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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I was looking at this as a game but I bounced hard off the faux-60s aesthetic. Are the image packs complete makeovers or just splash?

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I impulse snapped up what I presume is an accidentally ludicrously discounted First Colony Edition.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
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I got the first colony edition and got everything but the Stellaris pack.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
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Does specific placement of your concrete extractors etc. matter or does it just need to have the marker in the thing?

Splicer
Oct 16, 2006

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

grate deceiver posted:

I chaps my rear end that drones can't pass freely between connecting control zones.
My rear end is equally raw

Also where's my Skynet sponsor and Emergent AI leader? I want to lead my army of terraform drones without a bunch of humans cluttering up the place.

Splicer
Oct 16, 2006

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

Shibawanko posted:

I also bought this game because it was on sale and the terraforming stuff seems cool, I've always wanted a terraforming game.

So far I'm a bit disappointed at the way the society you run on Mars actually works, everything outside of the domes is fine and fun to build but the stuff inside the domes is dumb, like a caricature of 1950s American society or something. It reminds me of that depressing part at the end of Interstellar where mankind has gone into space only to build a suburb.

Nobody brave enough to settle on another world permanently would give a gently caress about casinos. Why not have the entertainment come from things like manned excursions to natural sites, and have those be a source of potential danger and management?
I'm with you on the grocery store, that's weird. I could see an argument for a depot or something and getting grumpy if you have to traverse multiple domes to get your lunch, but the idea that people would be grumpy about picking up their mars grown vegetables straight from the farm just on principle is pretty ?¿?

The casinos are for tourists, but again I agree that shopping being an assumed thing is more than a bit odd. There's an electronics store but no public arcade?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
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Yes obviously. The question is why those needs? Why that flavouring?

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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
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"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.

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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I put my residencies and hospital and grocer and some parks in one triangle dome all the other stuff in another. Smart!

I put the domes' entrances too close together and they keep ignoring the tunnel and sprinting like idiot fuckers through the toxic atmosphere every time they want to get drunk.

Splicer
Oct 16, 2006

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

Wafflecopper posted:

it helps you get hosed up bro
That's some committed pregaming

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I am unreasonably annoyed by how the commanders that give you breakthroughs end up dumping your 500 research from the milestone into a tech I don't care about.

At least put it into the second tier tech or something.

Splicer
Oct 16, 2006

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

Shibawanko posted:

I don't know if I would have enjoyed this game as much without the green planet expansion, I am a sucker for games that let you do gardening and this game does. I just wish the terraforming was a bit more sophisticated, it'd be really cool if you had to manage a certain mixture of specific real gases (like nitrogen, oxygen etc) instead of just "atmosphere", but I guess I'm one of the few people who would enjoy that.
I've been jonesing for a stupidly realistic terraforming game for years

Splicer
Oct 16, 2006

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

Aethernet posted:

Me too. Aurora ruined me for terraforming in 4X games. And it doesn't even let you smash comets into worlds.

I would like it if smashing a comet into Mars was in some way represented on the planet view, though; rather than just a screenshot congratulating you on your 5%.
My ideal would be randomly generated solar system with realistic-ish orbital mechanics where every planet has a randomly generated atmospheres and resources and your goal is to make one of them reasonably habitable to *something* with options ranging up to "how about instead of shipping ice from this moon to not-mars we instead use asteroid flybys to drop the moon's orbit such the increased tectonic activity reaches the minimum temperature for ice melt and just colonise that instead*

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
You'll need a drone controller and a supply chain. You can conga line to get both, but that's expensive early on and may not play nice with terrain.

You can call in a new rocket full of drones and a controller template and/or send a robot controller rover for the controller, and then call a rocket full of startup supplies and go self sufficient and/or set up a delivery rover/delivery shuttle to ferry supplies. Or build a tunnel.

Splicer fucked around with this message at 15:03 on Jul 12, 2019

Splicer
Oct 16, 2006

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

Heffer posted:

Surviving Mars on steam is on sale. What's the cheapest way to get all the content? I'm confused in what's included in digital deluxe edition, and first colony edition.
First Colony gets you everything but the Stellaris domes

Splicer
Oct 16, 2006

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

GuardianOfAsgaard posted:

There’s some amazing video game soundtracks out there, often made by top tier composers, you’re really missing out if you just dismiss them because it was "made for video game".
Country: We're going to war
Me: No thanks
Country: We'll be playing Hell March on repeat the entire time
Me: I have already committed three genocides

Splicer
Oct 16, 2006

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

HiKaizer posted:

The don't cluster advice only works if you are dealing with a single meteor strike. In a shower it generally covers enough of an area that unless you're establish and have shuttles or a tower to space out and give yourself redundancy you're still going to be obliterated without the defence lasers.
I take it to mean don't have your batteries in the middle of your solar farm

Splicer
Oct 16, 2006

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

Flipswitch posted:

I'm doing this at the moment, combined with 3x Shuttle Hubs, but my one set of domes goes through an unholy amount of food and I tend to get a starving message once per Sol as my stuff isnt shifting my Food fast enough to them before their Agri Domes poo poo out a ton of food. I'm not sure what's going on.
Add another food stockpile outside each living base to give them a bigger buffer?

Splicer
Oct 16, 2006

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

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
My population problems are getting filthy humans all over my beautiful robot paradise

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I've started using the Martian University as a kind of buffer. Have more colonists than jobs and put an MU at minimum priority to soak up the overflow.

Splicer
Oct 16, 2006

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

Tylana posted:

When I was poking videos quill18 and Skye Storme were fun and mostly made sense to me (though some will be in the old version pre-terraforming tech and stuff). Unless you have a challenge, or are chasing a timed sponsor goal, there's no time limit (I think?).
The milestone competition early on for first dome/human/baby got me into the habit of rushing hard, then I learned a lot of bad habits from trying to catch up on the infrastructure I hadn't built up. That the default Europe/Rocket Scientist combo just hands these to you added to the feel bad of failing them when I'd try something else.

e: I wonder if it would be better if milestones were global events or personal events, with the colony who gets there first just getting a bigger bonus. Like the colony gets research and money and everyone else gets to choose one or the other, either when it's first completed or when they complete it themselves. No matter what the icon for another colony approaching a milestone shouldn't be the big red "oh gently caress" icon and someone else finishing it shouldn't say you "failed".

Splicer fucked around with this message at 12:26 on Nov 10, 2019

Splicer
Oct 16, 2006

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

Locke Dunnegan posted:

This is a lot of good info, thanks! I am having more luck chilling out and not rushing things, and am doing a little better. I just keep forgetting about something until it's too late, like water storage for vaporators before an early Great Dust Storm right as my first colonists arrive, or having maintenance mats on hand if I have funds when a dust devil appears right on my life support right as colonists arrive (notice a pattern?). I'm not even playing particularly spooky maps :psyduck:
I slap a storage container right beside each vaporator or moxie before it even finishes building, I must have carried the behavior over from some other game because I don't remember ever consciously thinking about it. Or maybe I copied it from the self sufficient dome prefab?

Tylana posted:

EDIT EDIT : I guess I don't have to care about most domes getting dust on them, considering the maint is just concrete? I always try to avoid it but.
Dome repairs are cheap but they eat up precious drone time.

Splicer
Oct 16, 2006

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

luxury handset posted:

yeah lol


i think the 'each dome is a mini city' would have worked better if they were larger. you still have to carefully ration available space until you get the domes that are large enough to contain everything you need, but a small dome is just useless by itself except as a mining outpost or containment dome
Yup. Tiny interconnected domes, yes. Big city sized domes, yes. Both very iconic scenes. Tiny isolated domes capable of holding and employing 30-40 people? That's just weird.

Glad I started playing well after that. I would like to be able to put two domes with their doors touching and have them count as connected though.

Splicer fucked around with this message at 12:12 on Nov 19, 2019

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
How long does a visitor visit a thing for? The whole shift?

Splicer
Oct 16, 2006

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

Tylana posted:

Do you mean, Tourist? https://survivingmars.paradoxwikis.com/Tourist

Or do you mean, colonists using service buildings?
The latter, I was worried that would be ambiguous.

luxury handset posted:

you can dig around in the source code for the game on github

https://github.com/HaemimontGames/SurvivingMars

if i'm reading the visit_duration property correctly, the default is 5 (hours?) with a few variances like the outdoor gym. not sure if that's five hours per need or if one visit to a building takes care of all needs

gym and hanging garden spire are duration of 3, medical spire is duration of 4
Thanks that's super helpful!

e: sorry, where are you seeing the default 5? I can only see the exceptions in BuildingTemplate.lua

e2: found it, searching github on mobile is a nightmare

Splicer fucked around with this message at 23:33 on Nov 19, 2019

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
That weird thing where the first colony edition is on sale for less than the season pass is happening again.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I tend to outsource research a lot early on, is this dumb?

Unrelated the game has stopped recognising workshop mods for me.

Splicer
Oct 16, 2006

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

Alkydere posted:

If you're playing as Blue Sun you're kinda not worrying about money anyways since they're the corporate hellhole/mining exploitation sponsor. Well they were supposed to be the Mining Exploitation sponsor then Brazil showed up.

They're still one of my favorites because of their concrete excavator drone.
If I had a wish for an expansion it would be the ability to go rogue on a colony scale and ditch you sponsor for a government type or something.

Splicer
Oct 16, 2006

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

Elias_Maluco posted:

This is quite cheap on paradox store at the moment, how good is the game?

It looks like the kinda of stuff I enjoy but Im kinda burned on building/management games that looks awesome but then get boring after 2 hours
As someone with the same general problem with this kind of game I will heartily recommend the first colony edition at its current 22 euro sale price. I never played the base game on its own though.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Dome Streamlining and Neo-Concrete are additive, not multiplicative. 0 concrete domes is a thing and a half I tell you what.

Splicer
Oct 16, 2006

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

Cast_No_Shadow posted:

I do love that I use moisture vaperators to pull water from the air, stick it in a lake and this lake evaporates back into the air. Only somehow this increases the amount of water in the system.
There's a breakthrough that takes out the middle man. The lakes themselves condense water and then spit it back up but more

Splicer
Oct 16, 2006

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

Speedball posted:

Fortunately in my latest game I did get this breakthrough early, as well as "fewer factory workers" and "rapid sleep" so everyone can work night shifts because now we only need 1 hour of sleep a day. Nice.
My thread killing post from April was also a hilarious combo.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
There should be a 4 hour workday society tech

Splicer
Oct 16, 2006

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

Speedball posted:

Most of Silva's mods are pretty great. I haven't enabled the one that gives out a mini-questline but stuff like the movie theater with custom graphics he made are pretty nifty.

There's also a power plant staffed by *geologists,* not engineers, because it's a geothermal power plant that also produces some atmosphere. Gives your geodudes something to do when they're not mining.
Why isn't that base game? That's just plain good.

Now that I think of it, why aren't there wood burning power plants slash GHG producers?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Heartily recommend ChoGGi, I can't remember what's native and what's his mods anymore. One word of warning, his "big rover icons on the map screen" mod is bugged and makes them travel over the overmap at the same pixels per second as the normal map

GotLag posted:

That defeats the purpose of planting trees, which is to remove carbon from the atmosphere.
Oh right yeah d'uh

Splicer
Oct 16, 2006

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

OwlFancier posted:

By the time you get to like 200 colonists the game could really do with transitioning over to some kind of organic growth approach where domes fill themselves out.
This is my ideal. Or at least once you can have domeless domes you should be able to just start building stuff wherever, no domes needed.

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Splicer
Oct 16, 2006

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

Cast_No_Shadow posted:

Yeah I felt that one. Especially once you built the capital, as that's a Dome that can never be domed and is always open.

Also OwlFancier sorry was meant to be a flippant joke, came out badly.
More games need to realise breaking out of their core gameplay loop is the best reward.

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