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skeleton warrior
Nov 12, 2016


Jack Trades posted:

I guess...but I was thinking more about a game where you manage relationships between other characters and not between you and other characters.

Darkest Dungeon 2 does that but it's a completely different genre.

Founder’s Fortune is a 3D Rimworld-like where in addition to putting together buildings and making colonists do work, you can also get them to interact with each other in positive and negative ways. Colonists generate goals for themselves, and you want to fulfill those goals to make them happy and productive, and sometimes those goals are “let that fucker Betty know how much I hate her.”



Away all Goats posted:

Has anyone here played Tavern Master?

I know there were a bunch of these tavern/inn management games that popped up around the same time, and this one is actually has a positive rating on steam.

Well, I’ve just spent a few hours playing it, and it’s not good. It’s very shallow and mechanically uninteresting - there’s very little risk in anything you do or choose, and not much benefit, either, you just kind of chug along making money and spending that money on upgrades to make slightly more money or buy decorations for your tavern. And while there are a fair number of decorations, your tavern has a huge amount of space to be decorated, so you’re just going to have all of them. Meanwhile, there’s little variation in walls or floors.

It also has this weird thing where nearly everything is locked within a tech tree, but to get through the tech tree you need to unlock certain events you can run, but to unlock those events you need to do “quests” which are little goals nearly all of which are “just play the game more” like “spend X amount in one day” or “attract X customers” or “spend X on ingredients” and not only will those things just happen naturally, it’s very rare that any come up where you could actually speed up accomplishing them, so the whole tech tree ends up just being unlocked by time spent playing, even though it tries to pretend that it’s actually a system of some sort. And it’s loving grindy in terms of the time - I have four hours in and have half the free unlocked, but it seems like it’ll take me another four hours just to unlock the next few things.

All in all, give it a pass.

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Anime Store Adventure
May 6, 2009


I’m not diametrically opposed to 2D pixel games but the only good “play a dude who runs a shop/tavern/restaurant” management game seems to be Traveller’s Rest and it doesn’t quite hit for me for reasons that are hard for me to place. I was really hoping Tavern Master might change that because I really want a business sim that’s more contained to something more personal or small scale than say a theme park, zoo, factory, etc., that one can experience from most of the current popular tycoon/business games. SimCasino kind of hits it but not quite.

Bummer it’s not good. I sort of suspected it from what little bits I’d seen.

Bug Squash
Mar 18, 2009

Did Nebuchadnezzar ever get good, or at least OK? I see it's on sale, but I've also never played Caeser 3 so I might just get the old game instead.

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!

skeleton warrior posted:

Founder’s Fortune is a 3D Rimworld-like where in addition to putting together buildings and making colonists do work, you can also get them to interact with each other in positive and negative ways. Colonists generate goals for themselves, and you want to fulfill those goals to make them happy and productive, and sometimes those goals are “let that fucker Betty know how much I hate her.”

Thanks, sounds interesting.

Also, on that topic. There's also Ruinarch which has a similar mechanic but from the opposite perspective. It's like a reverse survival sim. There is one or more factions on the map trying to build and maintain a settlement, controlled by an AI, and your coal is to corrupt/destroy them, and one of the ways you can achieve that is by manipulating people into hating each other until the settlement collapses.
Unfortunately the game is extremely early access to the point where it's more of a proof of concept right now, but what's there is extremely interesting. I've never seen anything like it.

ziasquinn
Jan 1, 2006

Fallen Rib
I picked up Workers and Resources and wow this game is gonna KILL me isn't it

CuddleCryptid
Jan 11, 2013

Things could be going better

star eater posted:

I picked up Workers and Resources and wow this game is gonna KILL me isn't it

Yeah I got it too and there is certainly a lot to it. It's kind of Tropico at a high level and Transport Fever at a lower one, which is great. The building placement system is a little finicky and the UI for setting up vehicle routes tends to block a lot of the screen, but it's been fun so far. It does seem like the kind of game where I'll be frequently restarting to "do it right this time"

Log082
Nov 8, 2008


CuddleCryptid posted:

Yeah I got it too and there is certainly a lot to it. It's kind of Tropico at a high level and Transport Fever at a lower one, which is great. The building placement system is a little finicky and the UI for setting up vehicle routes tends to block a lot of the screen, but it's been fun so far. It does seem like the kind of game where I'll be frequently restarting to "do it right this time"

One of my favorite things about W&R, and one of the most unique for me, is that I constantly find myself forced to make compromises in terms of space or layout that are just annoying enough to make me want to do better but not so bad I feel like I have to restart. A lot of them (not all; infrastructure and placement can be finicky sometimes) often feel very "realistic" even if they're not, and usually tend to be things like inefficient transport routes.

One tip, though: Absolutely grab the mod that adds conveyors over roads and rails, because the default towers make it nearly impossible to cross a transport route without getting very silly.

CuddleCryptid
Jan 11, 2013

Things could be going better

Log082 posted:

One of my favorite things about W&R, and one of the most unique for me, is that I constantly find myself forced to make compromises in terms of space or layout that are just annoying enough to make me want to do better but not so bad I feel like I have to restart. A lot of them (not all; infrastructure and placement can be finicky sometimes) often feel very "realistic" even if they're not, and usually tend to be things like inefficient transport routes.

One tip, though: Absolutely grab the mod that adds conveyors over roads and rails, because the default towers make it nearly impossible to cross a transport route without getting very silly.

I will look into that mod, thank you.

Yeah the restart thing will depend on how easy it is to gently caress yourself over. I tend to do that in colony sims when I realize that I really should have done something differently and it would be a pain in the rear end to reroute all that piping, but if you can kind of scrape along even in the face of inefficiency then I think it will work out okay

Log082
Nov 8, 2008


CuddleCryptid posted:

I will look into that mod, thank you.

Yeah the restart thing will depend on how easy it is to gently caress yourself over. I tend to do that in colony sims when I realize that I really should have done something differently and it would be a pain in the rear end to reroute all that piping, but if you can kind of scrape along even in the face of inefficiency then I think it will work out okay

In my experience, it's very rarely "Oh, I hosed that up and need to redo the whole thing." and more "I hosed that up, and now I'll be seething at the ugly conveyor/road/rail spaghetti I can't fix because I don't have the space."

Also, don't be afraid to turn off various difficulty options when you're learning. I have 136 hours in the game and play with fires off because I think making sure every distant industrial site has fire coverage is a pain in the rear end. Heating/seasons is worthwhile to play with eventually, I think, but especially while you're still learning it's the one thing most likely to force you into a soft reset.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hammerting launched today and Factory Town has put up 1.0 on beta. Surviving the Aftermath is now available on Steam and also went 1.0 yesterday.

Mayveena fucked around with this message at 18:31 on Nov 17, 2021

kanonvandekempen
Mar 14, 2009
Surviving the aftermath is also in their 1.0

explosivo
May 23, 2004

Fueled by Satan

Anyone know of any new players in the Farming Sim automation scene? I've reinstalled FS19 because I want to try it again with the Courseplay mod and it's the one I got for free on EGS but I was wondering if there were any better options for newer versions of the game.

xzzy
Mar 5, 2009

Mayveena posted:

Hammerting launched today

Been waiting for the win condition/war stuff to be turned on. I don't know if it'll give the game hundreds of hours worth of playtime but the idea of influencing the war based on who you sell weapons and supplies to is a pretty interesting concept to me. It'll at least give me another solid playthrough.

socialsecurity
Aug 30, 2003

xzzy posted:

Been waiting for the win condition/war stuff to be turned on. I don't know if it'll give the game hundreds of hours worth of playtime but the idea of influencing the war based on who you sell weapons and supplies to is a pretty interesting concept to me. It'll at least give me another solid playthrough.

I don't feel this was ready for launch, stuff like the farming they added just recently still doesn't work well, everything in the game has this rough feel to it.

xzzy
Mar 5, 2009

socialsecurity posted:

I don't feel this was ready for launch, stuff like the farming they added just recently still doesn't work well, everything in the game has this rough feel to it.

It's definitely got rough edges but it's also got charm, enough that I've sunk 40 hours into it.

My only issue with the farming is there needs to be a way to guarantee dwarves don't eat all your seeds, it needs to make sure the farm is fully planted before allowing something to be processed.

I'm also not sure what sure the social interaction part of the game is supposed to accomplish, dwarves makes friends and enemies and nothing ever happens with it as far as I can tell.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Factory Town is officially 1.0. Give it a shot if you think you might like it, I have over 1,000 hours in the game.

CuddleCryptid
Jan 11, 2013

Things could be going better

xzzy posted:

It's definitely got rough edges but it's also got charm, enough that I've sunk 40 hours into it.

My only issue with the farming is there needs to be a way to guarantee dwarves don't eat all your seeds, it needs to make sure the farm is fully planted before allowing something to be processed.

I'm also not sure what sure the social interaction part of the game is supposed to accomplish, dwarves makes friends and enemies and nothing ever happens with it as far as I can tell.

I honestly think it was just intended to slow down the dwarves. There already isn't a ton of reasons to have dwarves specialize at tasks, so they have to make the working hours shorter to push for investing in speed up skill ranks. So if you make the dwarves stand around and shoot the poo poo for a bit then it helps.

I just hope there is more of a time pressure how that the wars are back in, without them it's an extremely easy game.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Mayveena posted:

Factory Town is officially 1.0. Give it a shot if you think you might like it, I have over 1,000 hours in the game.

Another hell yeah for Factory Town

LLSix
Jan 20, 2010

The real power behind countless overlords

explosivo posted:

Anyone know of any new players in the Farming Sim automation scene? I've reinstalled FS19 because I want to try it again with the Courseplay mod and it's the one I got for free on EGS but I was wondering if there were any better options for newer versions of the game.

Are you looking for farming games in general or?

explosivo
May 23, 2004

Fueled by Satan

LLSix posted:

Are you looking for farming games in general or?

Sorry, specifically for the Farming Simulator series. I'd be playing solo and have used the mod before that lets you set up bots to automate tasks. It added a fun spin to an otherwise kinda boring game to play by yourself and was wondering if there were any new ones that might be better that have come out for a more recent entry in the series.

Gadzuko
Feb 14, 2005

Bug Squash posted:

Did Nebuchadnezzar ever get good, or at least OK? I see it's on sale, but I've also never played Caeser 3 so I might just get the old game instead.

I picked Nebuchadnezzar up today and I would say yes, it's pretty good for the price. Especially since they're still adding to it. It has a very Anno-ish core gameplay loop of making goods to give you more/higher level population, then that population unlocks more goods, etc. There are 3 pop tiers and each one has 3 house levels, each level requires 2 kinds of goods, services or environment (pollution and beauty basically). It's not nearly as complex as Anno but provides a nice lighter alternative with the same satisfaction of watching your town grow. The campaign has an Age of Empires vibe with intro text for each level that gives historical context. Also a good tutorial. Pretty fun overall so far.

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Picked up Factory Town, looks fun and less than 350mb.

Radiation Cow
Oct 23, 2010

Factory Town is great. It's got some rough edges and some of the graphics aren't great, but the core game is very, very fun. Weirdly enough, despite not liking individual graphics, the overall style is very charming.

And you can make some insane spaghetti.

deep dish peat moss
Jul 27, 2006

Factory Town is a zenlike factory builder toy more than a factory building game in the vein of factorio or whatever but it's great at that. If you like relaxing while putting factories together it's the perfect way to listen to podcasts or whatever

kanonvandekempen
Mar 14, 2009

Mayveena posted:

Factory Town is officially 1.0. Give it a shot if you think you might like it, I have over 1,000 hours in the game.

It's also 50% off on steam

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!
So what does Factory Town do that Factorio doesn't?

Microcline
Jul 27, 2012

As much as people pidgeonhole Factory Town as a "cozy" game, I think in a lot of ways it's an evolution on what Factorio is trying to do. The progression of logistics is much more interesting, as you start with drones (workers) and progress to more infrastructure-heavy methods like chutes, belts, pipes, convoys, airships, and trains, each of which interacts with the terrain in their own unique way. Add onto that things like production bonuses for specialized towns and things like mana boosters and you have a game with a lot of paradigm shifts that can be as cozy or as complicated of an optimization problem as you want it to be.

CuddleCryptid
Jan 11, 2013

Things could be going better

I like the little touches of Soviet Bloc that the designers put into Workers and Resources. Like how you cannot build churches, you just have to bread and circuses your citizens to get over the happiness hit because religion is banned in the state. Or how you can make good money in dollars by exporting goods but you often want it in rubles because the list of vehicles available in dollars is so small, even if they are usually better quality.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Here is a sampling of the compute blocks you can put in Factory Town



You can get to the end of the game just fine without them, but for those of you who understand how to use these, there's ample space for experimentation as you get into the mid-late game. The use of trains in the game is great. No, there's no signals but you can fine tune how you want your trains to work, especially with mixed loads.

It doesn't have the same feel at all as Factorio to me. Factorio/Satisfactory seem to be about pushing massive loads of the same stuff, whereas FT I think is closer to OTTD in allowing you to be precise with what you want where.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
City of Gangsters added gambling and debt-collecting. Also the Atlantic City dlc dropped today, which focuses on those things. I knew they were saving it and New York City to sell us later, because those two cities were very conspicuous in their absence at release.

explosivo
May 23, 2004

Fueled by Satan

I'm intrigued by this CoG update, might have to give it a try! Probably don't need the AC DLC though, looks like it's the map and a couple unique casinos.

deep dish peat moss
Jul 27, 2006

Jack Trades posted:

So what does Factory Town do that Factorio doesn't?

1) The conceit is building a town instead of a factory, so the products you are producing are things like food or clothes, which need to be delivered to markets and then homes. This supports your population, which are your worker drones
2) Z-level building and embracing spaghettification, especially long distance spaghettification
3) Since there are no exterior threats there's far less emphasis on balancing ratios - it's nearly impossible to get a clean ratio balance in-game to the point where you need to just give up on it and go with the flow. That took me a while but it's very nice once you get used to it.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

CuddleCryptid posted:

Or how you can make good money in dollars by exporting goods but you often want it in rubles because the list of vehicles available in dollars is so small, even if they are usually better quality.

The buckaroos just have a higher exchange rate, you don't necessarily get more for exporting in dollars, unless you can find an area where dollars give you more that the equivalent amount in rubles, or vice versa. They're usually a pretty stable ratio, so it's uncommon in my experience.

zedprime
Jun 9, 2007

yospos
In Workers and Resources, rubles seem more immediately useful even beside the vehicle list because labor and raw material imports tend to run cheaper if your basis is exporting simple semi finished or finished goods. It's mostly equivalent but the accounting on dollars is slightly worse in the bootstrap phase.

With market events or long term export or flooding amounts of goods to a single market you can cause the dollar and ruble amounts to drift enough to want to divert some amount of goods to the other border if you're a cash chaser. And then ship something advantageous on the exchange curve to turn your dollars back to rubles or vice versa.

The more socialist thing is money ends up running out of uses once you have a stable industry base, stable population and all the vehicle blueprints you're interested in.

Most market impacts happen after you reach that point so you're not gonna notice the markets diverging unless you're doing the capitalist calculus to get your cash high score.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

zedprime posted:

The more socialist thing is money ends up running out of uses once you have a stable industry base, stable population and all the vehicle blueprints you're interested in.

Honestly, that's one of the problems that I have, your nation is guaranteed to have absolutely everything, making late game trade functionally meaningless when The Juche Is Loose. It would actually be interesting to have a game where certain resources didn't exist, meaning you HAVE to trade for them. No iron? You'll have to import steel, until you reach the point of bulk aggregate carriers being financially reasonable to use, or you're willing to dedicate a couple of train border crossings to it. Want to have nuclear power? No one is shipping casks of reactor fuel, so you'll have to make it yourself from refined uranium. No oil, or very small oil reserves? Lol enjoy that gas bill.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Surviving the Aftermath went to 1.0 the other day and is available on consoles including Switch. Let us know your thoughts, especially if you get it on console.

CuddleCryptid
Jan 11, 2013

Things could be going better

Volmarias posted:

Honestly, that's one of the problems that I have, your nation is guaranteed to have absolutely everything, making late game trade functionally meaningless when The Juche Is Loose. It would actually be interesting to have a game where certain resources didn't exist, meaning you HAVE to trade for them. No iron? You'll have to import steel, until you reach the point of bulk aggregate carriers being financially reasonable to use, or you're willing to dedicate a couple of train border crossings to it. Want to have nuclear power? No one is shipping casks of reactor fuel, so you'll have to make it yourself from refined uranium. No oil, or very small oil reserves? Lol enjoy that gas bill.

At the same time, it then becomes a transport issue. Sure, you have a bunch of resource plants that make you self sufficient, but how are you going to efficiently get it across the map? In the same way that you technically could hand craft a ton of research items in factorio, so long as you don't mind waiting fifty hours.

My biggest surprise is that there seems to be no cost beyond the initial purchase for running vehicles, if you threw in a diesel cost to transportation then you'd make it expensive to move things around.

CuddleCryptid fucked around with this message at 19:43 on Nov 18, 2021

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe

Volmarias posted:

Honestly, that's one of the problems that I have, your nation is guaranteed to have absolutely everything, making late game trade functionally meaningless when The Juche Is Loose. It would actually be interesting to have a game where certain resources didn't exist, meaning you HAVE to trade for them. No iron? You'll have to import steel, until you reach the point of bulk aggregate carriers being financially reasonable to use, or you're willing to dedicate a couple of train border crossings to it. Want to have nuclear power? No one is shipping casks of reactor fuel, so you'll have to make it yourself from refined uranium. No oil, or very small oil reserves? Lol enjoy that gas bill.

If mines either depleted or caused more environmental damage I think it'd be interesting.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Benagain posted:

If mines either depleted or caused more environmental damage I think it'd be interesting.

Sure, but it's a matter of time scale. IRL how often do mines open and then run out of ore in 10 years? 20? Precious metal mines maybe, where it's worth setting up a mine for a tiny amount of ore, but nobody is setting up an iron mine unless they know there is a hell of a lot of iron to mine. And iron is common, part of the reason iron replaced bronze is because iron is much more common than tin.

When a mine does close it is a shock to the community. Generations of men have worked in the mine. They get real grumpy when it closes and they either have to relocate to a different mining town or give up mining for a different career.

Facebook Aunt fucked around with this message at 19:44 on Nov 18, 2021

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Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

CuddleCryptid posted:

My biggest surprise is that there seems to be no cost beyond the initial purchase for running vehicles, if you threw in a diesel cost to transportation then you'd make it expensive to move things around.

There is a diesel cost, the vehicles all use fuel unless you've turned that off under energy management when you started. You absolutely do have to pay for fuel to shuffle things around, to say nothing of the cost to get a sufficient number of vehicles to make a steady enough schedule over a long enough distance.

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