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Same as above. Picked it up for free And entered a blackhole for like 32 hours before I realised how engrossed I was Picked up the laika doc and green planet Any other dlc that's core for this experience?
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# ? Oct 15, 2019 16:44 |
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# ? Jun 3, 2024 21:37 |
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Green Planet is the big one imo. The others are cosmetic.
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# ? Oct 15, 2019 17:35 |
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Nah, while it's not AS bigly a change as Green Planet, Rival Colonies is still very essential (to me) because it enables trade and the option to do stuff like steal from other colonies when you need something. (this also gives security specialists something to do). Also it has two of the most popular sponsors in the game, Brazil and Japan. (Japan gets flying drones! I love those things!)
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# ? Oct 17, 2019 01:52 |
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By "Rival Colonies" you mean "Space Race" right? That's the one that adds the rival colonies and unique vehicles/buildings to each sponsor. I agree that one and Green Planet are the big ones to grab. The rest are mainly cosmetic.
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# ? Oct 18, 2019 03:50 |
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Alkydere posted:By "Rival Colonies" you mean "Space Race" right? That's the one that adds the rival colonies and unique vehicles/buildings to each sponsor. I agree that one and Green Planet are the big ones to grab. The rest are mainly cosmetic. Right, sorry. Though Project Laika does also allow farms to exist and those things are game-changers. The rest are cosmetic though yeah. Also mods. This game can be modded out the rear end and most of them are pretty good. Most of the ones by "Silva" are pretty great.
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# ? Oct 18, 2019 22:15 |
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Silva's stuff is really nice and isn't just a cheat, which some mods end up being. Also it has tech dependencies which make sense for the buildings. The medium O2 and water storages are really nice on their own to be honest.
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# ? Oct 19, 2019 11:50 |
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Yeah that's the other nice thing about Silva's mods, they are not just a cheat.
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# ? Oct 19, 2019 18:14 |
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I grabbed this with Season Pass for some mad reason. Should I start with the DLCs on or off?
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# ? Oct 19, 2019 18:47 |
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Definitely with the DLC.
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# ? Oct 19, 2019 19:08 |
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whatever you do don't play with the dlc that makes the game more fun
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# ? Oct 19, 2019 19:33 |
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Hah. I wasn't sure if like Space Race suddenly made the game twice as complex or something.
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# ? Oct 19, 2019 19:50 |
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Tylana posted:Hah. I wasn't sure if like Space Race suddenly made the game twice as complex or something. even if any dlc made this game twice as complex it would still be pretty simple this is a certified Chill Game
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# ? Oct 19, 2019 20:12 |
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Yeah, this isn't like some other games published by Paradox where going into for the first time with all the DLC means you have a hundred new mechanics too deal with. The new mechanics added by Space Race and Green Planet are largely easy to figure out vehicles and buildings that add some more rather fun depth without adding a lot of complexity.
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# ? Oct 19, 2019 20:19 |
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luxury handset posted:even if any dlc made this game twice as complex it would still be pretty simple I mean, your first few colonies will likely death spiral as you figure out what's going on, but once you do: 100% chill game.
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# ? Oct 19, 2019 22:03 |
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The starting corp gives you ridiculous prefabs now it seems (looked at an old quill18 sponsered beginners guide for comparison.)
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# ? Oct 19, 2019 22:36 |
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Yeah the IMM was basically Surviving Mar's "tutorial" so they were made super easy. Only they were made so easy that they basically cripple the player's understanding of the game to be quite honest.
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# ? Oct 19, 2019 23:01 |
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I appreciate them existing. But yeah, I'm not sure it's taught me anything good about playing.
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# ? Oct 20, 2019 02:48 |
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It came from the devs "Tutorials? We don't need no steenkin' tutorials" attitude early on. It was part of the reason that during the Paradoxicon announcement press release when the crew were talking about "Surviving the Aftermath" they apologized for Surviving Mars was basically an early access title for a good 3-6 months after release (it was).
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# ? Oct 20, 2019 03:02 |
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Eh, I played it a bunch at release and found it plenty of fun, I guess it was more just unintuitive? It worked perfectly well if you built your colony around the mechanics rather than how you might intuitively wish to. More I think that they adapted the design based on how people wanted to play it.
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# ? Oct 20, 2019 03:16 |
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There is an in-game tutorial now, don't know if it's any good, I skipped it as I'd poked youtube things. For the starting dome(s), any advice on a balance of basic comforts/making food/actually doing something useful (research/factories/extractors) ? It's kind of hard to work out how much food a place needs, it feels like. Might restart on an easy Sponsor that isn't IMM. But maintence makes self-sufficency weird because of all the factory resources you need. Is water still a huge limiter? For that matter, is being below 'sea-level' bad with the terraforming?
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# ? Oct 20, 2019 03:18 |
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Tylana posted:There is an in-game tutorial now, don't know if it's any good, I skipped it as I'd poked youtube things. No, as the sea level rises it just forms a round island around your base. Water can just be drawn from the air from the start, or after your wells run dry, I terraformed the planet and built a whole bunch of cities by just having an area of daisychained water vaporators. They become more efficient once you raise the airborne humidity.
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# ? Oct 20, 2019 03:27 |
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Ah, cool to know. If anyone feels super nice to newbies from the Epic freebie, or the Paradox sale, they could try and update the BeforeIPlay entry. It's pre-passages and such. https://forums.somethingawful.com/showthread.php?threadid=2969807 <-- Like to the BeforeIPlay thread for convenience.
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# ? Oct 20, 2019 03:35 |
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Tylana posted:There is an in-game tutorial now, don't know if it's any good, I skipped it as I'd poked youtube things. It's been a bit since I played it but here's how I usually play. The quickest way I found to get metal at the start is to send the drone commander with some drones out to where ever you find surface metal, slap down a metal storage and just let them automatically collect all the metal, then send in your transport to scoop everything up. When providing power, I usually go with solar at first, with some wind generators as back up for when dust storms hit. Solar arrays have a lot of draw backs, but they only require metal for maintiance, wind turbines require machine parts which will be an issue early on. Don't feel like you need to get your first dome down right away try to find a source of rare metals and water, the closer the better. When it comes to water I go with water extractors first and then slowly switch over to Moisture Vaporators as the game goes on. Also be sure to grab at least one fuel refinery prefab, you want to start making fuel fairly quickly. When it comes to dome builds, I build a farm if I can get the tech soon enough otherwise two or three Hydroponic farms. I also make sure to get an infirmary down right away, plus some comfort buildings (Small space bar, diner, grocer and maybe an open air gym.) And stick with living complex over apartments, apartments require way too much energy early on. My main goal is to have a child born as soon as possible, when you first land your colonists there is a 10 sol countdown before you can bring in more people, this countdown is cancelled the moment a kid is born.
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# ? Oct 20, 2019 04:10 |
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Tylana posted:There is an in-game tutorial now, don't know if it's any good, I skipped it as I'd poked youtube things. You need roughly 1 food per 5 colonists per day, and food never spoils. Angling to eventually have a medium or larger dome as a central food producer isn't a bad idea but I've actually only done this a couple of times; I find, once I unlock Farms, that I can add a new one every 1.5ish Medium or smaller residential domes and be building a healthy surplus for when I forget. Each worker specialty has a different set of preferred recreational activities. I think the only place this is visible in-game is the tooltip from mousing over the specialty in the colonist detail view? Regardless, I generally start with a Basic dome, plan two plots where future domes will be connected to this one and designate those for one-or-three-tile buildings, leaving a perimeter tile each free for a tunnel exit. For services I say Infirmary with two job slots open, one on each shift, with two recreational buildings and one size or the other of grocer, same staffing, with at least two three-tile parks. If this dome is going to be mining rare minerals, I forego one rec building and get a full shift into the extractor right away. For my first dome, maybe my first few domes, I will micro recreational work shifts and staffing to keep conditions at least good enough for babies to be burn, while freeing up bodies for other work. I run all services on second and third shift, all food stuff on first, and start research or production on second but open them up to first once I have the labor power.
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# ? Oct 20, 2019 04:48 |
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LonsomeSon posted:keep conditions at least good enough for babies to be burn Okay I know this is a game where we full on do soylent green builds and elder euthanization domes but I think that's a bit extreme.
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# ? Oct 20, 2019 05:34 |
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https://www.youtube.com/watch?v=b4bd81wj0MQ Looks like this is the follow-up. Huh.
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# ? Oct 20, 2019 06:56 |
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Yup, Paradox seems to be turning "Surviving X" into a series now and the next one up is post apocalyptic setting. Different devs and such but still published by Paradox. It's out now on the Epic Store as Early Access. But be warned: this isn't just a "we're calling it Early Access so people don't get all upset at us for going to Epic first." It's a legitimate "still being built" build with in-game survey/bug reporter.
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# ? Oct 20, 2019 07:25 |
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And the dev hasn't done anything but like mobile and appstore games so yeah, this is definitely going to be their crucible.
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# ? Oct 20, 2019 07:32 |
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https://youtu.be/iRK4VCdwoXc Quill has played a preview build. Looks like a shonky Age of Empires thing. Eh, will wait for reviews
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# ? Oct 20, 2019 07:45 |
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Aethernet posted:https://youtu.be/iRK4VCdwoXc Poil fucked around with this message at 09:20 on Oct 20, 2019 |
# ? Oct 20, 2019 09:09 |
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Poil posted:Uh... what? I'm currently watching his video and it has absolutely nothing to do with a Age of Empires in any way. Yeah I really didn't see the AoE comparison. Honestly it looks fairly decent for a game that is literally not complete. Runs well, graphics aren't the best but it's being released on XBox as well so you have the console limitations. Things are a bit basic, but most of us remember how basic Surviving Mars was when it started.
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# ? Oct 20, 2019 09:15 |
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gently caress games in this genre taking place on Earth. The obvious next step was Surviving Europa. Just imagine multi layer underwater cities... Nope let’s make a tropico style city builder based around earth villages instead .
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# ? Oct 20, 2019 09:34 |
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Poil posted:Uh... what? I'm currently watching his video and it has absolutely nothing to do with a Age of Empires in any way. Economy is villagers collecting stuff and building things, albeit a little more complex. There's none of the network infrastructure of SM yet, and the non-fungible worker types aren't present. It looks like any other base builder right now. That being said, I watched the video after finally getting my daughter to sleep last night, so it's possible tiredness coloured my view.
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# ? Oct 20, 2019 09:46 |
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It's Banished, combined with some SM mechanics. This is in no way a bad thing and I wish to give them my money now.
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# ? Oct 20, 2019 10:19 |
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Aethernet posted:Economy is villagers collecting stuff and building things, albeit a little more complex. There's none of the network infrastructure of SM yet, and the non-fungible worker types aren't present. It looks like any other base builder right now. Poil fucked around with this message at 10:45 on Oct 20, 2019 |
# ? Oct 20, 2019 10:42 |
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I had bad luck (ie: poor planning?) with the fusion generator in an early game so I've mostly stuck to spamming solar panels for power, with a few wind turbines for carry-over. Is that...wrong?
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# ? Oct 20, 2019 13:55 |
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aftermath looks like a combo of dawn of man and papers please shame about the grid system though, just feels off
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# ? Oct 20, 2019 14:13 |
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I like the stockpile/work area system for gathering. A lot of this looks very much like a game I've been wanting for a while. e: Yeah I'm getting real strong "Fallout Shelter/Sheltered but good" vibes which I've actively asked for in the recommend me a game thread Splicer fucked around with this message at 14:45 on Oct 20, 2019 |
# ? Oct 20, 2019 14:30 |
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DropsySufferer posted:The obvious next step was Surviving Europa. Title for next thread can be Surviving Brexit.
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# ? Oct 20, 2019 14:46 |
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# ? Jun 3, 2024 21:37 |
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Platonicsolid posted:I had bad luck (ie: poor planning?) with the fusion generator in an early game so I've mostly stuck to spamming solar panels for power, with a few wind turbines for carry-over. Is that...wrong? Totally legit. If you get very lucky, you can get a breakthrough that makes those generators run without humans, but massive solar and wind farms will do.
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# ? Oct 20, 2019 15:33 |