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toasterwarrior
Nov 11, 2011
After the Fall's reviews don't look great while Endzone's is a lot better, but I'm also tempted by Space Haven. You guys reckon there's enough substance in either of these or are they just too early access to commit to?

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toasterwarrior
Nov 11, 2011
Turns out Humble has Endzone and Space Haven Steam keys for $36 combined so I might just get that deal, hah.

toasterwarrior
Nov 11, 2011
goddammit i just spent my refunded factorio money on everspace 2 and now this sphere game looks better for me

toasterwarrior
Nov 11, 2011

Grevlek posted:

Did you log any hours in everspace 2/ any first impressions ?

Actually I really like Everspace 2, it certainly is much closer to the feel of Freelancer's "make numbers bigger and go gently caress around a galaxy" with more ticking off checkboxes and blowing poo poo up as the main focus. There's short puzzle sequences and exploration to mix up the pace, I don't find them overwhelming. The combat feel, I'm told, is very arcadey with all the abilities and status effects and damage numbers, but truth be told I'm not really looking for a hardcore space sim so I'm fine with it. I'll be keeping the game, more or less.

toasterwarrior
Nov 11, 2011
I managed to set up automated blue research in my first session in DSP. I've taken to it much faster than I did with Factorio; I assume it's the 3D nature letting you criss-cross conveyor belts without research, along with electricity being dead easy to setup and not needing constant coal supply right in the beginning.

toasterwarrior
Nov 11, 2011
Ironically, after getting to automate red science in DSP, I kinda want to buy Factorio again and give it another shot.

toasterwarrior
Nov 11, 2011

Truga posted:

speaking of ironically, i somewhat dislike dealing with pipes in factorio, they're not quite as effortless to work with as belts, since you can't run over them you want to do pipe-to-ground as much as possible and that makes it annoying

anyway, irony is, this game instead just doesn't have pipes at all, you ship fluids in nice little cubes on belts. except, pipes would work just fine in this game since a) you can jump and b) you can build above ground so pipes would be entirely fine lmao

I'm sure that fluids are in a placeholder state right now, because the thermal power plant has a glitched out pipe jutting out of it and I'm dead sure that nothing can connect to the liquid storage unit at all.

toasterwarrior
Nov 11, 2011
Ah, ok, thank you. Yeah I was trying to have them picked up by sorters and dropped into fuel tanks, lol

toasterwarrior
Nov 11, 2011
Apparently oil in DSP is infinite, therefore basically giving me no reason to bother stockpiling refined oil for future production, as well as incentivizing me to just scrap all these wind turbines and just mass-produce power plants

toasterwarrior
Nov 11, 2011
OK, I've maxed out all the blue and red research and need to find another planet for silicon and titanium. I've checked the tech tree but it definitely looks like that I won't be able to establish an interplanetary convoy without either of them anyway, so it seems like it's time to leave the first planet and build a factory on a new one with the resources I need, yes?

toasterwarrior
Nov 11, 2011

Jossar posted:

Well, silicon you can produce via stone on the starter world, although it's more convenient elsewhere. But yeah, for titanium you have to manually go out to another planet, set up factories, and then haul it to and from the next planet until a good bit into the T3 science tree.

Oh dope, thanks for reminding me. Guess I can spend some more time here then.

toasterwarrior
Nov 11, 2011
I hosed up by trying to build a interstellar transport chain without sufficient power, and man, you need a LOT of fuckin power

EDIT: Yeaaaaah, I think this might be a good place to call it quits for the first run, now that I've learned some important stuff like splitter toggles and so on. It's an absurd amount of power you need, and I'm pretty convinced I'll need to do something crazy like building oil wells on every available source on the starter planet before I even think of looking to the stars.

toasterwarrior fucked around with this message at 04:51 on Jan 24, 2021

toasterwarrior
Nov 11, 2011

Deadmeat5150 posted:

Have you been autosending solar sails up to the sun? Have you been burning your excess hydrogen? I'm just asking because I've yet to run into any serious power problems.

Oh lol, I definitely should've remembered that, thank you!

toasterwarrior
Nov 11, 2011
Between learning all these lessons from the first run and pipe/liquid physics still not being in the game, I'm in the mood to shelf DSP for a bit. Not that it's a bad game, extremely not, but the scale is legit incredible and it's gonna suck having to start anew after investing so much thought into your first go of a technically incomplete game, lol

Also, it seems like there's a cap on how many solar sails can be on an orbit, and you'll have to manually create and set all your guns to a new one every time an orbit is "maxed out." Wonder if they'll be working on that.

toasterwarrior
Nov 11, 2011

Deadmeat5150 posted:

I have 10k sails in 4 orbits, what's the max you've hit? Remember the sails decay after a while.

Not much, like 1k with a 4-gun battery at the north pole on my starter planet. I mean like, the guns will stop firing at an orbit because I think it's already saturated with sails and there's no more free spot to shoot at? And so you'll have to set another orbit that they can shoot at to create another loop.

toasterwarrior
Nov 11, 2011

boz posted:

Is there a trick to this? I have X-Ray cracking and the facilities you mention but hydrogen is still kind of a bottleneck. Is there a something I'm missing or maybe I don't have my Refiniery/Oil > Refinery/Xray set up right.

My gut feel is that the ratio is 4.25~ refineries per well, and then you'll spend the hydrogen on research and the refined oil as fuel most likely. When you hit yellow research and the high-tier mats, presumably also saturating your oil production and processing for research, you then end up needing the refined fuel for manufacturing while hydrogen starts stacking up in a major way. Around that time I imagine for my next run I would then switch my fuel lines around and feed the power plants hydrogen while refined fuel gets siloed off to the chemical refinery line and so on.

It's honestly very mind-boggling, and bear in mind that there's no pipes yet so maybe the current design won't even last.

toasterwarrior
Nov 11, 2011
For that reason, I kinda don't see the point of X-ray cracking? Like, why spend hydrogen and refined fuel to squeeze out one more unit of hydrogen plus graphite fuel when refined fuel is actually very important to the production chain?

I suppose that's a way to infinitely generate graphite too, which is also necessary for some high-tech manufacturing.

toasterwarrior
Nov 11, 2011
BTW, do different kinds of fuel matter for the power generation of thermal power plants? I think I remember hydrogen not being more potent than refined fuel for power plants, although there definitely is a stronger effect when used for powering your mecha.

toasterwarrior
Nov 11, 2011
I tell you, both refineries taking up so much space is real tough considering how wild those production chains get.

toasterwarrior
Nov 11, 2011

grate deceiver posted:

Are you sure the gun has LOS to your sail orbit? mine stopped working after 200 sails, but it was because the gas giant obscured the sun

Nah, I suspected that too but I eyeballed the thing and they had a clean shot at the orbit.

toasterwarrior
Nov 11, 2011
I'm putting off DSP in the meantime since I want to see when they'll add new save-breaking systems, so instead I'm playing Endzone. And man, Endzone is loving tough. I wish could suss out proper ratios for resources/labor per resource because having to balance labor in the form of population aging out, along with having to micro housing in order to free space for younger adults to Make Bebe is a massive pain. I love the chill vibes and aesthetic tho, which is funny because it's set in the goddamn post-apocalypse.

toasterwarrior
Nov 11, 2011
Finally hit stable in Endzone, with research and expeditions up, a massive stockpile of resources, and an Advanced School helping a fuckload with boosting resource generation and equipment longevity. I feel like I'm in a weird spot where I can afford to run a labour surplus, except I don't really see a reason why I want to expand my population more considering that that would gently caress with my resource balance, most of that surplus would end up working to maintain themselves anyway, and AFAIK I won't really gain anything new with having more people in the community. Oh well.

toasterwarrior
Nov 11, 2011

Mayveena posted:

There was a recent significant patch? You think it's worth buying now? I was discouraged from it earlier.

Hah, I was about to write out my brief impressions and then they straight up come out with the final EA update today. Anyway, I can't really give you that detailed of an impression because when I bought into the game a week or two ago, they had updated in December last with the research tree update. This current update adds more meat to expeditions, an extra layer to tool and clothing production, and a bunch of decorative items, but all in all I think this is pretty much it for Endzone until DLC.

Regarding the game itself, my experience is intense, saving-every-season population management before I can get a school set up in order to finally get people to not deplete their equipment stupidly fast, usually stopping around Season 50 or so. Is it fun? Honestly yeah, but after that I feel like I'm meandering a bit instead of really being driven to expand my population further and building around the map. I suppose scrap depletion and the new expedition content will help in that regard. I daresay some people may find it a bit content thin, tho.

toasterwarrior
Nov 11, 2011

Agean90 posted:

the issue with the post apocalypse games is that it never really goes beyond being a settlement. Like once you get sustaining you can build cool poo poo, but there's never any point, it's just grow and stay a city. Better would be of you entered a phase 2 where you started projecting power into the surrounding areas

like start sending out armed and trained military units to wipe out raider strong holds and setting up outposts and regime changing politically aligning hostile settlements with the goal of becoming the center of a regional power and handling all the resource and production demands of that

hell zeus was able to do that well and it's near 20 years old

I daresay Endzone might go for this for its post-release plans, DLC or whatever. They already have a framework for citizens wandering away from the city proper in the form of expeditions, and has off-map traders coming in for commerce. From there it's a good base for off-map factions, diplomacy, and that good ole staple of the post apocalypse: raiders

toasterwarrior
Nov 11, 2011
Hah, so looks like post-apocalyptic raiders won't be in the future plans for Endzone anymore...because they're already present in the game since the release patch. It's the mid/late-game pressure the game needs, since there's not a lot of reason for you to take up mining before raiders were in. Now, you'll need to mine sulfur and manufacture ammo for use against the bastards, if you can't afford to keep bribing them with supplies.

toasterwarrior
Nov 11, 2011
Who the gently caress designed the Project Six mystery in Surviving Mars? That dumbfuck ought to be loving fired for designing a threat that repeatedly targets your important poo poo with literally no way to counter suicide attacks on your external buildings and having to rely on extremely spotty worker AI to stop in-dome attacks. What the gently caress, are you loving kidding me?

toasterwarrior
Nov 11, 2011
Anyone tried out Nebuchadnezzar? I heard the first big patch actually did wonders for it.

toasterwarrior
Nov 11, 2011
For those still playing Space Haven, are derelicts "infinite" or will they eventually and definitively run out of scrap? Every type of salvage except one on this derelict is now listing "low" chances of success, which suggests infinite scrap, so I'm thinking of focusing on the final remaining type until it reaches low and then finally moving on from this sector.

toasterwarrior
Nov 11, 2011

Pornographic Memory posted:

It runs out eventually yeah. At some point you'll have deconstructed everything on the ship and have nothing left to convert to scrap. Related, if you ever stumble across a derelict that you can "claim", absolutely do so even if you have no interest in repairing and using it, as deconstructing all the parts of a claimed ship will give you much better returns than salvaging a derelict.

Rad, thank you!

toasterwarrior
Nov 11, 2011
drat, how are they doing that? Are the projectiles flying fast enough that they punch through the wood/soil/rock above and crash into the bunker?

toasterwarrior
Nov 11, 2011
I thought one of Project Highrise's issues is that it's actually too easy because it doesn't model the elevator car traffic model to the same extent as SimTower did?

toasterwarrior
Nov 11, 2011
I'm just waiting on Hammerting to have its fluids actually affect entities, because right now you can accidentally flood your base but your dorfs will just keep on keeping on. Too weird for me, so I'll wait. That said, it's definitely been improving a lot.

toasterwarrior
Nov 11, 2011
So are fronts in City of Gangsters solely for extortion rackets? I'd prefer to just make my money selling hooch and not pissing off the locals.

toasterwarrior
Nov 11, 2011
Thank you for the answer; yeah it looks like you need fronts to increase crew capacity and in any case extortion with the right bonus/traits is fairly harmless. I'd like to suss out how far a potential front can expand but I can't find the indicator; at the very least I'd like a way to measure the range and pick the best spots to establish fronts since they do get pretty pricey.

toasterwarrior
Nov 11, 2011
Thanks for the answers, guys! On that note, gently caress I'm also restarting because I blew my third building on a backroom wine distillery without realizing that while I had access to grape concentrate, it was actually looking for proper brick wine as an ingredient. Real stupid move on my part there.

toasterwarrior
Nov 11, 2011
The first time I bribed a cop in City of Gangsters, they gave me a Winchester rifle from the evidence locker, gratis

toasterwarrior
Nov 11, 2011

explosivo posted:

I hate how many "HEY GIVE US MONEY" missions keep coming up. I think they're to open up new opportunities but when I have to bypass the opening conversation choice for the mission to get to the part where I can sell it's kinda annoying :(

Motherfuckers are asking for like 1k a pop, drat. Don't push your luck with the boss

toasterwarrior
Nov 11, 2011
If anything, the first delivery loop I want to make is for someone to pick up loving crockware and distribute it to my stills. I'll manage the sales, but I'll be damned if I have to remember to pick up all these pots just so we can keep pumping out hooch.

Question: you're always restricted to expanding one corner at a time, I assume? It does feel rather slow.

toasterwarrior
Nov 11, 2011
Thanks for the info re: front expansion, guys, I'll see how to get around the tooltip.

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toasterwarrior
Nov 11, 2011
I'm wondering if the AI cartels can manage because checking my victory conditions, I have 12 years to go but am already 4 out of 6 for the greater victory and am also leading the overall outfit value race. I'm also beginning to ramp up in cash gain; got an automated trade route buying all the crockware and depositing it in my three production buildings, and am currently wondering if I should use my free crew slot for a second driver for other raw materials or to start a speakeasy.

Game's real good, even with the UI issues. It does suck that I have to basically manually check if buyers are actually going to purchase enough of my product to warrant spending an action point, but I'm still making a profit so I can afford to float on surplus somewhat.

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