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Arven posted:Is it possible to do hard cosmonaut without mods for the smaller factories? I tried today and just barely got to autarky before I ran out of money, and I was using said mods. Depends on how many oil wells you want to make.
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# ? Apr 7, 2021 00:55 |
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# ? May 29, 2024 15:28 |
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Cosmonaut is import everything at the map edge or produce domestically isn't it? As far as stabilizing income goes I find tourism to be tremendously helpful and simple to do.
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# ? Apr 7, 2021 01:02 |
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OwlFancier posted:Cosmonaut is import everything at the map edge or produce domestically isn't it? Oh. I was just doing the second part.
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# ? Apr 7, 2021 01:12 |
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Can you even do that? You would need to basically start the game completed surely? Like that's the game is setting up all the industries isn't it and you can't even build things like power lines without electrical parts.
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# ? Apr 7, 2021 01:26 |
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The small factories are nice if you want a "self produce everything ASAP" start, for sure. Things like coal burners that suck up tons of lumber for a tiny amount of coal for a power plant or heating are super handy, as are getting a small refinery up for cheap to get a trickle of fuel and bitumen for asphalt. My next save I think I may try to use the military mod (which has a whole host of small temporary looking buildings for construction) and some of the small factories to help bridge the "holy poo poo I need a steel mill and a refinery or I'm going to spend $10million loaned rubles."
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# ? Apr 7, 2021 01:39 |
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OwlFancier posted:Can you even do that? You would need to basically start the game completed surely? Like that's the game is setting up all the industries isn't it and you can't even build things like power lines without electrical parts. Oh, woops, I thought cosmonaut just meant get self-sufficiency up and running before you run out of starter cash and by not purchasing any buildings except the starter construction buildings. I was auto-purchasing fuel enough materials to get started.
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# ? Apr 7, 2021 01:52 |
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I thought it was setting up a construction depot at the border and then not relying on the auto-import or buy with roubles things at all otherwise, but I could be wrong? Basically as in you need to handle transporting everything manually and supply the requisite vehicles and labour to build everything yourself. E: or if not at the border then like, you need to physically send trucks from your starter depot to the border to purchase goods and then ship them back to your depot. OwlFancier fucked around with this message at 03:05 on Apr 7, 2021 |
# ? Apr 7, 2021 01:53 |
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Anime Store Adventure posted:I’ve never done true cosmonaut but I like to play that as much as is tolerable because it’s very fun. It's not 100% true cosmonaut since I've bought a couple of powerlines that needed to move a few meters due to poor planning, but I definitely find that doing as much as possible without automation is the most fun. I really enjoy trying to plan out starts while looking five years into the future for what the republic will need, it's a work in progress. I do wish the road system was a liiiiittle more flexible with how it connected/constructed, but it's totally workable now. I'm not sure if I'm even going to go back to that save because it's only like ~1963 and I've watched too many videos of the new patch to want to play without those features. OwlFancier posted:I thought it was setting up a construction depot at the border and then not relying on the auto-import or buy with roubles things at all otherwise, but I could be wrong? I've been going off of this video and the steam guide that was linked in the description: https://www.youtube.com/watch?v=-b61y63f9KE https://steamcommunity.com/sharedfiles/filedetails/?id=1995764447 After auto-purchasing enough infrastructure to begin constructing myself, everything came from the border except for whatever random powerlines that would be too annoying to replace.
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# ? Apr 7, 2021 03:56 |
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Generation Internet posted:It's not 100% true cosmonaut since I've bought a couple of powerlines that needed to move a few meters due to poor planning, but I definitely find that doing as much as possible without automation is the most fun. I don't consider buying minor power lines to be cheating, especially since 1) you are physically unable to reach a construction site that connects wires to wires 2) realistically, if you were planning a bunch of small connections, the truck hauling the parts would just bring everything to the site instead of going back and forth one at a time. You don't need multiple trips for 0.04 tons of components. Same with the vehicles going out to the site. This is actually my biggest complaint about road upgrades, especially in starts with existing villages. Because each walking paths connection can split the road into two separate lengths, and this can mean a 50m street is 15 different objects, you end up with building them one tiny bit at a time. Converting gravel to lighted sidewalk is extremely painful since trucks and people cannot go through construction sites. I really hope that something is done with this where building a road at least allows pedestrian passage at the dirt road speed, or all road construction in a line can potentially be grouped together.
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# ? Apr 7, 2021 18:19 |
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It'd be cool if there was a toggle to group construction sites that touch and let them share construction stores. I'm scared if they're technically in a corner that would make that hard to do though. Alternately or simultaneously it's also be cool to get a construction staging yard that is less expensive than especially the warehouses that lets you at least ship whole trucks of electronic and mechanical components 75% of the way without erecting new construction store yards and warehouses in the town center. This seems about more moddable at least, although micro intensive if there isn't some way to make them work a bit like distribution centers but for construction.
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# ? Apr 7, 2021 18:40 |
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They did add the ability for things like excavators to path directly to a new job instead of having to go all the way home in the last patch. I don’t think it probably works with hauling because of the “take only the amount of goods you need to the site.” It would be nice if there was a sort of overflow storage for construction. You can’t store 300t of steel for the next phase, but maybe let vehicles drop off lesser used resources in advance so they’re there and ready for the next phase.
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# ? Apr 7, 2021 21:30 |
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Anime Store Adventure posted:They did add the ability for things like excavators to path directly to a new job instead of having to go all the way home in the last patch. I don’t think it probably works with hauling because of the “take only the amount of goods you need to the site.” For adjacentcy jobs with multiple stages of equipment, having them just wait there would be nice. Done paving this section of asphalt? Cool, please wait at the next one, unless there's another job that needs you now. Rollers and bulldozers too! I definitely have not seen excavators route between sites but I suppose I wasn't looking. Being able to place equipment into open hulls at the construction factory is a gigantic time saver, to say nothing of preventing the traffic from blacking up behind it. There's just so many little QoL things that would help.
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# ? Apr 7, 2021 23:01 |
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https://www.sovietrepublic.net/post/report-for-the-community-22 Not too much new (about this patch) but some teasers for the next one. I am excited for so much in this new patch that I can’t stand it. I don’t want to play without so many of the teased features already. I am a little on the fence about the police mechanics. I think they could be cool, but I’m worried they might end up creating weird political arguments that I hope the devs either ignore or are prepared for. Beyond the title and the monuments the game feels really apolitical if you can handwave a fully planned economy as just a game mechanic. I suppose I don’t mind the game taking a stab at this, but I’ll have to see what it looks like and I hope they’re very conscious about the sensitivity around having secret police.
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# ? Apr 10, 2021 17:09 |
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Anime Store Adventure posted:https://www.sovietrepublic.net/post/report-for-the-community-22 There's already a "government support" graph, it just hasn't had any use yet in game, and emigration is already labeled "escapes." Given that the devs apparently either lived through communism or are children of people who did, I think they'll have a better take on this than we do.
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# ? Apr 10, 2021 17:15 |
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Volmarias posted:There's already a "government support" graph, it just hasn't had any use yet in game, and emigration is already labeled "escapes." Given that the devs apparently either lived through communism or are children of people who did, I think they'll have a better take on this than we do. At the same time they need to recognize that their game is sold across continents. We'll see what the implementation looks like. I am in general not a fan of games with cops.
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# ? Apr 10, 2021 18:53 |
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Volmarias posted:There's already a "government support" graph, it just hasn't had any use yet in game, and emigration is already labeled "escapes." Given that the devs apparently either lived through communism or are children of people who did, I think they'll have a better take on this than we do. Mayveena posted:At the same time they need to recognize that their game is sold across continents. We'll see what the implementation looks like. I am in general not a fan of games with cops. I kind of agree with both of you even though the points are different. I trust they probably have a better take than me, an American born after the wall came down, but I also worry about the game as it exists in the world today. Most of all that's why I worry about the feature - they're introducing something that's inevitably sort of controversial and I just hope it doesn't blow up for them. e: To be more clear - I'm not saying I'm solely worried about it from a "I don't want the devs to get flak" - they could do it in a poor way and have it rightfully blow up - but I'm hoping they wouldn't do that. It's just something I don't personally need in my buildy game and I worry about the controversy. Anime Store Adventure fucked around with this message at 20:34 on Apr 10, 2021 |
# ? Apr 10, 2021 20:29 |
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Fair enough, might be sensible to just ask devs to make it an option like winter or fires Just absolutely gently caress how constant fires are when "frequent" is set, along with how inconsequential it usually is. I usually read the "we put the fire out" message before the "there's a fire" message because I just tune out most of the notices.
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# ? Apr 10, 2021 21:15 |
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I play the game on the hardest settings but always have fires turned off. It's annoying and I wish you only got popups if there was no trucks responding to the fire or something. I don't mind the crime stuff, but I really hope it's something that you don't have to worry about until you reach a certain size. You already have to throw down a dozen utility buildings at the very start so your citizens don't die or escape immediately, we don't really need more.
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# ? Apr 10, 2021 21:24 |
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Volmarias posted:Fair enough, might be sensible to just ask devs to make it an option like winter or fires A toggle would be good. I can't theorycraft an easy way to do it within the game, but I'd like for fires to be more consequential, but more infrequent. Things like an oil refinery fire really testing your firefighting infrastructure - having distant stations respond to really put it out, but closer ones being enough to at least start to contain it. Ultimately I'm going to leave fires on because on a personal level I hate to think I'm missing some 'challenge' - but they're super binary now simply involving "place another building close enough or don't and stuff burns down." Maybe helicopters will at least spice it up a little, where I won't need to bus people to a station way out in an oil field and makes it more of a choice of how to tackle fires.
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# ? Apr 10, 2021 21:25 |
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I've started a new Cosmonaut start, just to see how long it takes to start expanding from a border town, without using tourism since that's kind of cheaty. I've left fires on Normal, which is a reasonably small number actually occurring and requires me to not just ignore fire coverage outright while still preventing me from just getting buried in fire notices. Fire helicopters are going to be such a convenience! I don't think I've appreciated how valuable instantaneous auto pay construction is for things like power lines or paths as much as I do now. Paths definitely need to be able to be constructed directly from buildings like power lines and conveyors though. Having to import materials like crops shows pretty early how infeasible an import / export economy, even if it's dramatically cheaper than creating crop fields yourself.
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# ? Apr 10, 2021 21:49 |
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Anime Store Adventure posted:A toggle would be good. Firefighting jet engines mounted on surplus tank chassis when??
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# ? Apr 11, 2021 16:10 |
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Fighting wildfires with tank mounted, jet engine powered, flame throwers would be extremely metal.
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# ? Apr 12, 2021 05:57 |
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No big news in this week’s update except that they expect the public bets this week. Woo!
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# ? Apr 18, 2021 01:41 |
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Anime Store Adventure posted:No big news in this week’s update except that they expect the public bets this week. Woo! Tunnel FPS camera fix is big news!
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# ? Apr 18, 2021 14:46 |
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It took me a couple of attempts to get into this game but the last few days have yielded results and I am greatly enjoying being the Biggest Communism Builder. I do hope we get a grid snap option but aside from that I'm remarkably hype about the features that are to be added in the upcoming update, and they seem to be some really great devs who are very responsive and working hard to make what is already a great game even better. I do also have a little hesitancy about the police update, partly because of the political side of things but mostly because I'm not entirely sure the model of citizens and how they act really allows for an interesting crime model? Like it won't add much gameplay wise if it's just notifications when you click on a block of flats that there were 2 burglaries and 1 mugging there and if you build a police station that number goes down.
Ms Adequate fucked around with this message at 05:02 on Apr 21, 2021 |
# ? Apr 21, 2021 04:56 |
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I just found out about the slow rotate that solved most of my problems with aligning buildings. Now if only there was a "go 90 degrees from this road" button when laying streets
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# ? Apr 21, 2021 05:19 |
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Danaru posted:I just found out about the slow rotate that solved most of my problems with aligning buildings. Now if only there was a "go 90 degrees from this road" button when laying streets A lot of times you can turn on the grid view to solve this, but only if you’re closely grid aligned with the first road. You can also mostly eyeball it, but I share the want for more snapping. Particularly I’d love to have a 30/45 snap for a lot of roads but it seems like the way they’ve built their (road) network system has some limitations so I suspect that some of that snapping isn’t easy. I’ll definitely at least take the parallel feature they’re bringing in this patch. I suspect it won’t have it but I want it to include non-alike parallels (ex: make a low voltage line follow parallel to a roadside.)
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# ? Apr 21, 2021 07:08 |
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Crime in communist countries was so much different. For one thing, small scale stealing and burglaries were non-existent because a)there wasn’t much to steal and b)there wasn’t anything you could do with the stolen stuff. Family violence and sexual stuff was kept under the rugs. Vagrancy and alcohol related crimes was 90% of what police was after, with the other 10% stuff being dissident-related. Perhaps that would make for interesting gameplay - busting underground print shops, dissident networks and spies. A sim-city/skylines model would suck. For reference: https://www.mobygames.com/game/solidarno
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# ? Apr 21, 2021 09:09 |
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Apparently the next update is in the public beta branch! quote:0.8.4.6 https://steamcommunity.com/app/784150/discussions/6/3124911622541548426/
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# ? Apr 21, 2021 14:48 |
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Generation Internet posted:- Fences support, first implementation (for now only as decorations) Snapping fences! Didn't expect that one. I cannot wait to check this patch out in depth after work.
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# ? Apr 21, 2021 15:30 |
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Haha! So they did use the bridge tech for other things too.
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# ? Apr 21, 2021 15:43 |
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I started a new semi-cosmonaut game for the patch (I say semi because I'm playing on an island map so I cheated and auto-bought fuel until I was self sufficiently able to make it), and the new stuff is nice. Underground pipes require more gravel and labor the deeper they are, and construction and distribution offices seem to be behaving a lot more intelligently. Haven't gotten to helicopters yet!
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# ? Apr 21, 2021 20:09 |
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I haven't jumped into the new update yet but I did just watch this summary video from my go-to YouTuber for the game: https://www.youtube.com/watch?v=oYs9GDyB3qQ Real excited for everything so it's hard to single anything out, but those pedestrian overpasses look real neat. I'm kinda torn on whether I want to start a new map now or wait for it to come off the test branch. Generation Internet fucked around with this message at 20:28 on Apr 21, 2021 |
# ? Apr 21, 2021 20:25 |
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Generation Internet posted:I haven't jumped into the new update yet but I did just watch this summary video from my go-to YouTuber for the game: So obviously every patch is going to be different, but I jumped on the planes patch on the test branch and didn’t have any game breakers and the save carried through fine onto the official release. Poking around at lunch I found a few weird things (immense lag placing fields,) but they seem to get it relatively stable before it hits public test. I will say that the electrical overlay, while better than nothing, isn’t what I expected. It’s still kind of a pain to lay electric wires in a way thats not always anticipating for the maximum wire grade.
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# ? Apr 21, 2021 20:36 |
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Generation Internet posted:Apparently the next update is in the public beta branch! Hot dang! I'm going to tinker with my current game a little longer because I want to make sure I have a good grasp of some of the supply chains and connections (was massively baffled today by how to store concrete and asphalt until I learned you can't) but I'm looking forward to hopping onto this and beginning a new glorious Soviet Republic for the wellbeing of the people, hopefully one where the factory conveyors don't quite approach Factorio levels of Spaghet like this place has
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# ? Apr 22, 2021 00:13 |
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I'm absolutely delighted by the helicopter based construction, except for the small issue that you cannot deliver asphalt by helicopter and most buildings still require asphalt...
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# ? Apr 22, 2021 03:57 |
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One bad thing (maybe a bug?) about the beta patch seems to be that asphalt roads now take as long as railroads to build. Only a single piece of equipment can be assigned no matter the size, so stretches of highways take years to build.
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# ? Apr 22, 2021 17:49 |
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Arven posted:One bad thing (maybe a bug?) about the beta patch seems to be that asphalt roads now take as long as railroads to build. Only a single piece of equipment can be assigned no matter the size, so stretches of highways take years to build. Break that bad boy down into manageable chunks!
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# ? Apr 22, 2021 18:01 |
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Arven posted:One bad thing (maybe a bug?) about the beta patch seems to be that asphalt roads now take as long as railroads to build. Only a single piece of equipment can be assigned no matter the size, so stretches of highways take years to build. I don't think that's a bug at all but yes it sucks. Still, they don't take that long, sounds like you need some more dump trucks or busses because asphalt trucks can queue up to jump in when the current truck empties out, and busses can drop workers off at a road to supplement a machine that's laying down gravel, paving, or rolling.
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# ? Apr 22, 2021 18:16 |
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# ? May 29, 2024 15:28 |
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Small update to the test branch today: quote:0.8.4.7 - PUBLIC TEST I started messing around with an infinite-money cheat world to practice and I noticed that mud paths now cost the same as gravel paths. Might wait for that to be fixed before going all in on a new cosmonaut run. Other than that everything in the new update is awesome. Line spacing Anime Store Adventure posted:So obviously every patch is going to be different, but I jumped on the planes patch on the test branch and didnt have any game breakers and the save carried through fine onto the official release. Poking around at lunch I found a few weird things (immense lag placing fields,) but they seem to get it relatively stable before it hits public test. That is good to know! I'm in the same place with the electric overlay, I wish had a better idea of when it's okay to use the nice cheap wooden power poles since the medium voltage steel ones match up 1:1 with substation capacity.
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# ? Apr 22, 2021 19:36 |