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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Yes obviously. The question is why those needs? Why that flavouring?

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Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
why not? the fact that this is a mechanic they've used successfully before in prior games they've developed seems like a good enough explanation

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

luxury handset posted:

surviving mars was developed by haemimont, who previously made tropico 3/4, so they're coming at it from that philosophy of agent-based needs satisfaction and a somewhat light tone (and music!)

The music in this game is seriously good, usually I get bored of a strategy game's music within 10 hours. This score I listen to on Spotify outside of playing the game. Cold Wave and Sandstorm are excellent.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

luxury handset posted:

why not? the fact that this is a mechanic they've used successfully before in prior games they've developed seems like a good enough explanation
There's a bunch of stuff in Tropico that's not in Surviving Mars and vice versa because one's a dictatorship in a tropical banana republic and the other's a martian colony staffed by volunteers and their descendants. "It was in the last game" is not really a slam dunk argument.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Splicer posted:

There's a bunch of stuff in Tropico that's not in Surviving Mars and vice versa because one's a dictatorship in a tropical banana republic and the other's a martian colony staffed by volunteers and their descendants. "It was in the last game" is not really a slam dunk argument.

on the other hand it makes sense that a studio who has made successful games in the past with a certain package of game design assumptions, like food goes to a food depot to be collected by agents for consumption, will continue to use some of those assumptions in their further game designs

we can theorycraft all day about why they did things one way or the other, or why the tone is somewhat comical and not serious, or why they made a city builder and not a roguelike first person shooter with crafting elements. we can all assert what we would prefer to see in the game but this is not a satisfactory basis on which to try to figure out why they made the decisions that they did

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
"I don't like this thing in this game."
"I too dislike it."
"Well it was in the last game. Discussion over."
Thanks. Good talk.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Morholt posted:

No, click the sphere. There are three interactions you can pick from.

Oh what, it's on the colony map? lmao I thought I triggered it with an expedition and I'd get a chance to fly back to it later or something. I played all that time and never saw it lying around anywhere. Time to fire the game up and find it I guess. Thanks

Demiurge4
Aug 10, 2011

I would prefer some more grit and a less jovial theme/tone but it’s jot a deal breaker. There’s a few good mods out there (and all seem to be made by one guy) that add some QoL like automated extractors and there’s also a really cool outdome forest plantation that produces oxygen by has to be manned.

explosivo
May 23, 2004

Fueled by Satan

I picked this up over the weekend and am enjoying myself, currently in the first colonists stage where I'm waiting to bring in more but I can already tell I hosed some things up along the way that I'm paying for now. A few questions:

-Am I supposed to be making resource deposits for all resources in the radii of all my drone hubs? Ferrying goods around with the transport is kind of a pain.
-Early on, should I be getting more drones via rockets and assigning them to hubs/commanders manually? I am kind of confused about the drone management side of things, like before a rocket takes off should I be assigning the drones from that ship to my hubs because next time it'll come back with more drones? I am getting a lot of heavy drone load messages and I feel like it's because I'm not understanding a fundamental part of how to manage these drones.
-In addition to the last question, is there an easy way of listing all hubs/commanders and the drones that are assigned to them? I was trying to assign some drones on the ship to my hubs but basically had to manually click through all the individual drones to find the one that was still assigned to the ship so I could right click on the hub with them.

Edit: I really love the production buildings all having a visual indicator of how full they are of their material. The batteries popping up out of the ground is really neat :3:

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Demiurge4 posted:

I would prefer some more grit and a less jovial theme/tone but it’s jot a deal breaker.

Have you tried Frostpunk? They really nail the desperate battle for survival thing, just playing it makes me feel cold as gently caress

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

explosivo posted:

I picked this up over the weekend and am enjoying myself, currently in the first colonists stage where I'm waiting to bring in more but I can already tell I hosed some things up along the way that I'm paying for now. A few questions:

-Am I supposed to be making resource deposits for all resources in the radii of all my drone hubs? Ferrying goods around with the transport is kind of a pain.
-Early on, should I be getting more drones via rockets and assigning them to hubs/commanders manually? I am kind of confused about the drone management side of things, like before a rocket takes off should I be assigning the drones from that ship to my hubs because next time it'll come back with more drones? I am getting a lot of heavy drone load messages and I feel like it's because I'm not understanding a fundamental part of how to manage these drones.
-In addition to the last question, is there an easy way of listing all hubs/commanders and the drones that are assigned to them? I was trying to assign some drones on the ship to my hubs but basically had to manually click through all the individual drones to find the one that was still assigned to the ship so I could right click on the hub with them.

Edit: I really love the production buildings all having a visual indicator of how full they are of their material. The batteries popping up out of the ground is really neat :3:

1. Yes. The transport is for more remote purposes. Drones are happy enough to ferry things where needed and later on you get shuttles with unlimited range (but take fuel to run.) If you have one deposit further away you can automate the rover to pull stuff from it (just build a depot near your colony for it to drop off at.)
2. Don't send the drones back with the rockets. You can drag select drones now too which makes things a lot easier.
3. Sadly no, but clicking on a rocket, rover or hub will highlight all the drones it commands.

explosivo
May 23, 2004

Fueled by Satan

Mokinokaro posted:

1. Yes. The transport is for more remote purposes. Drones are happy enough to ferry things where needed and later on you get shuttles with unlimited range (but take fuel to run.) If you have one deposit further away you can automate the rover to pull stuff from it (just build a depot near your colony for it to drop off at.)
2. Don't send the drones back with the rockets. You can drag select drones now too which makes things a lot easier.
3. Sadly no, but clicking on a rocket, rover or hub will highlight all the drones it commands.

Awesome, thanks for the tips. I read the reddit post from a couple pages ago as well for a lot of good info and I'm pretty sure my first colony is going to go bust. I expanded way too fast and haven't even begun collecting rare metals yet. I think I may restart tonight knowing what I know now and see how much smoother things go.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Okay I've searched all over the map twice and I don't see any sphere. Also I've been playing on it for hours and been all over the place landscaping and picking up metal deposits and never saw one. Maybe I landscaped where it was supposed to spawn before it actually spawned and that broke it or something?

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES
The somewhat lighthearted tone carrying over from Tropico I'm fine with. The thing that's most weird is that the Martian colonists need stuff like shopping and gambling but there doesn't seem to be a market or money. The Tropico series had an economic simulation going on, but they carried over the trappings of that without actually including one and I find it pretty jarring.

Game still good though.

Platonicsolid
Nov 17, 2008

Since I usually don't build those creature comforts until later, I tend to hand wave it as later generations / settler waves being less hardy pioneers and more schlubs who move for an job that happens to be on Mars.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Guildencrantz posted:

The somewhat lighthearted tone carrying over from Tropico I'm fine with. The thing that's most weird is that the Martian colonists need stuff like shopping and gambling but there doesn't seem to be a market or money. The Tropico series had an economic simulation going on, but they carried over the trappings of that without actually including one and I find it pretty jarring.

Game still good though.

i just think of it as "place to collect food" "place to collect luxuries"

like even in a cashless commune you'll still need a location at which some service or item can be procured

zedprime
Jun 9, 2007

yospos
I think it's as simple as comfort being a measure of normalcy because you need some goal to shoot for in civics. It's normal to buy food from the grocery store or eat at a cafe, getting your rations from the mechanofarm direct is not normal in that comparison.

Yeah, it means you're building space suburbs, but I'm ok with that given the overall theme is more Weird Stories than a hard sci-fi examination of offworld living.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Guildencrantz posted:

The somewhat lighthearted tone carrying over from Tropico I'm fine with. The thing that's most weird is that the Martian colonists need stuff like shopping and gambling but there doesn't seem to be a market or money. The Tropico series had an economic simulation going on, but they carried over the trappings of that without actually including one and I find it pretty jarring.

Game still good though.
Exactly. I don't have a problem with jovial Mars, it's shopaholic Mars that's weird. And it would be less of a thing if there was enough variety that you could build a co-operative dome and ignore shopping, but e.g. gaming is only addressable by gambling and buying consumer products at the electronics store.

But as you said, game still good.

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.
I just started this game and while the casinos are kind of weird I'm mostly annoyed that apartments are somehow less energy-efficient that detached housing (by a factor of 6!)

martian consumerism is one thing but I'd expect my domed space colony to at least support dense urbanism

OAquinas
Jan 27, 2008

Biden has sat immobile on the Iron Throne of America. He is the Master of Malarkey by the will of the gods, and master of a million votes by the might of his inexhaustible calamari.

Jeb Bush 2012 posted:

I just started this game and while the casinos are kind of weird I'm mostly annoyed that apartments are somehow less energy-efficient that detached housing (by a factor of 6!)

martian consumerism is one thing but I'd expect my domed space colony to at least support dense urbanism

Yeah, that always surprises me/puts me off too. I get it--lowest comfort housing, but offset by density...but it somehow uses more power than my visibly glowing concrete extractor?

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
I don't think of it as shopaholism so much as, sometimes you just wanna pick out your own groceries and cook your own meals, rather than Roy at the diner serving you the daily special for the 35th sol in a row, plus Roy hates his job because he's a trained geologist.

explosivo posted:

Am I supposed to be making resource deposits for all resources in the radii of all my drone hubs? Ferrying goods around with the transport is kind of a pain.

What I generally do is give each hub its own universal depot. If there are two hubs that can't reach each other's depot, then I'll also drop a depot between them where their radii overlap. That way my drones can relay goods from one end of the colony to the other; they'll distribute resources as needed automatically.

My transport comes in when I want to move a bunch of goods at once, for instance if I'm building a dome and I need a lot of concrete brought to one place, and I don't want to wait for my drones to carry it one by one.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Wafflecopper posted:

Okay I've searched all over the map twice and I don't see any sphere. Also I've been playing on it for hours and been all over the place landscaping and picking up metal deposits and never saw one. Maybe I landscaped where it was supposed to spawn before it actually spawned and that broke it or something?

The Spheres mystery has the issue that it's totally passive on its own for the first couple steps. I selected it for one playthrough and had the same issue - I thought it was bugged and never fired. I got to the building multiple wonders stage and just shelved it for another playthrough.

Turns out you have to find an odd looking rock formation, it looks kinda like a lumpy cone with 3 prongs slightly protruding from the top. Click it manually, and either it pops up a window in the top right like a building that has an icon you click on, or it will make an anomaly pop up right next to it. Something like that. Either way, after doing that, send over your rover to investigate. It will then start a timer, and at the end of the timer you have to do this one more time - after that it will take care of itself.

explosivo
May 23, 2004

Fueled by Satan

Mechanical Ape posted:

What I generally do is give each hub its own universal depot. If there are two hubs that can't reach each other's depot, then I'll also drop a depot between them where their radii overlap. That way my drones can relay goods from one end of the colony to the other; they'll distribute resources as needed automatically.

My transport comes in when I want to move a bunch of goods at once, for instance if I'm building a dome and I need a lot of concrete brought to one place, and I don't want to wait for my drones to carry it one by one.

This is kinda what I was thinking about doing. Something there to act as a buffer for goods on the move that have to go from one hub to another that's relatively far away.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

metasynthetic posted:

The Spheres mystery has the issue that it's totally passive on its own for the first couple steps. I selected it for one playthrough and had the same issue - I thought it was bugged and never fired. I got to the building multiple wonders stage and just shelved it for another playthrough.

Turns out you have to find an odd looking rock formation, it looks kinda like a lumpy cone with 3 prongs slightly protruding from the top. Click it manually, and either it pops up a window in the top right like a building that has an icon you click on, or it will make an anomaly pop up right next to it. Something like that. Either way, after doing that, send over your rover to investigate. It will then start a timer, and at the end of the timer you have to do this one more time - after that it will take care of itself.

This was really helpful and I found it, thank you

Honky Dong Country
Feb 11, 2015

Welp, finally dealt with that mystery and put an end to the adorably annoying rebel drones. Got a wonder and cheaper research out of it, not bad. Even though it was annoying and I burned a shitload of resources/drones because of it at least it had a solid payoff. I had the one with the cubes awhile back and I wasn't impressed at all with the reward.

Also I just realized that the vegan trait actually does stuff now and I gotta say, gently caress those dudes I'm enjoying the new ranches. :colbert: I think next playthrough I'll go vegan though for the hell of it.

CompeAnansi
Feb 1, 2011

I respectfully decline
the invitation to join
your hallucination
Is there any benefit to spreading out sensor towers across sectors or can I just build them all in a clump?

Krogort
Oct 27, 2013

CompeAnansi posted:

Is there any benefit to spreading out sensor towers across sectors or can I just build them all in a clump?

They give better scan speed bonus to the tile closest to them.
There is a tech that make spreading them around easier.

Honky Dong Country
Feb 11, 2015

I just learned that when a dome has reached the end of its usefulness (deposits are depleted, etc) and you liquidate it to move the workforce to a new site, their pets aren't transported as well. :(

Now I gotta decom and dismantle this dome with a buncha doomed, orphaned pets still inside.

E: Oh god I even named one these doomed dogs because I once saw it chase its tail. :gonk:

E2: Sooooo they definitely didn't think this situation through. Demo'd the dome and while the animals thankfully aren't dying in bulging eyes Total Recall fashion...now they're just sort of chilling out and wandering around in the still-not-breathable atmosphere of Mars like it's nbd. :stare:

Honky Dong Country fucked around with this message at 22:00 on May 20, 2019

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Why don't you just convert the domes to research/farming instead of destroying them?

Shibawanko
Feb 13, 2013

Splicer posted:

Exactly. I don't have a problem with jovial Mars, it's shopaholic Mars that's weird. And it would be less of a thing if there was enough variety that you could build a co-operative dome and ignore shopping, but e.g. gaming is only addressable by gambling and buying consumer products at the electronics store.

But as you said, game still good.

Phoneposting so cant check but are there any mods that just take out the gambling and boomer suburb stuff and replace it with something else?

Drone_Fragger
May 9, 2007


So can someone explain to me how drone hubs work. How do I get my drones to move between two hubs? How do I build things in the area of another hub. Will the drones navigate between the two or what?

Boksi
Jan 11, 2016
All drones are assigned to a hub, or rather, each hub has a complement of drones. You can manually reassign drones by selecting them and right-clicking on a hub, or you can use the plus and minus buttons that appear when you select a hub to move them around. The drones will only do stuff in range of their hub. If you want to build something that's in range of Hub A, but all the resources needed are at Hub B, you need to use depots to make a logistics chain. Ideally, this would be a depot in range of both Hub A and Hub B, set to request a non-zero amount of material. This would lead the Hub B drones to stock it with the resources at Hub B, and then the Hub A drones can use it to build whatever you want to build. Often though, the distance is too great. In that case, you can either daisy-chain depots together(Hub A stocks Depot A, Hub B takes from Depot B to stock Depot B, Hub C takes from Depot B to stock Depot C, etc), or you can use the not-initially-available solution of shuttles. So long as you have a shuttle depot near a stockpile, it can take stuff from that stockpile and send it virtually anywhere on the map.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Boksi posted:

So long as you have a shuttle depot near a stockpile, it can take stuff from that stockpile and send it virtually anywhere on the map.

Quick detail: shuttles can pick up resources from any depot not just one near their home depot.

I like to have my drone commander park in rich surface metal areas and pull them all into a metal depot which just chills there with no drone hubs to pull from it; once shuttle service comes online that poo poo is all at your fingertips. Also your automated transport will not drive 3/4ths of the map to pick up 13 metal out of a rock and then back to drop it off, it will use the random depots as well.

Honky Dong Country
Feb 11, 2015

NoNotTheMindProbe posted:

Why don't you just convert the domes to research/farming instead of destroying them?

Because I already have domes that more than satisfy farming in addition to domes that are placed on research boosting nodes. Plus I maintain a basic research lab in every dome that I build. I'm basically using my geologists and such as a swarm of locusts that exhaust metal/rare metal nodes before moving to the next ones. Same goes for engineers working polymer factories to tap out water. I've got dedicated research centers situated appropriately. Like at this point I've already scanned all sectors and am now doing all the deep scans so said research centers are already in ideal places.

Boksi
Jan 11, 2016

LonsomeSon posted:

Quick detail: shuttles can pick up resources from any depot not just one near their home depot.
Oh yeah, the range restriction is only for colonists. Still, it's better to put a depot near your storage just to shorten travel times.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Drone_Fragger posted:

So can someone explain to me how drone hubs work. How do I get my drones to move between two hubs? How do I build things in the area of another hub. Will the drones navigate between the two or what?

drones are assigned to a hub and move stuff around within that hub's radius. you have to manually move drones from one hub to another. hubs are for area coverage, not moving things long distances. you can daisy chain hubs together but really you should be using transport rovers or shuttles, once you unlock the shuttle tech. if you make two hubs overlap a little bit, you can put depots in that overlap area and drones from both hubs will use those depots, if you are trying to expand or something

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


How much should I worry about negative traits like Alcoholic and Gambler?

Also, I find it really weird that my first marsborn kid has a different last name from any of the founders and I basically have no idea whose kid it is. I guess thats just the way Martians do things since apparently the best child strategy is a dedicated Children's Creche dome. The colony is mother, the colony is father.

My founder phase is over and I'm looking to expand from my first Microdome. Not sure what kind of dome I should set up as my first small dome, a dedicated Agridome? Start up a manufacturing base? More rare minerals extraction for funding? A research facility? Leaning Extraction or Agridome.


[edit] If I set up a dome positioned like this, I should still be able to stick a metal extractor in range of those Rare Metals, right?



I already feel the urge to restart and apply what I've learned setting up my first dome.

Galaga Galaxian fucked around with this message at 01:36 on May 21, 2019

WithoutTheFezOn
Aug 28, 2005
Oh no
Yes an extractor will fit. Only the building part of the extractor has to be in the dome radius.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Galaga Galaxian posted:

How much should I worry about negative traits like Alcoholic and Gambler?
Most of the negative traits are only critical to avoid on your first 2-3 shuttles, mostly to make sure they don't wind up going Earthsick (or, if you have really bad luck, dying of chronic conditions / commiting suicide.) Idiot (and Tourist early on) is the only 100% showstopper, most of the others can be countered with the right set of positive traits... really I tend to focus on bringing in positive traits, instead of avoiding negative ones. Celebrity / Genius are automatic ins, Sexy is almost guaranteed in. Work bonus traits, Composed, Party Animal, and Hippie are all really good too. Gamer is sort of a negative since they get mad if they can't game and I rarely build anything for that until midgame.

Also remember, even a lazy / alcoholic specialist will do their job better than anyone else, so if you really need a particular specialist type, take them.

quote:

My founder phase is over and I'm looking to expand from my first Microdome. Not sure what kind of dome I should set up as my first small dome, a dedicated Agridome? Start up a manufacturing base? More rare minerals extraction for funding? A research facility? Leaning Extraction or Agridome.

My usual strategy is opening with a small or barrel dome depending on if I anticipate getting any early spires worth using. Since the first dome will wind up next to the landing pads and fuel refineries by default, I'll also put my polymers there and setup a depot zone nearby within hub range of the pads. Also, I'll probably prioritize rare metals over any other deposits since metal is easy (if tedious) to harvest from surface nuggets for a very long time, and I go vaporators from the start. Here's a picture of a pretty typical early game setup, where I'd just started working on my 2nd dome:


Polymer plant near the dome entrance, fuel a little ways away. I try to keep oxygen / water tanks and harvesters directly connected to the first pipe outlet on each side, so that if there are emergencies I can cut the valve on the 2nd hex out and the dome still has life support. I also try to put a little electricity in direct contact with the dome for the same reason.

2nd dome will (hopefully) be a medium if I can swing one early enough, but in any case also probably gets the machine parts, microchip prefabs, and science since I rarely do any research in my first dome. 1 farm per ~6 or so 'big' triangles of occupied dome space seems plenty. I don't usually start building specialized domes until the 3rd one, which will probably be a farm dome with the water spire.

That said, outside ranches are really really good so I'll probably be switching things up to rely on them in the future.

metasynthetic fucked around with this message at 03:21 on May 21, 2019

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Honky Dong Country
Feb 11, 2015

I very strongly recommend barrel domes for your early domes. You get more space than a basic dome and honestly the lack of a spire slot is inconsequential that early. Basic domes are complete poo poo imo. By the time you've got actual useful spire options you'll likely have mediums unlocked.

E: The exception being that one commander that starts with arcologies. If you've got that a basic might actually be worth it. Oligarch I think? But honestly even that's debatable. Arcology is 32 capacity, which is less than two apartment buildings (which totals out to 48 slots). Iunno man I'm by no means an expert, but I've generally found that barrel domes are best until you get mediums in my experience.

Honky Dong Country fucked around with this message at 04:39 on May 21, 2019

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