As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

[Surviving Mars] Tropico... in SPAAAAACE!

24567

Posts

  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    edited March 2018
    Maps and resources are static to their coordinates, btw.

    If anyone wants to follow in my footsteps, try 10N 176E - it's right next to Elysium Alpha and Beta.

    I began my colony in Sector D8

    EvmaAlsar on
    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • ZibblsnrtZibblsnrt Registered User regular
    Had a colony going fairly well, was just starting to set up a medium dome for my second one, and then a dust devil shows up that meanders a route through my colony such that it disabled (1) my MOXIE, (2) all pipe/power lines directly connected to the settled dome, (3) every drone, and (4) the rest of the casualties don't really matter at that point do they.

    Would you like your possessions identified?

    I figured I'd lose a colony to a disaster eventually but that was downright dwarfy.

    Definitely going to be a bit better about redundant setups next time, though..

  • DaimarDaimar A Million Feet Tall of Awesome Registered User regular
    Well, all of my domes were overpopulated so I set up a new small one for education that prefers non-skilled people and has a thumbs down to all trained professionals. Has two housing blocks, a nursery, a farm, a school, a university, an infirmary and...I think a diner so there is a little bit of employment, but is mostly there to take in all the homeless and untrained. I'm hoping people move in and out as they get educated and move to domes that need them since I'm really short on engineers and geologists.

    steam_sig.png
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    edited March 2018
    I shouldn't have been surprised by my population problem in my latest colony. I had gotten the Forever Young breakthrough that lets seniors work and reproduce, which would have increased birthrates in itself, but then I got the Phoenix Project, which has a 50% chance of reconstructing a colonist as a youth after they die. And then I got Stem Reconstruction which just generally prolongs the life of colonists. I think I first introduced people to the colony somewhere in the 20's, I think my last Founder finally died of old age in Sol 94.
    Daimar wrote: »
    Well, all of my domes were overpopulated so I set up a new small one for education that prefers non-skilled people and has a thumbs down to all trained professionals. Has two housing blocks, a nursery, a farm, a school, a university, an infirmary and...I think a diner so there is a little bit of employment, but is mostly there to take in all the homeless and untrained. I'm hoping people move in and out as they get educated and move to domes that need them since I'm really short on engineers and geologists.

    I did the same thing, except for building a farm in the education dome, and I don't turn away specialists I just select which domes prefer them.

    My food situation has been easily managed by 1 farm dome for this entire time. I set up with 2 farms - I have never bothered with hydroponics or fungal farms, they seem garbage by comparison - and set them to wheat until I had a small surplus, then turned one to alternate wheat and soybeans to improve the soil quality and thus future yields. Once that was up to 100% I did the same to the other and just had them set to soybeans. The optimal yield of a soybean harvest is something like 32 food after 5 Sols. I was pulling in 60-64 per harvest, per farm. Then I unlocked the ability to grow quinoa and forget about it. 40 food per farm every other Sol. I think the 1,200 surplus hasn't even been dented by a population of nearly 200 colonists, but I'm going to start another small agriculture dome just to be safe. Food is the hardest thing for me to keep track of, and I don't want a famine sneaking up on me.

    Water is absolutely sorted, though. I researched Core Water after I got the ability to deep scan / deep extract resources, and found a 'very high' grade core water deposit that holds 500,000 water.

    758V1SA.jpg

    EvmaAlsar on
    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • MuddBuddMuddBudd Registered User regular
    How are you handling maintenance of those?

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    There's a dedicated drone hub just out of shot.

    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    edited March 2018
    Dev stream from earlier today addressing several things about the game, including a very unfortunate buggy release on Mac/Linux. I believe they said they were going to compensate players by making some of the early planned DLC free for users, and reimbursing the season pass owners with additional content beyond what was originally planned, so they don't get screwed on DLC suddenly becoming free for everyone.

    Among discussion were improved modding system, streamlining the UI, making colony information UI more comprehensive, additional difficulty options, and adding a tutorial.

    Also, the DLC that just became a freebie for everyone in spring is passages. Connected domes :D

    Content of stream video begins at 16:30

    Edit: Passages were always going to be free content, it's just coming alongside paid content, as is Paradox tradition when releasing DLC.

    EvmaAlsar on
    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    EvmaAlsar wrote: »
    Dev stream from earlier today addressing several things about the game, including a very unfortunate buggy release on Mac/Linux. I believe they said they were going to compensate players by making some of the early planned DLC free for users, and reimbursing the season pass owners with additional content beyond what was originally planned, so they don't get screwed on DLC suddenly becoming free for everyone.

    Among discussion were improved modding system, streamlining the UI, making colony information UI more comprehensive, additional difficulty options, and adding a tutorial.

    Also, the DLC that just became a freebie for everyone in spring is passages. Connected domes :D

    Content of stream video begins at 16:30

    Edit: Passages were always going to be free content, it's just coming alongside paid content, as is Paradox tradition when releasing DLC.

    Connected domes. Yesssss.

    steam_sig.png
  • MuddBuddMuddBudd Registered User regular
    Yeah I really want those. I want to be able to have a University in a main dome and filter people out to work domes.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.

    I have faith they'll get this game to a great place.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ZibblsnrtZibblsnrt Registered User regular
    Dome interaction not being a thing was basically the main "what were you thinking?" issue I had with the release. That'll go a huge way towards making it feel like a colony rather than a bunch of small colonies sharing a utility grid.

  • Last SonLast Son Registered User regular
    MuddBudd wrote: »
    For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.

    I have faith they'll get this game to a great place.

    The game is only being published by Paradox, the developers are Haemimont Games(Makers of Tropico) so they may not follow PDS's dlc philosophies; on the other hand they may like the Cities Skyline devs are.

  • MuddBuddMuddBudd Registered User regular
    Last Son wrote: »
    MuddBudd wrote: »
    For those who are playing this that haven't played Stellaris, these guys have been really good about regular updates improving their games. They are also good about balancing paid DLC vs free content patches as well. So when a Stellaris DLC launches, free players get some of the new content to keep some parity.

    I have faith they'll get this game to a great place.

    The game is only being published by Paradox, the developers are Haemimont Games(Makers of Tropico) so they may not follow PDS's dlc philosophies; on the other hand they may like the Cities Skyline devs are.

    Oh? Hmm. Well, from the discussion in the livestream they seem to want to emulate at least some of it. At they very least it seems like a good roadmap that addresses a lot of the issues with the game.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    The livestream were Paradox staff, or at least one of them was a producer for Paradox. Either way, I'm pretty confident that Surviving Mars will be following Paradox's routine of free content coming out parallel to paid DLC packs despite the game itself being developed by the Tropico team; I think the low-content avalanche of paid DLC was foisted on them by Kalypso.

    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    edited March 2018
    The description of this game makes it sound like the sci fi video game version of a Euro board game. Iiiinteresting. That means I'll either love it or bounce off of this hard.

    TOGSolid on
    wWuzwvJ.png
  • Gennenalyse RuebenGennenalyse Rueben The Prettiest Boy is Ridiculously Pretty Registered User regular
    I started a new colony and ended up getting Cryosleep as my first breakthrough and Apartments as a tier 1 tech, so I rushed them both and my first dome started with a population of 23. It was very nice to have so much available labor so early.

  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    edited March 2018
    That must be great, I noticed an achievement for passing the founding period with just one colonist

    EvmaAlsar on
    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • DaimarDaimar A Million Feet Tall of Awesome Registered User regular
    I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.

    steam_sig.png
  • ZavianZavian universal peace sounds better than forever war Registered User regular
    edited March 2018
    Daimar wrote: »
    I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.

    Time for some brain drones
    60fbcefff7f63e706d2a95a4e5d20a482b834961_hq.jpg
    Old Age Brain Robot Mod Please!

    Zavian on
  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    MuddBudd wrote: »
    Oh, my colony has started hallucinating. The entire map turns green for a bit and people have visions of 6-fingered aliens who live in giant trees.

    Yes

    "Hallucinations"

    (I've only played one game so I've never seen that Mystery but my guess is that they're like, psychic visions of a Mars gone past or something)

    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
  • MuddBuddMuddBudd Registered User regular
    MuddBudd wrote: »
    Oh, my colony has started hallucinating. The entire map turns green for a bit and people have visions of 6-fingered aliens who live in giant trees.

    Yes

    "Hallucinations"

    (I've only played one game so I've never seen that Mystery but my guess is that they're like, psychic visions of a Mars gone past or something)

    That's my assumption. I never figured out how to finish it before I moved on to my current playthrough.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    Zavian wrote: »
    Daimar wrote: »
    I think I'm going to run into a problem with senior citizens. I noticed a lot of vacant employment slots in a dome that was full and then saw that 90% of the population were seniors who weren't working.

    Time for some brain drones
    60fbcefff7f63e706d2a95a4e5d20a482b834961_hq.jpg
    Old Age Brain Robot Mod Please!

    If they don't add it, there needs to be a mod where Seniors can help with schools or something. That's generational knowledge of survival that needs to be preserved.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • captainkcaptaink TexasRegistered User regular
    It is every citizen's duty to go into the tanks, and become one with all the people

  • MuddBuddMuddBudd Registered User regular
    captaink wrote: »
    It is every citizen's duty to go into the tanks, and become one with all the people

    I couldn't bring myself to research the soylent green.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    There's the Forever Young breakthrough tech that has seniors remain in the workplace, plus they can reproduce.

    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    edited March 2018
    Notes from the first patch are here:
    OSX,Linux: Added OpenGL mods' shaders support
    Linux: fixed occasional crash when loading savegames
    Window: fixed white borders on some UI elements

    UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
    UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
    UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
    UI: Tourist trait shown in "Review Applicants" UI
    UI: Fix for cancelation of change of display settings
    UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
    UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
    UI: Fix for Custom anomaly icon disappearing from time to time
    UI: Fixed missing sounds when some Mods are active
    UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
    UI: Rockets have correct (default) skin on game start

    Gameplay: Removed exploit for endless export from the Space Elevator
    Gameplay: Refugees are now immune to Earthsick condition
    Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
    Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
    Gameplay: Fix for drones not to be abandoned by RC Rover
    Gameplay: Fix for maximum drones allowed to work on trade rocket
    Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
    Gameplay: RP cost of repeatable techs now increase after each research
    Gameplay: "Alien Imprints" tech effect reduced
    Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
    Gameplay: Fix for stuck drones when picking up resources from destroyed farm
    Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
    Gameplay: Fix for RC Transport when changing skin while loading resources
    Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
    Gameplay: Fix for Rocket take-off in some cases
    Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
    Gameplay: Workers properly select workplace based on their specialty
    Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
    Gameplay: Easy start now always starts with a Mystery
    Gameplay: Scanning que increased
    Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
    Gameplay: Biorobot gurus no longer create biorobots
    Gameplay: Fix for replacing existing techs by using mods

    Visuals: Dome glass has correct self illumination
    Visuals: Meteorite craters no longer appear over and next to objects
    Visuals: NVIDIA 1050s family now loads "High" setting preset
    Visuals: Fix for proper positioning of newborn child colonist at spawn

    EvmaAlsar on
    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • MuddBuddMuddBudd Registered User regular
    I've noticed a few other changes already, last night.

    Notably, the ability to queue up to to 10 sector scans, instead of the old 5.

    Also I think the notification that a building has run out of resources (mostly concrete) is changed or new from before. Not 100% sure on that.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    Ugh, I dunno if I can make it in my game now.

    The mystery this time involves... weapons. I have some defenses built but the attackers broke all my rovers (ALL of them), and most of my drone hubs. I don't think I have enough electronics to repair the hubs in time and not a lot of funds to buy more. Not to mention half my other buildings being trashed now.

    This is depressing.

    I have access to ALL the water if I go back though.

    HiPVP0H.jpg?1

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    Okay I managed to survive because I was able to scavenge a bunch of electronics. I basically rebuilt half my base multiple times in the process though. Mystery complete! Time to start modding because goddammit these people won't work in their specialization.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    MuddBudd wrote: »
    Okay I managed to survive because I was able to scavenge a bunch of electronics. I basically rebuilt half my base multiple times in the process though. Mystery complete! Time to start modding because goddammit these people won't work in their specialization.

    Colonists ignoring their specialisations when it comes to work slot priorities is a known issue since the dev stream, so I should imagine it'll be in the next round of fixes.

    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • ZavianZavian universal peace sounds better than forever war Registered User regular
    Heres the dev stream btw, I have faith since Paradox seems to usually have excellent post-launch support and content over the long-term
    https://youtu.be/zB7xeQp0TRA

  • EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    I had the original twitch video added to the OP, but I didn't realise they had uploaded the vod to YouTube, thanks!

    6YAcQE8.png
    Steam profile - Twitch - YouTube
    Switch: SM-6352-8553-6516
  • MuddBuddMuddBudd Registered User regular
    I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.

    I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.

    Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • BobbleBobble Registered User regular
    MuddBudd wrote: »
    I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.

    I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.

    Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.

    Even more true to the Watney Challenge than just bringing one guy by himself. Well done!

  • MuddBuddMuddBudd Registered User regular
    Bobble wrote: »
    MuddBudd wrote: »
    I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.

    I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.

    Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.

    Even more true to the Watney Challenge than just bringing one guy by himself. Well done!

    I feel like I should have gotten extra points because she was working in the Hydroponics Tower. Not sure what kept her working when she had failed at growing Wheatgrass like 15 times in a row.

    I didn't even realize how many people had left until the achievement came up.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    MuddBudd wrote: »
    I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.

    I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.

    Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.

    I just unlocked a tech that allows drones to turn waste rock into cement. I have so freaking much waste rock around my settlements that I don't think I'll need to build another extractor.

  • MuddBuddMuddBudd Registered User regular
    Watching a tips video earlier and the guy is using his initial cargo rockets as maintenance-free drone hubs, which I hadn't thought to do.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DaimarDaimar A Million Feet Tall of Awesome Registered User regular
    That_Guy wrote: »
    MuddBudd wrote: »
    I grabbed a couple workforce mods to make people filter into their jobs more accurately. They seem to be helping a lot, but they seem to lead to problems when I try to filter Seniors into their own dome. Hopefully they nail down the issues soonish.

    I also got a mod that makes the rock stockpiles hold like 5000 stone. Because I got tired of spamming waste rock stockpiles.

    Finally, I accidentally got The Watney Challenge achievement when I messed up and imported a bunch of geologists (instead of botanists) and there was basically zero food. 11 of them got Earthsick and boarded the next cargo rocket.

    I just unlocked a tech that allows drones to turn waste rock into cement. I have so freaking much waste rock around my settlements that I don't think I'll need to build another extractor.

    I was about to suggest that as well, I got that tech over the weekend and it is amazing how fast the drones empty out the waste piles and turn it into cement. 5 pieces of rubble turn into one piece of concrete so once the tech is researched you can just detonate all of the spare piles you've accumulated.

    I need to either use those mods that put people in the correct building or wait until they patch it in since my electronics production and research are garbage at the moment so the game is harder than it needs to be.

    steam_sig.png
  • MuddBuddMuddBudd Registered User regular
    I tend to stall out because of lack of machine parts and especially electronics. I've started rejecting any map where I don't have rare metals in 1-2 domes distance from my start. Getting a tunnel and dome farther away and managing resources to that dome just end up being hell, at least initially.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Found a high grade large water deposit, so what is my first breakthrough tech? Double water vaporizer output. I DONT NEED THIS WATER ANYMORE.
    MuddBudd wrote: »
    Watching a tips video earlier and the guy is using his initial cargo rockets as maintenance-free drone hubs, which I hadn't thought to do.

    Drone hubs need maintenance? And power? Oh right inventor perk.

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Sign In or Register to comment.