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boner confessor posted:tropico on mars
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# ¿ Mar 16, 2018 16:56 |
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# ¿ May 16, 2024 02:31 |
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unbutthurtable posted:Tropico 4 is the best, tightest version of what 1 & 3 were going for. Tropico 5 adds a bunch of new features (many of which are cool and good) and changes a bunch of things, and also simplifies a lot of things (in a frustrating way sometimes). In conclusion, everyone should play Tropico 4 + Modern Times.
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# ¿ Apr 3, 2018 14:08 |
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boner confessor posted:nah, they tried to shoehorn war into tropico 5 and it was bad
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# ¿ Apr 3, 2018 23:00 |
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Launch pads, interdome tunnels and more endgame content all make me happy.
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# ¿ Apr 25, 2018 17:23 |
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Mein Kampf Enthusiast posted:Fuel can explode? I always place my fuel depots away from any landing sites to be safe, but I didn't know it was actually a thing.
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# ¿ Apr 26, 2018 13:55 |
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Picked this up again after the latest patch. Definitely injected some new life into the game. Now it feels about 80% complete instead of the 60% complete it was at launch. The new domes are pretty nice, though the dome link system is kind of useless. Early on it's ok for being able to spread the need-meeting buildings out across a couple of domes, but each terminus eating an in-dome hex and the tubing being a blocker a pretty stiff price to pay. Once you go up to medium+ domes it's less of a problem, but by the time you're in the big domes you've got space to spare and don't really have as much need to interconnect. Mods still make life better in this game though. Automated anomaly scanning and resource harvesting mods are must haves. No more missing out on free science and metal cause I didn't click thingies.
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# ¿ Jun 5, 2018 15:14 |
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Chakan posted:New Dev Diary: Not with regards to the patch, but I really wish they'd evolve the export system a little more. It would be nice to have things other than rare metals and research to trade for cash.
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# ¿ Aug 1, 2018 14:38 |
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This thread kinda died, but the Sagan update dropped last week. Looks like most of it is QoL stuff they borrowed from mods, though there is a new challenge mode. Items of interest: Challenge mode - Complete a timed objective in a pre-built scenario. 24 challenge scenarios available Concrete extractors now work like they do in the wide area extractors mod and will just hoover up the deposit until it's depleted, no more micro-ing them around the deposit to suck out every last erg of concrete. Rovers don't have deplete-able batteries anymore, and the Command AI research basically turns on the automated mode from the autonomous rovers mod. Research randomization is now tied to map seed, so the tech matrix (research order and breakthroughs) will always be the same for a given map. This is supposed to be for high score competitions and challenge modes I guess. Dust producing buildings will now show their area of effect. Big pile of bugfixes and some balance changes. I haven't played around with the challenge mode any, but the QoL fixes are nice. Really just means unchecking a couple of mods from my mod order, but it's nice to see that the game is still getting post launch support.
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# ¿ Oct 3, 2018 13:51 |
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# ¿ May 16, 2024 02:31 |
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Gadzuko posted:Just picked this up and I'm building babby's first Mars colony with the International Mars Mission which seems like the extreme easymode start. What's the typical base layout? One big dome surrounded by littles, or more of a hodgepodge? I'm unclear on how far colonists will walk inside domes to get to jobs and services. Is it just their own dome plus any that are directly connected to that dome, or can I set up a chain of connections to have people walking two or more domes away to get to a service? Also, is fusion power worth it without the upgrade to reduce the worker requirements? It kinda seems like it's not, but that might just be because I have an engineer shortage. pre:School/Research/Needs / \ Housing/farms ------- Housing/farms \ / Industry & Misc
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# ¿ Jan 4, 2019 17:39 |