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Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

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jztemple2
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by jztemple2 »

Lordnine wrote:
Sat Jun 01, 2019 7:44 pm
You can't get higher than 40 without doing the global missions.
What global missions are we talking about? I've melted the ice caps and done the planetary seed missions. And I'm at 41% on Vegetation, so should something suddenly start to happen?
The book historian Richard Altick once wrote, “There has always been a popular belief that more than casual attention to books is either a symptom or a cause of madness.”

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LordMortis
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by LordMortis »

I remember seeing it somewhere in the game but I don't know where.

My first instinct was to ask about soil quality. If you trying to grow anything buy lichen you need soil quality. That starts with Lichen or lakes.

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Lordnine
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by Lordnine »

jztemple2 wrote:
Sat Jun 01, 2019 8:07 pm
Lordnine wrote:
Sat Jun 01, 2019 7:44 pm
You can't get higher than 40 without doing the global missions.
What global missions are we talking about? I've melted the ice caps and done the planetary seed missions. And I'm at 41% on Vegetation, so should something suddenly start to happen?
The planetary seed missions. You will need to do a lot of them.

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LordMortis
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by LordMortis »

Found it. My internet is almost non existent slow so I can't upload the screen capture. (Fricken Wowway, why don't I quit?) Hints>Buildings>Forresters says pretty clearly a forrester will only get you to 40% and then stop working.

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jztemple2
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by jztemple2 »

LordMortis wrote:
Sat Jun 01, 2019 8:36 pm
Found it. My internet is almost non existent slow so I can't upload the screen capture. (Fricken Wowway, why don't I quit?) Hints>Buildings>Forresters says pretty clearly a forrester will only get you to 40% and then stop working.
Well, that makes sense then. Thanks for finding that for me :wub:

Now what do I do with 31k of seeds? :D
The book historian Richard Altick once wrote, “There has always been a popular belief that more than casual attention to books is either a symptom or a cause of madness.”

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jztemple2
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by jztemple2 »

I think I'm calling it quits on this colony. I've gotten all 100% on terraforming except vegetation and I'm at 66.91% there, which I can only raise 5% at a time whenever a seed planetary mission comes up.

I've got 19 domes, 1.3k people, and $47.3B bucks in the bank :D. With an active Space Elevator getting resources is simple, and I still have about 50K of Rare Metal to mine. The only real concern I had was with water. I'm down to the last couple of water resources on the map, but with Moisture Vaporizers and fusion power buildings that no longer need people that's not going to be an issue. I haven't really looked at a dome's morale or sanity in hours, I've got enough tech to make them not a concern.

So I'm stopping at 190 hours in the game. When I got Green Planet I had about 120 hours in and I thought I might get a couple dozen hours out of the DLC; turns out it was a bit more :roll:. It was fun but I think it will be a while before I touch it again.

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The book historian Richard Altick once wrote, “There has always been a popular belief that more than casual attention to books is either a symptom or a cause of madness.”

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Lordnine
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by Lordnine »

Please don't go. The drones need you. They look up to you. (seeing that quote carried over from Alpha Centauri made me feel all warm and fuzzy.)

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jztemple2
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by jztemple2 »

Lordnine wrote:
Sun Jun 02, 2019 12:17 pm
Please don't go. The drones need you. They look up to you. (seeing that quote carried over from Alpha Centauri made me feel all warm and fuzzy.)
+1 Nice quote :D

I'll probably go back to that save periodically. I figure that after another couple of hundred Sols there will be no more water and metal deposits, so I'll have to tinker with the personnel to give them more things to do, like the Workshops. I might just shut off the baby making and go with the Cloning Vat and the Biorobots.

And occasionally I'll send a ship just to trigger a meteor shower so I can watch my lasers in action :dance:
The book historian Richard Altick once wrote, “There has always been a popular belief that more than casual attention to books is either a symptom or a cause of madness.”

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LordMortis
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by LordMortis »

Got an email that this had a big revision "Update 5: Sanctuary". I don't see any new content (or DLC) since Green Planet though.

From the patch notes it looks like there has been some game evolution since Green Planet was released. Wooden Planks? Insect eggs? Tools? Clothing? Meals? That's all new to me.
KEY FEATURES
Update 5 Highlights


Anti-catastrophe features added: Lightning Rod defends against the Magnetic Storm by directing lightning bolts within a certain radius to itself. Sauna improves defence against Fallout and a Pandemic, as well as produces happiness by improving hygiene for colonists.

Tech tree improvements: Pregame now has an ideology selection, which customises the tech tree based on the selection. Tech tree has been reduced from five to four branches, but the branches themselves are bigger.

Visual Improvements: Crops in fields now properly decay with delay instead of dying instantly when a crop-destroying catastrophe strikes.

As always, thank you for your feedback. We’ll continue including your feedback and suggestions into future updates!
Spoiler:
With this update, your game version should be 1.5.0.5857 on PC and 1.5.0.44 on Xbox.
General

Anti-catastrophe features added:
Lightning Rod defends against the Magnetic Storm by directing lightning bolts within a certain radius to itself. Repair and maintenance is needed to keep the building operational.
Sauna improves defence against Fallout and a Pandemic, as well as produces happiness by improving hygiene for colonists.
Catastrophe size now scales based on Gatekeeper input.
Tech tree improvements:
Pregame now has an ideology selection, which customises the tech tree based on the selection.
Tech tree has been reduced from five to four branches, but the branches themselves are bigger.
Multiple new technologies were added.
[Community request] Support for 21:9, 16:10 aspect ratios added. Support for UI scaling will come in the future.
[Community request] Added option to navigate back and forth with the pre-game category buttons at the top. With a gamepad, triggers can be used for navigation.
[Community request] New building “Lumber Yard” was added to create Planks from trees in the early game.
Bartering menu has been reworked, and allows bartering with both resources and currency. Buying seeds, insect eggs, and vehicles is also now possible. Reputation with the society affects pricing of the products.
Ladybug Icon has been changed to a blue cockroach icon. Most of the questions were also changed or tweaked, so now would be an ideal time to give feedback!
Old trade menu was replaced with a menu that lists all the discovered societies.
Top bar will now only show resources inside storages, not the ones on the ground.
Silver Coin currency has been introduced for trading.
Colony events can now cause damage to buildings.
Ingame feedback questions are now presented top center, instead of top right.
Paradox Launcher update to 2020.1
Read more button added to tutorial dialogs, which shows the longer tutorial content.

Gameplay

Crops in fields now properly decay with delay instead of dying instantly when a crop-destroying catastrophe strikes.
Medical buildings now heal all patients concurrently instead of one at a time. Due to this, healing speed has been slowed down and conditions are more damaging when untreated.
Building info menu now has quick action for placing a Work Area on a gamepad.


Graphics

Colonists now wear props such as hats to add more variation to the character models.
Specialist textures were modified to improve their look and differentiate them better from colonists.
Moon and stars were added to the night sky and light direction now comes from moons direction during the night.
Emergency Shelters, Tenements and Two-Story Houses now have visual variations.
World Map Society models were scaled up to differentiate them from normal locations.
Bandit models updated in World Map.
Gate events now use the new colonists models introduced in the previous update.
New UI elements added for game saved information and when catastrophe starts.
Colony symbol icons have been retouched to more closely match the Society icons.

Balancing

Heat Wave now withers all crops similar to Nuclear Fallout, but slower.
Restored Specialist action point renewal to twice per day instead of four.
Meal recipes are less efficient and Fields yield slightly smaller crops to prevent late-game overflow of Food.
Plank deposits have fewer Planks as Lumber Yard can now be used to supply the demand.
More variation added to the furthest World Map areas.
Small decrease in Tool and Clothing durability.
Colonists now prioritize carrying resources off the ground more.

Modding

DoorVisual script added into the Shared library, to allow adding animated doors into buildings.

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Lorini
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by Lorini »

That's for Surviving the Aftermath, not Surviving Mars :)
Steer into the drift.

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jztemple2
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by jztemple2 »

LordMortis wrote:
Fri Mar 06, 2020 10:30 am
Got an email that this had a big revision "Update 5: Sanctuary". I don't see any new content (or DLC) since Green Planet though.
This isn't for Surviving Mars, this is for the game Surviving The Aftermath, which is currently in development at Paradox. Right now the game is only available from Paradox and on the Epic store. I used my $10 coupon to get this at Epic since I thought I wouldn't be buying any more games from them before the coupon expired :roll:
The book historian Richard Altick once wrote, “There has always been a popular belief that more than casual attention to books is either a symptom or a cause of madness.”

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LordMortis
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Re: Surviving Mars - Start a Colony on Mars, from Haemimont Games/Paradox Interactive

Post by LordMortis »

jztemple2 wrote:
Fri Mar 06, 2020 10:45 am
LordMortis wrote:
Fri Mar 06, 2020 10:30 am
Got an email that this had a big revision "Update 5: Sanctuary". I don't see any new content (or DLC) since Green Planet though.
This isn't for Surviving Mars, this is for the game Surviving The Aftermath, which is currently in development at Paradox. Right now the game is only available from Paradox and on the Epic store. I used my $10 coupon to get this at Epic since I thought I wouldn't be buying any more games from them before the coupon expired :roll:
Ahh.. then why is Pardadox emailing me. :evil:

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