Surviving Mars

That one I am glad to see, wonder if it works on present game or has to be a new one though. :p


As to this one, wondering how much it has increased with though.

Actually after the second Sol the colonists were always re-arranged to their jobs according to their skills.
However having currently a muppet which is Scientist, Genius and Alcoholic. So he kills the Scientist bonus in the research lab :/
Saying that the extra point of been genius work.

So when the second load of scientists arrived, I send him to work at the casino.... Demoted him to low skill worker..
 
Actually after the second Sol the colonists were always re-arranged to their jobs according to their skills.
However having currently a muppet which is Scientist, Genius and Alcoholic. So he kills the Scientist bonus in the research lab :/
Saying that the extra point of been genius work.

So when the second load of scientists arrived, I send him to work at the casino.... Demoted him to low skill worker..
Sounds like he got what he deserved then ! :p Maybe I was just unlucky, but they sure were everywhere for me as can be noticed from my previous posts on the matter. :o :p

Gameplay: RP cost of repeatable techs now increase after each research

Checked this out on my first playthrough, initial research was 4,500. After one research of Martin Patents (500M), it went up with 450 RP. Went to my last save and did it again, having already done it several times before the upgrade. The RP was changed, so it remembers how many times you done it. So did another and it went up 450 RP again. So the increase is 10% of base RP.
 
Sounds like he got what he deserved then ! :p Maybe I was just unlucky, but they sure were everywhere for me as can be noticed from my previous posts on the matter. :o :p



Checked this out on my first playthrough, initial research was 4,500. After one research of Martin Patents (500M), it went up with 450 RP. Went to my last save and did it again, having already done it several times before the upgrade. The RP was changed, so it remembers how many times you done it. So did another and it went up 450 RP again. So the increase is 10% of base RP.

Huh something missed

Gameplay: Scanning que increased
Can set the queue to 9 + active.
 
It's a shame most other companies don't realise it's perfectly possible to have community modding while also being able to make money off expansions/dlc, if anything the community modding prolongs the life of a game resulting in more sales well after the initial "buzz" of a game has faded

Look at CK2 and EUIV. Gazillion mods, of which many change the game completely to something new, like the Game of Thrones mod for CK2.
Cities Skylines is another good example.
 
Dev Diary 8 Modding

https://forum.paradoxplaza.com/foru...an-assen-ivanov-from-haemimont-games.1083114/

Haemimont Games has shipped a cool 15 games on various platforms, but not one of them has had official modding support. And modding was something Paradox wanted from the very beginning of the project. Games that welcome the players to join in the creation are loved more, played more, and live more, they said.

No further comments. Long live PDX.
Thanks for that. Need to dig out the other Dev Diary's and read through them. Have a couple ideas but have no clue how to implement them, hopefully it wont be to hard though. :o :p

On a side note. The Wind Turbine mod you made, can that be installed in the middle of a game ?? And also, how is the Stirling Generator coming along, out of curiosity ?? :o
 
Thanks for that. Need to dig out the other Dev Diary's and read through them. Have a couple ideas but have no clue how to implement them, hopefully it wont be to hard though. :o :p

On a side note. The Wind Turbine mod you made, can that be installed in the middle of a game ?? And also, how is the Stirling Generator coming along, out of curiosity ?? :o

Yes you can use the Wind Turbine at any time. It is just a new item in the electricity producers list.

I haven't looked at it, yet because had a lot of things to sort out this week. I am on holidays after Sunday, so I will look at it then :)
 
Yes you can use the Wind Turbine at any time. It is just a new item in the electricity producers list.

I haven't looked at it, yet because had a lot of things to sort out this week. I am on holidays after Sunday, so I will look at it then :)
Thanks, much appreciated. I just started using the Stirling Generators and realized how useful your mod will be since my dome for the moment during evenings goes in the negative with the power, opening the 2 Sterlings I have helps, just have to remember closing them during the morning when solar panels starts working again. Although can do same with Turbines I know. :)

Got what I thought was a great breakthrough, until I read it thoroughly and realized it is just for basic resources, so the polymers will still be the same. Still, not to shabby halfing the concrete and metals though. :p Still hoping to find the Extractor AI again though. :o :p

ye0MlGy.jpg
 
Thanks, much appreciated. I just started using the Stirling Generators and realized how useful your mod will be since my dome for the moment during evenings goes in the negative with the power, opening the 2 Sterlings I have helps, just have to remember closing them during the morning when solar panels starts working again. Although can do same with Turbines I know. :)

Got what I thought was a great breakthrough, until I read it thoroughly and realized it is just for basic resources, so the polymers will still be the same. Still, not to shabby halfing the concrete and metals though. :p Still hoping to find the Extractor AI again though. :o :p

ye0MlGy.jpg

Yes the Sterling generator will have work shifts when it will be open, but it wont open if there is a dust storm raging.

However to do this mod will take time, because is not as simple as inheriting my object from the StirlingGenerator.

I need to make it been able to be able to be built after research only, or overwrite completely the current stirling generator, use the custom UI with the open/close button etc.
 
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Yes the Sterling generator will have work shifts when it will be open, but it wont open if there is a dust storm raging.

However to do this mod will take time, because is not as simple as inheriting my object from the StirlingGenerator.

I need to make it been able to be able to be built after research only, or overwrite completely the current stirling generator, use the custom UI with the open/close button etc.
Yes, I can understand that. From what little I read on Steam some people there posting to others not to overwrite the original game stuff, so hopefully you can sort it out. And please, take your time, there is no rush. I be using your wind turbines in the evenings for now. **Big thumbs up**
 
I highly recommend the info bar mod at the top of the screen.
I agree, installed it yesterday though but it is a good mod. Also recommending the Wind Turbine that Panos made, solar power during the day and when they turn off, the Wind Turbine comes on during the night only to keep my dome supplied with enough power, great little mod that is !
 
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