Surviving Mars

Did a little test yesterday. The resources on a location is at the same place each time. The location I am at presently I restarted 3 times (due to trying things out) and decided to do a test with that location so started up a new game, everything different from start and then just brought with me 15 probes, cleared random squares, and it was exactly same as what I already found. Now, not sure if it is the same for other players though, but I suspect it is. If anyone up for it I guess we could test it out. Wont mind to go and check if anyone leaves the co-ordinates and a screeny from above to show the resources laid out. :p

One thing though, resources might be the same but the breakthroughs are randomly, I have not got the same breakthrough the 3 times I restarted the location. Which shucks since the first start I got Extraction AI and would love to get it again ! :p

Any tips how to increase population ?? My mission is to get 200 colonists before Sol 100, am at Sol 27 and have 25 Colonists, so a tad short ! :p
 
Do you have space and infrastructure? If so, bring the rocker with people :)
So far have one dome, planning on building a couple more though, so be needing ppl for those. Have the medium dome since it was free with India so guess can fill it up with mostly unspecified ppl, some nursery, schools and university in that one and hope for the best. :p

Edit: On a different note, the Bug Report I made is now on page 7 of their bug thread, no replies from anyone. Guessing it will be going away without hearing back from them. :( :p
 
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Daft Q, I started as blue sun (deep mines/deep scan) and astrogeologist.

On arrival to Mars I take as many probes as possible and it deep scans showing me anomalies and deep metals/water. When I setup my colony it then allows me to scan the sectors again, it never reveals resources, they are already revealed/scanned. And so far I haven't had any extra anomalies show up either. Is this a bug or should the scan reveal extra anomalies?
As I understand it, the probes you used have already scanned the area, so wont be rescanned. Any non scanned areas you still should be able to scan and reveal resources if any there.
 
Thats what I thought, but it allows me to re scan the sectors that I had already deep scanned with the probes before I landed :) It seems it might be a waste of time to re scan them in that case as it won't reveal anything at all.
Then have no clue.. I thought a deep scan meant it all scanned.. maybe not.. I only done normal scan with probes so when deep scanning it gone over it again.. Maybe @Panos know more about it ?
 
Wasn't aware that there is mods on Nexus as well for this game, not that there is many though. Found this one, which I think is a god send. Not sure if others have the same problem with the map scrolling away when you move the mouse to the edges of the map, it has for me though. This is the mod: No Border Scrolling by mk-fg

Edit: Forgot to post this as well. Find it interesting that in a thread over at Steam in regards to "What's up with people changing their job?" one of the developers posted this earlier today, and in the same post pointing out a couple mods that are "promising" and people could try them out for the time being.

Posted by Mnementh (developer) over at Steam

There was a bug that could cause cascade reassignment of workers to wrong places, which was fixed in the last update. That said, we're still working to improve the assignment logic and more fixes are being ironed out as we speak.

For the time being, there're several promising new mods that you could try. For example:

Since we have been discussing it here I thought I post it for you to read. :p

Hopefully the dev's will be able to sort it out and the mods wont be needed any longer. I just installed the two mentioned mobs due to last evening after several sol's passed my workers were all miss matched again with their jobs. :(
 
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The probes only scal what is your tech ability. If you do not have Deep scanning, they will only do normal surface scan.
If you start with Astrogeologist which gives you deep scan, they probes will deep scan from the start.

Howrver your starting area is only level 1 scanned regardless the commander, even if that is Astrogeologist.
Yeah, that's how i thought it worked. Although from what VaderDSL is saying, he seem to have a different experience with it ??

Daft Q, I started as blue sun (deep mines/deep scan) and astrogeologist.

On arrival to Mars I take as many probes as possible and it deep scans showing me anomalies and deep metals/water. When I setup my colony it then allows me to scan the sectors again, it never reveals resources, they are already revealed/scanned. And so far I haven't had any extra anomalies show up either. Is this a bug or should the scan reveal extra anomalies?
 
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
 
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
 
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.
 
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