resiliency" upgrade make a hell of a lot more sense when you grew up with the planet trying to scour you off the planet and it turned out to be no big deal.
|
# ? Nov 11, 2018 22:34 |
|
Alkydere posted:Just imagine, a 5-sol or greater dust storm can mean kids can spend their entire childhood dealing with the howling winds sandblasting their home. Yeah, Martianborn get a lot of nice perks like "not terrified of howling winds of death outside the dome." I hope they aren't naturally born physically weaker than Earthers though because of the low gravity. Do they ever address that?
|
# ? Nov 13, 2018 02:13 |
|
I don't think so. I don't think Martianborn ever try to leave for Earth as they don't get homesick.
|
# ? Nov 13, 2018 02:23 |
|
That stuff is not part of the simulation because it is not really worth it in the context of the game. Otherwise there would be a ton of health complications from humans living in low-g to begin with, and from the journey from Earth to Mars.
|
# ? Nov 13, 2018 02:49 |
|
There's a new devblog out detailing the expansion and update releasing tomorrow, I'm pretty excited! Edit: It sounds like everyone without the DLC will get everything but the stuff regarding rival colonies and the new and improved sponsors. Hell yeah Paradox! Strabo4 fucked around with this message at 21:20 on Nov 14, 2018 |
# ? Nov 14, 2018 21:09 |
|
Holy moley that's a lot of new content. RIP mission evaluations, but I think I'll like the sponsor-themed mini objectives better.
|
# ? Nov 14, 2018 21:47 |
|
Mechanical Ape posted:Holy moley that's a lot of new content. RIP mission evaluations, but I think I'll like the sponsor-themed mini objectives better. Oh absolutely. Also some of the quest dialogs are great. Love the Mad Max one where a colonist hijacks a rover and screams at the base commander/"Important Joe" for orders. Made even better that two of the three standard responses involve the commander making things worse (telling him to charge a random building or that his enemies are in "that dome over there") Wish they had revealed more sponsor bonuses but we got to see Blue Sun. They get the Corporate HQ (workers generate $$ but has a minor morale penalty) and the RC Harvester (RC drone that auto-mines concrete deposits much like the Transporter mining surface deposits. Set up a trade route and never worry about placing a concrete excavator again). Also they explained what Supply Pods are: A one-way express delivery from earth. Can only carry equipment and supplies, no colonists, costs more, but goes a lot faster (since it doesn't have to worry about issues such as "Being in good enough condition to return" or "squishy colonists very susceptible to Sudden Acceleration Syndrome")
|
# ? Nov 15, 2018 14:46 |
|
All that content looks good but can I just comment on how dumb it is to have a corporate HQ/office building on Mars
|
# ? Nov 15, 2018 14:59 |
|
Dancer posted:All that content looks good but can I just comment on how dumb it is to have a corporate HQ/office building on Mars Dunno, it seems like a good sign to show how developed your colony is. Instead of having everyone devoted to resource production/extraction and refinement, and of course manning the diners and such, you're actually developed to the point you can start having people run the bureaucracy and of course come up with new, catchy advertising slogans.
|
# ? Nov 15, 2018 15:41 |
|
Eh, just think of it as semantics. If your mission sponsor is a corporation, the HQ is just a City Hall.
|
# ? Nov 15, 2018 17:17 |
|
And there's lots of little bureaucratic things to do that are likely easier to do when you don't have a time lag multiple minutes long.
|
# ? Nov 15, 2018 17:21 |
|
|
# ? Jun 4, 2024 05:21 |
|
IT OUT! Quick rundown on sponsor UU/UBs: International Mars Mission: -UU: Zeus Rocket (starts with a whopping 70,000 Kg payload0 -UB: Advanced Stirling Generator (generates power AND generates a "warm" area that protects against cold waves) USA -UU1 Zeus Rocket (Same as IMM) -UU2: Advanced Orbital Probe (scans 5 sectors) -UB Megamall (Service building that satisfied most interests) Blue Son Corporation: -UU: RC Harvester (RC Transport rover that can harvest concrete deposits) -UB: Corporate Office (employs workers to generate funding) China: -UU: RC Generator (RC Drone Commander doubles as a solar panel) -UB: Tai-Chi Garden (unique garden that allows visitors to recover some health) India: -UU: RC Constructor (RC Transporter that can construct buildings) -UB: Metals Refinery (Slowly converts wasterock to Metals) Europe: -UU: RC Seeker (RC Drone Commander that doubles as a sensor tower when stationary) -UB: Low G Lab (Out-dome research building that lowers the costs of Biotech and Physics techs) SpaceY -UU: Dragon Rocket (Smaller capacity of only 40,000 Kg but is faster/requires less fuel) -UB: Solar Array (large cluster of solar panels with lower maintenance costs) Brazil: -UU Large Supply Pods (one use rockets for rush deliveries from Earth, starts with 5 of these) -UB: Rare Metals Refinery (Converts waste rock to Rare Metals) Church of the New Ark: -UU: Ark Pod (Supply Pod that can carry passengers) -UB: Temple Spire (Spire that satisfies Social needs and restores Sanity to users) Russia: -UU: RC Driller (Special rover that can extract resources from underground deposits but wastes/loses some of the resources) -UB: Concrete Plant (automated extractor that produces concrete without a deposit but requires fuel) Paradox Interactive: -UU: Jumper Shuttle (Faster shuttle that uses parabolic trajectories) -UB: Game Developer (Produces games which grant funding depending on their success) Japan: -UU: Wasp Drone (Drones that FLY!) -UB: Automatic Metals Extractor (Automated metal extractor that doesn't require workers) Edit: Oooh, new Game Rule called "Tech Variety" which is a toned down Chaos Theory. Some techs are guaranteed to be early or late (so no digging through the entire Physics tree for demolition protocol but no unlocking wonders on the first or second tech). Edit 2: And the prefab buildings list contain "small" electronics and machine parts factories now. Alkydere fucked around with this message at 18:26 on Nov 15, 2018 |
# ? Nov 15, 2018 18:22 |