|
Want to echo some of the thread opinions: there's a lot to like in this - especially the early robo-game - but not having a universal logistics network a la Factorio was a weird choice.
|
# ¿ Mar 16, 2018 10:48 |
|
|
# ¿ May 15, 2024 10:00 |
|
A Water prefab is handy to refuel the rocket if your sponsor doesn't provide many of them.
|
# ¿ Mar 18, 2018 18:29 |
|
Good grief, Radio Free Earth has some proper earworms. I never expected that the most memorable thing about a game about colonising Mars would be pop songs about surfing.
|
# ¿ Mar 23, 2018 10:05 |
|
Tbh I'm really not a fan of most of the breakthroughs as they act like a get-out-of-challenge free card. The game isn't hard enough to justify that - look at this chap's videos, where he fucks up several times and is still able to handily beat the hardest difficulty: https://youtu.be/cTPaH4aUPYw
|
# ¿ Mar 27, 2018 10:46 |
|
Dareon posted:Do y'all think it's better to sprawl as hard as possible and manually balance passenger rockets for distant domes, or creep out via interconnected domes? Creep out until you get shuttles, then build wherever. Daisychaining depots and hubs is really inefficient for long distance transport, and doing it with an RC transport is micro hell.
|
# ¿ May 29, 2019 08:24 |
|
Demiurge4 posted:I’d like scrubbers to not be a thing. Completely trivialising game mechanics is a thing this game does a lot and it’s kind of annoying. Overlapping scrubbers just cost a bit of power and now you’re never paying for outdome maintenance again, but what should happen is that you experience a mid to late game resource crunch and the breakthrough that lets empty deposits produce a trickle should be default. This way you’d be able to go for a boom-maintenance cycle where each new deposit you mine lets you expand and the trickle you get when it’s empty lets you maintain the buildings you made from the deposit. I'd be happy with this, but you'd need to dramatically lower maintenance costs overall to balance it, which would put the early game of whack. You could increase the trickle instead, but that reduces the expansion incentive. Dome buildings can't be scrubbed though, so you could achieve something similar by just putting more functions into a dome.
|
# ¿ May 29, 2019 12:41 |
|
Sanguinaire posted:Yes, a decent spread of metals and polymers spread over the impact area, which is hopefully not your base. I think the tool tip mentions rare metals but I never saw any. It is totally worth having your MDS up and running before calling the meteors, especially if you have a spreadout base as the meteors arrive over a wide area and can really ruin your day. Source: day ruined.
|
# ¿ May 30, 2019 12:32 |
|
explosivo posted:Edit: I know you eventually get a factory that uses them as a resource but before then do people generally just build dozens of rock formations to get rid of their piles of waste rock? Just leave them in a storage lot until you get the Carbonate burner terraforming doodad or the concrete converter. No need to actually do anything with the stuff.
|
# ¿ May 30, 2019 16:12 |
|
Splicer posted:I put my residencies and hospital and grocer and some parks in one triangle dome all the other stuff in another. Smart! You have created an excellent retirement home, one where you don't even need to occasionally switch of life support ro reduce pension costs.
|
# ¿ Jun 2, 2019 16:21 |
|
Splicer posted:I've been jonesing for a stupidly realistic terraforming game for years 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%.
|
# ¿ Jul 12, 2019 11:43 |
|
Splicer posted: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* I would be quite happy with a game that enabled me to accidentally convert a colony into Io.
|
# ¿ Jul 12, 2019 14:33 |
|
Still waiting for them to let forestry plants contribute to terraformin after 40%, though. A really weird choice.
|
# ¿ Jul 14, 2019 06:57 |
|
You'll have to buy an RC Commander, which you can still do despite China having a replacement.
|
# ¿ Jul 18, 2019 08:18 |
|
ate poo poo on live tv posted:I'm a fan of the City Mayor colony leader because of the lower maintenance costs of all buildings, the free tech that decreases concrete/metal costs by 20% is pretty nice too. It pairs extremely well with India, giving a 40% reduction in build costs from the outset.
|
# ¿ Jul 19, 2019 09:58 |
|
Vasler posted:Did you folks listen to the Mars Vision song contest or Quantum Sonics radio stations? Because Mars Vision is amazing - lots of variety of "pop" ish type of music that sounds like something higher quality than you'd get on a top 40 radio station or something. Are these the DLC stations? Been considering getting them, as I do enjoy the music in the base game. Beach music DJed by someone who makes being an arsehole sound delightful is totally my jam.
|
# ¿ Jul 22, 2019 08:58 |
|
DropsySufferer posted:20 hours in with 270 colonists 87 sol and I'm entering a death spiral. Lack of machine parts, and lack of metals . The population got old and stopped mining even moving pops they don't produce enough metal and my drones are out of parts to fix the mines. I feel like there is no solution to this and the colony is fundamentally flawed. It was built poorly because I thought I'd always have billions coming in keeping me expanding forever with unlimited resources. I guess WW3 must be occurring because I can no longer rely on funding or exports from earth and that's crippled me. The idea has crossed my mind of abandoning a couple domes but it's just a mess. If I keep going much longer I run of out of polymers have to shut down the ranches and my population starves. No matter what I do the colony is basically doomed. The solution to this is a retirement dome. Ban seniors from all other domes so they relocate to a helldome with a tunnel connection to basic services but otherwise nothing but apartments, so they can live out the rest of their useless days with as little impact as possible.
|
# ¿ Jul 29, 2019 07:47 |
|
DropsySufferer posted:I think I'm going to try that I have 59 seniors I could relocate to the small useless connecting domes. One of the things the game does really badly is signpost when you're running out of surface minerals and need to build new mines asap. What you can do as a stopgap is request resources from other colonies, who are normally happy to send you 20-30 metals if you're in good standing.
|
# ¿ Jul 29, 2019 12:20 |
|
Note that there is a strong exception to the clustering rule, which is if you're doing the Metatron mystery, when you want to disperse your external buildings widely. On my third shot at it using Paradox and a site with over 600% difficulty total, and it is tough.
|
# ¿ Jul 30, 2019 10:22 |
|
Alkydere posted:On the plus side one of the early Sponsor Rewards for Paradox is a free Shuttle Hub to get your special sub-orbital jumpjet shuttles. That and a building that generates cash at least gives you a bit of breathing room when spreading out early as Paradox. It does, and is absolutely vital for harder maps where you need to spam mining colonies everywhere to keep up with your maintenance requirements. I used to not care about dust repulsion, but it's now on my list of must-have techs...
|
# ¿ Jul 31, 2019 10:53 |
|
More mid-game logistic options would be cool, I agree. Shuttles are way too good once they're up and running, to the point where they're something you should beeline for. Give us a monorail drat it.
|
# ¿ Aug 6, 2019 19:51 |
|
I finally finished my Paradox Interactive / Metatron / Hard Map game, and decided to take it all the way: The entire colony: Following this, I have a number of thoughts: - Being required to pop multiple 'seed vegetation' missions to fill up vegetation is annoying, but these stack - if you research the tech only you'll have lots of missions piling up by the time you need to do them. The bigger problem is that vegetation doesn't interact with game systems in any meaningful way beyond seeds. Open farms can be supported entirely by lakes for soil quality and another open farm for seeds. You don't need to build forestry buildings for anything other than vegetation. Soil quality probably should be unimprovable without having at least lichen or pure water rain, to ensure you have to work on the soil before you can farm. - The optimal way of housing children is in a ChildDome that has no adults, as children don't need any adult services and can eat from food stockpiles without suffering a comfort hit. This also means that they are the first to starve when food runs low as they don't have the buffer of diners or grocers, but this is also optimal as it means you don't lose adult workers to low sanity. Somehow, the colony runs just fine with all its children dying from starvation. This seems silly - adults should get a boost from the presence of children in the dome and some kind of colony-wide debuff if children start dying. - Similarly, it's optimal to have a SeniorDome that's just residences or apartments connected to a working dome with service buildings. You don't need to care about the comfort of olds either; they can all go mad and die and all that does is free up more space and lose the occasional applicant, the latter something you probably don't need to care about by the time you need to purge the elderly. Seniors should again offer some kind of buff with their presence in a dome, and you should be able to build a 'Care Home' analogous to the Nursery to ensure they don't take up excessive housing. - Rival colonies exist largely as a button you can press for resources occasionally and tech, if you're lucky. You can happily lose standing, as it'll improve over time regardless. Trade isn't really useful unless you have excess rockets and resources, and if you have those you probably don't need it anyway. This part of the game needs a great deal of fleshing out - why can't we compete for planetary map resources that have a more enduring benefit than anomalies? Why can't we have remote mining colonies, etc.?
|
# ¿ Aug 10, 2019 13:38 |
|
Communist Bear posted:That looks extremely pretty and is making me consider installing again! SM's screenshot mode is great, partly because you can't hear the moans of old people as they're stuffed into domes consisting entirely of densely packed apartments. Also the filters.
|
# ¿ Aug 14, 2019 10:45 |
|
https://youtu.be/iRK4VCdwoXc Quill has played a preview build. Looks like a shonky Age of Empires thing. Eh, will wait for reviews
|
# ¿ Oct 20, 2019 07:45 |
|
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.
|
# ¿ Oct 20, 2019 09:46 |
|
A handy tip for people starting out: wind turbines produce more power the higher up they are, which is a factor of altitude on a map rather than absolute. This means that hilly maps are actually easier than flat maps, despite their rating, as you can start up high and get lots of free power. This doesn't mean you should only use wind, however; machine parts are tight early on so solar and batteries are important too. An early balance across generation types is very important, as well as actually counting up how much power you need during the day and minimising night time use. For 25hr power nights, six solar panels plus one battery will provide 20 power continuously.
|
# ¿ Oct 20, 2019 18:46 |
|
Tylana posted:Similarly, you can tuck a O2 and H2O tank and a power accumulator around the supply nub of a dome to keep it going if your pipes and cables get meteored. Theoretically you could even put in switches and stuff to lock off leaks but... eeeh. The best thing to do with rivals is not be rivals, because you can hit them up for rare resources for free at the cost of reputation, which you also get for free.
|
# ¿ Nov 16, 2019 13:43 |
|
Genuinely hope the future DLC does something about the way your single colony determines the entire fate of Mars and the others just passively watch as you do what you want to the planet. Or a better space view. Per Aspera, while deeply flawed, does really well at portraying your colony going across the entire planet and into space. Edit: ^^ Per Aspera has a Martian hyperloop, but not a monorail. MONORAIL.
|
# ¿ Mar 15, 2021 13:09 |
|
Splicer posted:Secondary colonies would be great, even if they're super abstract like in Frostpunk. And now I want an AresPunk game about surviving ever-increasing dust storms.
|
# ¿ Mar 15, 2021 15:11 |
|
Gadzuko posted:Well, it's kind of impractical for shuttles to be flying underground, so we actually have a valid use case for a train now! Fingers crossed. I'm so glad this game has been revived after the disappointment of Surviving the Aftermath. I really hope there is some interaction between this new content and the green planet stuff. I have bad news for you about how Paradox DLCs normally function. That being said, this looks brilliant - especially if it reworks the early game so sub surface colonies are your first move, as that is far more plausible than jumping straight to domes.
|
# ¿ Aug 31, 2021 18:57 |
|
https://www.reddit.com/r/SurvivingMars/comments/pf5tvl/new_screenshots_for_surviving_mars_below_and/?utm_medium=android_app&utm_source=share Actually, given that it's building domes underground, I have changed my mind and this is terrible. The moonbases are pretty sick though.
|
# ¿ Aug 31, 2021 19:06 |
|
Kaal posted:It looks neat, thanks for the recommendation. It is quite good, but suffered from a lack of polish when I played it. They're planning a big update soon which looks rather good.
|
# ¿ Sep 3, 2021 12:46 |
|
I really, really wanted to be able to tent entire canyons, and kind of assumed that's what was coming. But alas, no.
|
# ¿ Sep 7, 2021 17:49 |
|
|
# ¿ May 15, 2024 10:00 |
|
Fuzzysocksucker posted:Trains are everything I hoped they would be. Ooooh, question: are there train signals, so I can play this as OpenTTD Mars? Or is strictly one train per track?
|
# ¿ Apr 29, 2022 07:41 |