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Surviving Mars

Soldato
Joined
22 Nov 2009
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Under the hot sun.
I will try that in my next game, I've lost over 1000 colonist to a combination of meteor strikes and six going rampant.
Ahh....

I was looking tonight my medium dome (first on planet didn't bother with small), how beautiful it was, and then a whole meteor event on top of my base.
It smashed the dome around 10 times. (took some amazing screenshots from inside the dome). Even wiped out a third of my solar panels, lol.
Can you imagine 106 people seeing those use rocks smashing on the glass? Ofc some didn't bother and run to the nearby Casino. lol.

Anyhow. I was just experimenting with everything tonight and found out that if you have good supply of metal, solar panels and small batteries is the way to go.
Cheep and cheerful. Tried to operate a fusion reactor, and it does need the tech to keep the workers number reduced otherwise ain't worth.
It needs too many workers, and even a medium dome with 4 apartments (100+ workers) isn't enough to supply also the people and run two factories (electronics double shift), research lab, mine (double shift rare metals), farm and a polymer factory.
In addition to the essentials. Casino, diner, grosery, infirmary and the apple store :p
Also is the sheer amount of electronics maintenance it needs. 3!!! A single electronic factory cannot keep up, for something that produces around 180 power.
36 solar panels are better :p or 10 Stirling generators. I double shift polymer factory can even create stock....
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
My first mystery has started! Oh, and I shot down my first meteor :)

Ahh....

I was looking tonight my medium dome (first on planet didn't bother with small), how beautiful it was, and then a whole meteor event on top of my base.
It smashed the dome around 10 times. (took some amazing screenshots from inside the dome). Even wiped out a third of my solar panels, lol.
Can you imagine 106 people seeing those use rocks smashing on the glass? Ofc some didn't bother and run to the nearby Casino. lol.

Anyhow. I was just experimenting with everything tonight and found out that if you have good supply of metal, solar panels and small batteries is the way to go.
Cheep and cheerful. Tried to operate a fusion reactor, and it does need the tech to keep the workers number reduced otherwise ain't worth.
It needs too many workers, and even a medium dome with 4 apartments (100+ workers) isn't enough to supply also the people and run two factories (electronics double shift), research lab, mine (double shift rare metals), farm and a polymer factory.
In addition to the essentials. Casino, diner, grosery, infirmary and the apple store :p
Also is the sheer amount of electronics maintenance it needs. 3!!! A single electronic factory cannot keep up, for something that produces around 180 power.
36 solar panels are better :p or 10 Stirling generators. I double shift polymer factory can even create stock....

I agree, wind turbines are expensive in terms of parts needed. Batteries can keep you going overnight. Fusion reactor is decent, but like you say, only if you reduce the number of workers. The atomic accumulators are a strong battery replacement.

Edit: Just got Martian Copyrights :eek:
 
Last edited:
Soldato
OP
Joined
27 May 2007
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3,297
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Front of the monitor
Yes, you have a breakthrough called Extraction AI, which you can have your metal and rare metal extractors work at 50% efficiency without any workers. You do have to have a dome close enough though to build the extractor first, but after it is built you can tear down the dome and it still works.

@Panos Since you know more in regards of mods, would it be possible to have the game recognize you have the Extraction AI researched and should then not demand you need a dome to build the extractors ?

Sure i will have a look at the code later on. Given how other things work, it wont be difficult to create mod to build extractors away from dome if some certain tech is researched. Hell, we could add new tech or breakthrough to allow that if you want the extra challenge.

Now I am a bit confused here. The first Metal Extractor I tried to place told me off for not having a dome. But the second one, seem to be fine. Pictures of it in the spoiler. Is this a miss from the devs or is it suppose to be that, dome needed for the first metal extractor and once you activated it with the Extraction AI, the game recognize you having it and further ones can be built without a dome near by ??

First Extractor, wont let me place it.

RtxDHSU.jpg

Second Extractor, sure go ahead matey, no problem here ! :confused:

M0xZsdJ.jpg
 
Soldato
OP
Joined
27 May 2007
Posts
3,297
Location
Front of the monitor
My first mystery has started! Oh, and I shot down my first meteor :)

I agree, wind turbines are expensive in terms of parts needed. Batteries can keep you going overnight. Fusion reactor is decent, but like you say, only if you reduce the number of workers. The atomic accumulators are a strong battery replacement.

Edit: Just got Martian Copyrights :eek:
What's your Mystery ??

Yea, wind turbines are expensive but effective due to they working all the time. I was lucky in my first play through and got the Eternal Fusion breakthrough, which meant no workers for the Nuclear Fusion's and they worked at 150% Efficiency ! :eek:

Had a funny thing with that research in my first play through though. Got it rather late so cost 20,000 research points to make for the 2,000M you get from it. I also got the Martin Patents, which is similar as the MC but you get a lower amount, 500M. But, for me it made better sense to use the MP then the MC, since the MP "only" cost me 4,500 RP, so running that 4 times for 2,000M cost me 19,000 RP. So, in the end when needed founding I was doing one MP, normal research, another MP, normal research and so on, worked out quiet well in the end. :p
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
What's your Mystery ??

Yea, wind turbines are expensive but effective due to they working all the time. I was lucky in my first play through and got the Eternal Fusion breakthrough, which meant no workers for the Nuclear Fusion's and they worked at 150% Efficiency ! :eek:

Had a funny thing with that research in my first play through though. Got it rather late so cost 20,000 research points to make for the 2,000M you get from it. I also got the Martin Patents, which is similar as the MC but you get a lower amount, 500M. But, for me it made better sense to use the MP then the MC, since the MP "only" cost me 4,500 RP, so running that 4 times for 2,000M cost me 19,000 RP. So, in the end when needed founding I was doing one MP, normal research, another MP, normal research and so on, worked out quiet well in the end. :p

Not sure at the moment - I have a meteor incoming in 9 days from a nearby belt. Fortunately my base is already covered by lasers.

Some of the breakthroughs are incredibly helpful, almost make or break. I can see why people put time and effort into scanning the map.

Lots of people saying that this research is an exploit, but it depends when you get it I guess.
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Now I am a bit confused here. The first Metal Extractor I tried to place told me off for not having a dome. But the second one, seem to be fine. Pictures of it in the spoiler. Is this a miss from the devs or is it suppose to be that, dome needed for the first metal extractor and once you activated it with the Extraction AI, the game recognize you having it and further ones can be built without a dome near by ??

First Extractor, wont let me place it.

RtxDHSU.jpg

Second Extractor, sure go ahead matey, no problem here ! :confused:

M0xZsdJ.jpg

Huh. I will check the code. Maybe drop a bug report here with screenshots and save game.
https://forum.paradoxplaza.com/forum/index.php?forums/surviving-mars-bug-reports.1003/
 
Soldato
OP
Joined
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Posts
3,297
Location
Front of the monitor
Not sure at the moment - I have a meteor incoming in 9 days from a nearby belt. Fortunately my base is already covered by lasers.

Some of the breakthroughs are incredibly helpful, almost make or break. I can see why people put time and effort into scanning the map.

Lots of people saying that this research is an exploit, but it depends when you get it I guess.
Gotcha, your Mystery sounds more interesting then mine was ! ;)

Yes, some of the breakthrough are very helpful. My first one was Extraction AI in my 2nd playthrough, and it was a breakthrough tech I never got in my first playthrough. And Martian Copyright could be an exploit if you get it as you said, early enough and have some luck with getting alien artifacts (reducing the research points further), and the 10% less research points per tree. Then you can basically outsource for 10,000 RP for 2K, for almost no cost.

Huh. I will check the code. Maybe drop a bug report here with screenshots and save game.
https://forum.paradoxplaza.com/forum/index.php?forums/surviving-mars-bug-reports.1003/
Ok, will try and figure out how to upload the save games to them then. :p
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
Gotcha, your Mystery sounds more interesting then mine was ! ;)

Yes, some of the breakthrough are very helpful. My first one was Extraction AI in my 2nd playthrough, and it was a breakthrough tech I never got in my first playthrough. And Martian Copyright could be an exploit if you get it as you said, early enough and have some luck with getting alien artifacts (reducing the research points further), and the 10% less research points per tree. Then you can basically outsource for 10,000 RP for 2K, for almost no cost.

I definitely got lucky. I got MC early and already had a 10% reduction on the tree. Haven't used it yet, but I could do with a research/cash boost at the moment. I wonder whether down the line they nerf it in some way, although I doubt it is at the top of their priorities.

Still really enjoying this. Will build up my current colony and then will go for a more challenging start I think now that I have more of an idea of what is going on (so far have only had high dust storm/devil maps with a few meteors - have never had a cold snap). I can see me getting a fair bit of replayability out of this.

I like that meteors bring in research opportunities sometimes.

I don't seem to have many deep mines on my map, but some of them are crazy. 100k water in one.

Nearly had a huge crisis last night when my water suddenly ran out. Fortunately I already had access to another source. For some reason I decided to churn out a load of fuel forgetting that it was eating up my water supply.
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Gotcha, your Mystery sounds more interesting then mine was ! ;)

Yes, some of the breakthrough are very helpful. My first one was Extraction AI in my 2nd playthrough, and it was a breakthrough tech I never got in my first playthrough. And Martian Copyright could be an exploit if you get it as you said, early enough and have some luck with getting alien artifacts (reducing the research points further), and the 10% less research points per tree. Then you can basically outsource for 10,000 RP for 2K, for almost no cost.


Ok, will try and figure out how to upload the save games to them then. :p

It's easy, use the upload file button. Lol.

As for the outsourcing is not efficient if you have the tech where Explorer rover gives 100rp per Sol. For 2billion you buy 5 explorer rovers giving you 500 rp per sol until the end of the game. So in 20 Sols they pay up.
 
Soldato
OP
Joined
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Front of the monitor
Ok, restarted the India map, the normal resources are the same, and in same location on the plateau at least. The breakthrough tech I got on the plateau was different though, so no Extraction AI there, for now. Was hoping if it come I could see if still same problem with it not being able to be used the first time around without having a dome. Will see if I continue or not. :p
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
What are the graphics like in comparison to Cities Skylines, also performance?

Performance is not very high (I would say a 1/4 of Cities) because there is obviously a lot less going on than in Cities Skylines due to the nature of the game. Graphics are decent, nothing special, but not terrible either. Performance and graphics are appropriate for the game imo.
 
Soldato
Joined
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Posts
13,252
Location
Under the hot sun.
Today's patch notes, yes the research exploit is gone :) (and haven't used it ever, since money isnt an issue if planned correctly with PDX or Russia start).

NEW FIXES!

One Small Step For Man #1 - Check out the full patch notes below:

(And as ever, please keep reporting your bugs in the Surviving Mars bug forum.)

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



Not very high? As in crappy performance?
No performance is good.
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
Edit: nope, thats fixed. Should greatly help having people work in their specialist field!

Oh, and the research 'exploit' is closed, darn. Kind of eliminates the point of them being repeatable.
 
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