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Surviving Mars

Soldato
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I think I am using the 30k version. Has certainly saved me going in and out of the map all of the time.
Yeah, I picked the 15K due to the 30K on the picture looked to be to far out zoomed for me. 15K looked better, and fells better to, for me now.

On another note. Think I wont manage my mission to get 200 colonists by Sol 100. Presently have 136, with another 26 on their way. If I pick what's left, which is 6 Idiots and 10 Tourists, I still wont make the 200, unless the colonists get REALLY frisky with each other and get 22 Kids in like 10 Sols ! :p
 
Soldato
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On another note. Think I wont manage my mission to get 200 colonists by Sol 100. Presently have 136, with another 26 on their way. If I pick what's left, which is 6 Idiots and 10 Tourists, I still wont make the 200, unless the colonists get REALLY frisky with each other and get 22 Kids in like 10 Sols ! :p

That would be a serious amount of 'adult time', make sure you setup an infirmary for them afterwards as you may have some sore colonists :p

Loving this so far, my first play through has been very slow paced but that's because I'm so cautious of rushing too far ahead and it all collapsing on me.

One question I have, when you guys are building new domes around resource points that are far away from your other colonies, are you using tunnels to bridge your way across or are you starting up new small colonies for those ares?

For example I have a really nice spot that has a good metal, rare metal and double water deposit all close together that I can cover all of with one drone hub however it's 2, if not 3 sets of tunnels away from my starting area. I'm not sure what the best approach would be.
 
Soldato
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That would be a serious amount of 'adult time', make sure you setup an infirmary for them afterwards as you may have some sore colonists :p
Yup, got those prepared as well as nurseries for the kids. :p

Loving this so far, my first play through has been very slow paced but that's because I'm so cautious of rushing too far ahead and it all collapsing on me.

One question I have, when you guys are building new domes around resource points that are far away from your other colonies, are you using tunnels to bridge your way across or are you starting up new small colonies for those ares?

For example I have a really nice spot that has a good metal, rare metal and double water deposit all close together that I can cover all of with one drone hub however it's 2, if not 3 sets of tunnels away from my starting area. I'm not sure what the best approach would be.
Depends, I made my first dome, then found a better spot and did my second and third there, but the 1st dome was more or less in the middle of the map so don't take long to drive with transporter there. What I did was putting down the dome, collecting material for it and placing it at the dome, then sent a rocket with more materials and drones to build it, plus a prefab drone post.

If you have the flying drone researched, then you can place them as well at the dome and they will fly between the domes with material and colonists if you need to move some.

For later play you might want to consider this mod, I not used it myself yet but might. It a good implementation as it is a tech so can be randomized. And the longer tunnel is a breakthrough tech as well.

Longer Tunnels Tech by Wolvyreen
 
Soldato
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Tried this briefly through friends account, I'm not buying it.

It's too slow and feels mostly empty like nothing you're doing in game really matters, I just did a random start and even with an obvious metal shortage it was fairly easy.

Micro management of the rovers, scanning and drones all feels pointless like it's just included to give you something to do, trying to distract from how little content there actually is in the game.

Not impressed, there was actually one piece of research which makes the colonists completely redundant by automating the mines, wasn't much incentive to keep them alive if I'm honest, I guess it depends which story line you get.
 
Soldato
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Yup those changes look good, I've stopped playing for now as not being able to connect domes has become really frustrating, not to mention a glaring omission from the game.
 
Associate
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The first large free patch opportunity is looking fantastic, I'm really excited to play with connecting domes as it should make building the colonies up significantly easier. I've also stopped playing at the moment mostly because it is very samey, and needs these patches to make it exciting again.

Although if you haven't seen it my favourite games dev Introversion has just showcased a new colony game on the Moon (called Orders of Magnitude), much more about the sociology aspects of life on a different planet from what I have read - definitely worth keeping an eye on!
 
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Tried this briefly through friends account, I'm not buying it.

It's too slow and feels mostly empty like nothing you're doing in game really matters, I just did a random start and even with an obvious metal shortage it was fairly easy.

Micro management of the rovers, scanning and drones all feels pointless like it's just included to give you something to do, trying to distract from how little content there actually is in the game.

Not impressed, there was actually one piece of research which makes the colonists completely redundant by automating the mines, wasn't much incentive to keep them alive if I'm honest, I guess it depends which story line you get.


I found everythng about it extremely uninviting. Didn't last longer than 20 minutes.
 
Soldato
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Under the hot sun.
New patch live. 2.9Gb worth of changes.......

90c88e5486d4fcde348cd4ec9f34327a089c155b.png

New Features:

Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.

New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest domes do not allow Spire construction

Infobar – Provides general overview of all the resources of the colony, including research progress

Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.

Important changes and fixes:

- New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.
- Removed "Request maintenance" button and related functionality
- Vehicle pin icons now indicate battery level
- Added "Home dome" to colonists infopanel
- Updated Mouse pointer/cursor texts for Rovers, drones, and colonists
- Added rollover about colonists to Resource Overview
- Added stored food in service buildings to Resource Overview
- Added ticks to completed mysteries in pre-game menu
- Clicking on the HUD pause button toggles between pause and last used game speed
- More detailed cursor messages when trying (and failing) to place passages and ramps
- Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)
- Added new photo mode filter, "Orton" - dreamy and saturated
- Added frame rate cap in options
- Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization
- Fix for biorobots specialization to allow college education
- Ctrl-click on drone prefab buttons converts five drones at a time
- Fix for colonists to properly select new home when current residence is turned off
- Fix for Psychologist commander profile to properly provide 5 Sanity boost
- Added Simplified Chinese language

Other changes and fixes:

UI:
- GDPR-related changes to Privacy Policy and Terms of Service, and in case you have been living on another planet the past two weeks, it is related to the mandatory EU regulation of the same name.
- Fix for Research UI to shield scrolling instead of pressing Outsource or Close buttons
- Controller: Workslot rollover now properly updates after firing a colonist
- Controller: Fix to go back in the Encyclopedia hints section with the "back" button
- Controller: In-game menu now handles safe area margins better
- Photo mode: Hide UI fix
- Fix for Rover infopanel to hide battery when "Rover Command AI" tech is researched

Mysteries:

- Added check to avoid spawning an anomaly inside dome
- Black Cubes: Fix for some remaining single Black Cubes, now properly collected
- Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas

Passages and related issues:

- Fix for Passages and Ramps to return resources when demolished
- Tweaks to job selection logic in the presence of Passages
- Updated dome warning/error messages to work better in the presence of passages
- Fix for Passages to light up only if at least one of the connected domes has power
- Fix for a bug where colonists became suspended in the air and walk in place

Mods:

- Added Building Entrance Path to entities
- Documentation fixes and additional details
- Removed obsolete texture channels from Blender exporter
General fixes:
- Fix for proper calculation of Sponsor effects in launch UI
- Shielded case where it was possible to accept legal agreements while in Steam offline mode
- Fixed certain cases of stuck drones, coming from reporting unreachable destinations
- Colonists can no longer eat from Rockets
- Colonists now wear space suits when exiting Rockets in all cases
- Pathfinding: fixed a bug where passage entrance/exit may be inaccessible
- Fix for missing palette when changing skins during dome placement
- Fix to prevent rovers from going into another rover that is uncontrollable (e.g. broken)
- Fix for Automated mode rockets to wait their inbound cargo to be fully unloaded before taking off
- Fix for Rockets takeoff, happening without refuel
- Fix for proper demolishing of Automated Depots
- Self-maintenance buildings are excluded from maintenance resource overview calculation (caused negative values)
- Drone controller load notification now displayed only for working Drone controllers
- Fix for in-dome sounds to be more prominent when in-dome or when a dome is selected
- Fix for resources not displayed on the construction depot when placing a building on a pile of resources
- Fix for Triboelectric Scrubber to stop resetting its cleaning cycle every time it is selected
- Fix for a pathfinder bug leading to drones stuck near dome entrances
- Fix for better handling of unreachable buildings by drones
- Drone reassignment and packing/unpacking streamlined; added to RC Rovers and their infopanels
- Malfunctioned and dead rovers block other units' movement
- Fix for anomalies and surface deposits which blocked constructions around them in a too wide radius
- Fix for assigning of workplace/residence with right-click
- Fix for colonists to stop going outside domes when food depots are empty
- Fix for drones getting stuck in Rockets in some rare circumstances (yet again)
- Fix for flickering elements of construction hex grid
- Fix for meteor cycle button notification
- Fix for the negative resource amounts in depots
- Fix for a water production bug happening when upgrading a Water Extractor with Fueled Extractors
- Fix for proper effect of Storage Compression tech for water tanks
- Numerous fixes for to RC Transport right-click actions
- Fix for negative water consumption of farms in certain cases
- Fix for Dome working state leading to "x" icon on Dome pin
- Fix for yellow grid appearing under domes
- Fix for Rocket alignment when landing
- Fixed a Rocket launch condition which led to take off in automated mode during dust storms
- Fix for misaligned cranes when rotating mechanized storage depots
- Fix for a non-refreshing infopanel re. electricity
- Clicking the Hints button now opens the Encyclopedia on the last dismissed hint
- Fix for colonists to look for workplace considering specialist filtering
- Gamepad: "Invert look" option now properly applies to zooming in and out
- Fixed scaling of Space Elevator rope
- Fixed missing launcher icon on some Linux installations
- Fix for mod radio stations to work properly on some Linux installations
- Fixed double click on Linux
- General performance improvements
- Sound fixes and improvements
 
Soldato
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Well after watching a few videos on YT I grabbed this tonight for £13, bargain !

Worked through the tutorials, which I'm glad I did as just jumping straight in would have been a nightmare.

Didn't realise how detailed the game was plus it support 21:9 yay ! .... Enjoying it so far.
 
Soldato
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New updates and new challanges to make the game a bit harder, or at least it sounds like it meant to be. Been busy with other games so not played it for a while.

Sagan Update is now Live: Full Patch Notes here over at Paradox Plaza Forum

Some of the changes here:

New Feature: Challenges

Challenges are a new game mode where you have to accomplish a specific objective within a time limit. Mission parameters, game rules and colony coordinates are predetermined and unique for each challenge. A total of 24 challenges are now available.

Self-sufficient Rovers

Rovers no longer have batteries and there’s no need to recharge roves from Power cables. We reevaluated this mechanic and decided that the amount of micromanagement it required was more tedious than actually presenting a meaningful challenge. We are removing it as part of our initiative to reduce the unnecessary micromanagement in the game and allow the player to focus on more important tasks.

Changes to Concrete Deposits


We have reworked the Concrete Extractor to work more in line with other extractors. Concrete Extractors have to be placed in the vicinity of the concrete deposit marker and no longer take into account the specific patch of terrain they cover. This way concrete deposits can be fully exploited even with a single extractor.


Changes to Maps

Due to the changes in concrete deposits, as well as other fixes to the random map generator, all maps have been generated again and will look different than previous versions. Environmental variety of maps has been improved.
 
Associate
Joined
7 Sep 2012
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962
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UK
Just finished the tutorials and started a game on this today (it's a free on Steam for the weekend). Quite enjoying it, so checked out the prices of it everywhere. Question though is the season pass with it, cdkeys has the base game for £7.99 and the first colony edition (includes the season pass) for £19.99 .
 
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