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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mokinokaro posted:

Pre expansion save? There's a separate research tree for terraforming.

The workshop has a mod to add terraforming to old saves.

Yeah, and yeah. Found the mod and now I'm getting a late start on research and planting trees.

On the up side I was able to order full elevator cars worth of seeds and drop four planter structures as soon as it finished; I'm at the end of the standard tech tree but not quite finished yet, with the elevator and an unupgraded mohole besides. I wouldn't have been able to afford more than a few planters until about 30-50 sols ago so realistically we are behind but not that far behind. Thanks a ton!

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metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Started my new game as Japan / Last War / Last Ark + Chaos Theory and other miscellaneous rule changes. Playing with my own self imposed restriction of no cargo rockets / pods after the first passengers arrived.

The first item on my tech tree was Martian Copyrights so I've been making GBS threads out science via outsourcing. Also real early on were Atomic Batteries, Medium Domes, and the expanded passenger rocket tech - so my first dome is a medium with super batteries and my one and only rocket is bringing in 22 people. And I had a random event give me like 50 extra applicants first. Yowza.

On the minus side, I've revealed probably 3/4 of the bio techs and have yet to see basic farms. Good thing we got ranches now.

metasynthetic fucked around with this message at 17:35 on May 21, 2019

Loren
Nov 9, 2005
Master of Chaos
I've logged 50 hours in the game in less than a week. So glad I got it. I just finished a full game and its mystery on a fairly easy start and I think I'm ready for the more interesting challenges now. I have done the Inner Light(with the mirages and dreamers) mystery and that was okay. Is there a consensus on what the coolest mystery is in terms of fun and story? Suggestions for fun+interesting Nation/Leader combos are welcomed too. I just finished IMM with Inventor because I needed easy mode my first game. Now I'm ready for the real thing!

Edit: also is there a generally agreed upon must have mod for quality of life improvements etc?

Willie Tomg
Feb 2, 2006
I started playing yesterday evening just wanting to get a first dome set up.

I finished when a meteor storm ruined the 4th dome in my medium dome complex. At 1:30am :gonk:


this loving game...

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
As far as QoL mods go:

- Warp Speed: increases higher time speeds to 5x and 10x
- Better Zoom Distance: lets you zoom out farther without entering map mode
- AutoGatherTransport, etc.: a few that let you automate rovers (sends them out to harvest surface metal when idle, etc.)
- Auto Birth Control Policy: click a toggle button in your dome controls that tells your people they can have babies only when there is empty residential space in that dome

As far as sponsors go, Brazil is really strong / fun and only moreso now that there are so many sources of waste rock. Japan has some good bonuses and the flying drones are fun to watch. Really most of them are interesting (except for Terraforming Initiative.)

Demiurge4
Aug 10, 2011



So my all disasters maxed challenge map is going well so far. I got a 5 sol electrostatic storm early on and now I have a 5 sol cold snap that covers the entire map. The only reason I'm still alive is that I'm on a hill and my first breakthrough was double power from wind, so my turbines are producing an amazingly efficient 28.6 power each, and that's without the blade upgrade.

It's insanely rough so far, it's sol 14 and I have colonists but I'm gonna have to plan very far ahead and make sure I always have a cache of money for emergency resupply, as well as ensure total heater coverage which means a lot of evaporators to keep them running.

Gadzuko
Feb 14, 2005
The problem with the whole "only build living complexes, apartments are a trap" idea is that it only makes sense in the absence of disasters. If you're not getting disasters or just piddly little 1 or 2 level ones then it works just fine, but if you're on a level 5 dust storm and/or cold snap map the absolute last thing you want is to introduce more points of failure to your design. That means as few domes as possible, because more domes means more leaks and more need for redundant life support which is itself prone to leaks and failures. It's a lot simpler to just cram people into apartments and it doesn't hurt their comfort all that much. The extra power consumption is a lot easier to handle than the life support.

Galaga Galaxian
Apr 23, 2009

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


For the second time I've reached the point where my first little dome is up and running smoothly and the founder phase is over and... I have no idea where to begin with on expanding. I see a few spots where I could set up specialized dome, but I feel like I'm trying to figure out what piece to put into a machine that needs all the pieces going at the same time. I'm probably over thinking it. Maybe I should just set up a single general-purpose barrel dome or something as a generic base for now with an eye for retooling it for a specific purpose (like say manufacturing) as I produce specialized domes for other purposes.

Baby's First Mars Base:

Galaga Galaxian fucked around with this message at 02:20 on May 22, 2019

OwlFancier
Aug 22, 2013

You can redevelop or even demolish domes later down the line, so don't be afraid to make temporary arrangements.

I tend to place my domes in geometric formations with an eye to expanding the complex later on, but what I put in any given dome tends to get redone over the course of the game.

Ultimately your goal is really to get more people and more resources, so anything that does that is a good idea.

I would generally suggest starting with a barrel or basic dome, the microdomes are, I think, unnecessarily small especially as a first dome. They're really more for when you just need some worker presence to work a deposit or something.

WithoutTheFezOn
Aug 28, 2005
Oh no
I don’t know. I’m certainly not a seasoned veteran, but looks like he’s got a pretty good starting setup. It gets income rolling at least. Plus if you run one shift on that extractor and limit the two-slot service buildings to one person per shift, you have enough housing to run a 4-5 person shift at an outdoor ranch.

For Galaga, fwiw my next step is usually a second dome to get machine parts and polymer (assuming the first dome is making food).

OwlFancier
Aug 22, 2013

There's no rule says you can't of course, but you're gonna have to set up another dome soon to do any more expansion, while a larger starting dome means you can just expand into the rest of the starter dome.

I find microdomes a little bit of a false economy basically, you end up needing to build more of them.

AnEdgelord
Dec 12, 2016
isn't the microdome's whole appeal the fact that it doesn't need polymers for its construction or upkeep?

OwlFancier
Aug 22, 2013

That's probably the only other reason I might build one but I still prefer to put a bit extra in initially to get the polymers for a basic dome.

I can see maybe using them for sheltered solar farms though, trading metal upkeep for concrete is a decent deal.

Galaga Galaxian
Apr 23, 2009

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


Its gonna be a while before I can have shuttles set up. I've heard colonists will walk between domes to relocate, but how far can Colonists walk between domes? Can they reach the barrel dome from my original if I build it there? Could they reach the small dome? I'm guessing maybe on the barrel and no on the small.



Actually maybe the smarter move would be to put the barrel dome between the potential science dome location and my first dome, near all those scorch marks from various supply pods. That still gets me a metal deposit of basically equivalent quality (not needed immediately as I've been harvesting lots of surface metals, especially thanks to a meteor shower) and a vista, but isn't near underground water which I was considering for polymer or food production, but I could just build vaporators.

Galaga Galaxian fucked around with this message at 04:13 on May 22, 2019

Speedball
Apr 15, 2008

Colonists move to one dome away from where they live to work or satisfy needs, so making an interconnected cluster works best (works best with bigger domes, small domes this is harder to pull off)

by.a.teammate
Jun 27, 2007
theres nothing wrong with the word panties
I was wondering about how it works with close domes too, I have a situation where I have 3 domes really close but even though there are 14+ vacant job slots there is still 9 unemployed! Do they have to have those dome tunnels to properly share people?

Galaga Galaxian
Apr 23, 2009

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


Speedball posted:

Colonists move to one dome away from where they live to work or satisfy needs, so making an interconnected cluster works best (works best with bigger domes, small domes this is harder to pull off)

I mean walking outside, no passages.

Speedball
Apr 15, 2008

Galaga Galaxian posted:

I mean walking outside, no passages.

I think without shuttles they never go outside except to go to an out-dome workplace because they take sanity damage just going through the airlock.

Galaga Galaxian
Apr 23, 2009

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


Then how did they move between domes before passages were a thing given shuttles are usually a mid/late tech?

Speedball
Apr 15, 2008

Galaga Galaxian posted:

Then how did they move between domes before passages were a thing given shuttles are usually a mid/late tech?

They...didn't? Someone back me up on this. This game was missing a LOT of features at launch. I cannot imagine this thing working without landing pads before.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.

Galaga Galaxian posted:

Its gonna be a while before I can have shuttles set up. I've heard colonists will walk between domes to relocate, but how far can Colonists walk between domes? Can they reach the barrel dome from my original if I build it there? Could they reach the small dome? I'm guessing maybe on the barrel and no on the small.



I don’t believe they could reach either, but it’s hard to tell since the game doesn’t provide an easy way to determine that.

You have a good starting area! There are a lot of resources around which you could support a nice little dome complex. If it were me, I’d probably drop my next dome a little to the SW of the first one, in range of the vista and metals deposit. That’s close enough for colonists to hike between domes though I doubt it’s close enough for a passage. You could use #2 as a combo mining/factory center — it’s good to be self-sufficient on machine parts. Just be aware that machine parts factories eat a lot of power (50/shift IIRC), so make sure you expand your power network to match.

EDIT: to answer the current question, at launch there was no such thing as passages. Colonists could relocate between domes via shuttles or (if they were close enough) marswalking, but they couldn’t live in one dome and work in another. It was pretty much the first thing added after launch, though.

Mechanical Ape fucked around with this message at 06:10 on May 22, 2019

CLAM DOWN
Feb 13, 2007




Galaga Galaxian posted:

Then how did they move between domes before passages were a thing given shuttles are usually a mid/late tech?

I played this a bunch when it first came out and I recall passages existing then. I don't think I'm insane and making that up.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

CLAM DOWN posted:

I played this a bunch when it first came out and I recall passages existing then. I don't think I'm insane and making that up.

Passages were added early on, but definitely weren't in at launch. A lot of people complained that they couldn't network domes together beyond sharing out of dome buildings like the polymer factory.

OwlFancier
Aug 22, 2013

I'm fairly sure people could/can walk between domes if they're close, but the key thing is without passages they won't work in a dome they don't live in, or use services. They can move into another dome, but they can't live across multiple domes without a hard connection, so before passages all your domes had to be self sufficient as regards services.

CLAM DOWN
Feb 13, 2007




Dirk the Average posted:

Passages were added early on, but definitely weren't in at launch. A lot of people complained that they couldn't network domes together beyond sharing out of dome buildings like the polymer factory.

Ahhh, ok. I'm partially insane then, checks out.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
So I just discovered that if you get the printed electronics and positronic brain breakthroughs in the same run you can construct biorobots for 5 metal each.

WithoutTheFezOn
Aug 28, 2005
Oh no
Speaking of “I mostly played this way back when” do drone and vehicle batteries mean anything any more?

Speedball
Apr 15, 2008

NoNotTheMindProbe posted:

So I just discovered that if you get the printed electronics and positronic brain breakthroughs in the same run you can construct biorobots for 5 metal each.

Holy poo poo that sounds great. I hope I get this combo one day.

Boksi
Jan 11, 2016

WithoutTheFezOn posted:

Speaking of “I mostly played this way back when” do drone and vehicle batteries mean anything any more?

Drone batteries do, but vehicle batteries don't. And drone batteries aren't really a big bother anyway.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

WithoutTheFezOn posted:

Speaking of “I mostly played this way back when” do drone and vehicle batteries mean anything any more?

Vehicle batteries are not a thing anymore, rovers all have infinite charge. Drones do have batteries and you need recharge stations in key spots.

Back Hack
Jan 17, 2010


Got the Wildfire crisis for the first time, what load of pure unadulterated bullshit.

Galaga Galaxian
Apr 23, 2009

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


Expansion is going good I guess. Working on getting the Agridome up and running, built it out a ways to use an event provided 20k Very High water source, then after building it remembered I could just install a water reclamation spires and run it off vaporators (in fact I imported a couple prefabs for the agri-dome and completely forgot about em). Oh well, I'm sure I'll find a use for the water somehow (though I've yet to link up the domes life support networks). I lucked out and got the "double wind power" breakthrough and combined with the polymer blades and the elevation, the large turbines I've installed on that bluff are putting out a bit over 28 power each. I also got the perfect cables breakthrough, so I figure I'll just keep building turbines up there for my colony's future power needs (when I get Europe's Turboelectric prefab mission award I might stick it up there to cut down on maint). Looking to set up a research dome down there but I really just lack the manpower right now and I've basically completely tapped out all my worthwhile applicants (I even started accepting the alcoholics).



I'm not sure what to do right now except let my population grow and just try to consolidate.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Galaga Galaxian posted:

Its gonna be a while before I can have shuttles set up. I've heard colonists will walk between domes to relocate, but how far can Colonists walk between domes? Can they reach the barrel dome from my original if I build it there? Could they reach the small dome? I'm guessing maybe on the barrel and no on the small.



Actually maybe the smarter move would be to put the barrel dome between the potential science dome location and my first dome, near all those scorch marks from various supply pods. That still gets me a metal deposit of basically equivalent quality (not needed immediately as I've been harvesting lots of surface metals, especially thanks to a meteor shower) and a vista, but isn't near underground water which I was considering for polymer or food production, but I could just build vaporators.

Outside walking distance, assuming its the same as at launch, would roughly cover a dome entrance touching the south edge of your landing pad, maybe a little farther. It's not far at all. Might even be exactly the same distance as the dome passages, maybe do a test run of building one from your existing dome (can't save the blueprint, of course) to get an idea.

Speedball
Apr 15, 2008

This game is more of a slow burn than before. Cheevos aside there's no real reason to bum rush to get everything finished by Sol 100. With terraforming a game should last you until at least Sol 300...

Glad I saved that game I made where playing with the USA Sponsor I got automated service buildings. Combo that with their malls and jesus you just don't have to worry about anything. That was fun.

Galaga Galaxian
Apr 23, 2009

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


Oh, it turns out that when I landed my last group of colonists on the lower right pad, the left-most dome was considered within walking distance of the pad.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Having some fun with the new terrain changing options, got some sweet fake roads:


Little bit more zoomed in. Chaos theory was really kind to me this game, Japan with only 1 passenger rocket from the start, around sol 20:


Dome 2 is gonna be an engineering dome (as much as #1 anyway) next to the mohole site, will probably put the concrete extractor wonder next to it since almost 100% of my polymer comes from trading concrete to the AI. Also kinda shows how I reserve 2-3 hexes around domes for attached buildings, and use 2 hex wide 'roads' just outside that zoning for easy access or improvised construction. This game I stepped out a little farther due to playing with the dust storm rule so I need more wind turbines.

Galaga Galaxian posted:

Oh, it turns out that when I landed my last group of colonists on the lower right pad, the left-most dome was considered within walking distance of the pad.

Farther than I remember but good to know

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.

Galaga Galaxian posted:

I'm not sure what to do right now except let my population grow and just try to consolidate.

There's always something you can work toward! When in doubt, click your Mission Profile and check out your sponsor goals. Or see which milestones you haven't achieved yet. Or, later on, work on the mystery or on terraforming.

Population growth will take care of itself in time as research advances make your domes more comfortable.

DOCTOR ZIMBARDO
May 8, 2006

Galaga Galaxian posted:

Its gonna be a while before I can have shuttles set up. I've heard colonists will walk between domes to relocate, but how far can Colonists walk between domes? Can they reach the barrel dome from my original if I build it there? Could they reach the small dome? I'm guessing maybe on the barrel and no on the small.



Yes, colonists will walk between domes if they have no choice. They don’t walk very far unless something bugs out (I’ve seen them do laps around domes until they die like a bunch of dumb ants). It’s tough to tell but I think they could reach both. I’m not aware of any way to know for sure, I assume they'll walk about the radius of a drone hub but maybe a little farther.

I’m really sweating from the Metatron shutting down my power and water hubs with ion storms while, I presume, he also caused this enormous rolling meteor shower that’s directly on the “spine” of my colony. poo poo is rough!

explosivo
May 23, 2004

Fueled by Satan

I just surpassed the Founder stage last night and had to do some shuffling of the domes I had built (I built too many too early) and found that they were able to run decently far outside to get to the other dome. I don't have any pictures of my base but I could see the area between my domes being a full dome area apart from each other. I was glad to see this because I really hosed up with the placement of some of my colonists.

Also, had my first meteor shower event last night. Ugh, I now understand the need for redundancies. I have enough drones at this point that they were able to patch things up relatively quickly but had a couple minor catastrophes that almost lead to my entire founder dome suffocating to death :cripes:

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GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods
Finally had a game go well without having to use any of the cheaty modifiers, calling this done with all terraforming parameters 100%, all milestones, all wonders, all research done, and the whole map forested.





This was with the terraforming sponsor and the Inventor commander (I think it was inventor anyway, whichever one gives you drone hubs that don't need power and maintenance).

Game's fun.

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