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PerniciousKnid posted:It sounds more fun to come up with a memorable random seed like "goonbuttes" and strategize together. I know what I'm doing this evening
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# ? Apr 18, 2021 02:04 |
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# ? May 18, 2024 00:35 |
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Arsenic Lupin posted:e: I just want to buy 5 trucks at a time, dammit, without cycling through that set of menus for each one.
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# ? Apr 18, 2021 02:04 |
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Awesome. Thank you.
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# ? Apr 18, 2021 02:34 |
Arsenic Lupin posted:Awesome. Thank you. Also, you can use that clone tool with any vehicle, they don't have to be in the garage. Even clicking a line in the fleet table works, or the tiny vehicles in the station info windows. It's such a nice UX touch.
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# ? Apr 18, 2021 02:44 |
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Arsenic Lupin posted:Awesome. Thank you.
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# ? Apr 18, 2021 03:35 |
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jeffk gets you Roswell, in a forest, with a wood and iron depot, and demand. The cities are a bit farther out, but I'm liking it so far.
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# ? Apr 18, 2021 04:03 |
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Grevlek posted:jeffk gets you Roswell
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# ? Apr 18, 2021 04:57 |
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PerniciousKnid posted:It sounds more fun to come up with a memorable random seed like "goonbuttes" and strategize together. I wonder how different the maps would look, if everyone used a largely-similar initial depot and road layout, after a year or two?
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# ? Apr 18, 2021 09:20 |
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Bought voxel tycoon last night and played for a few hours. Really enjoying so far and agree that for some reason it just feels better than RoI. Only thing I’m finding annoying is road building, specifically intersections and joining roads to my depots.
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# ? Apr 18, 2021 15:35 |
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In Voxel Tycoon I'm wondering if it's better to let old industries die. Like, If I'm up to making furniture and that level of stuff, to stop exporting wood completely so I can focus on the panks/beams/furniture/etc level of products.
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# ? Apr 18, 2021 16:20 |
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PhallicPhalanges posted:Bought voxel tycoon last night and played for a few hours. Really enjoying so far and agree that for some reason it just feels better than RoI. Only thing I’m finding annoying is road building, specifically intersections and joining roads to my depots. Same. Key issues: * If you're starting from the existing road, make sure that the cursor is the thin green line, not the wide green square. The wide green square means the game thinks you're creating a new road. * Bridge-to-road intersections often gently caress up. When you create one, do a 360 rotate to make sure there are no unconnected roads (recognizable by small white lines between the road and the thing you think it's intersecting). * Spend the money on terraforming when you are having trouble getting two roads to connect. Putting everything on the same level helps a lot. I've filed a bug asking them to put a large marker on intersections that aren't intersecting (should be recognizable by roads near each other with a white line).
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# ? Apr 18, 2021 17:25 |
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Arsenic Lupin posted:* Spend the money on terraforming when you are having trouble getting two roads to connect. Putting everything on the same level helps a lot. With this, keep in mind you can use the "tunnel" option for roads but set it at 0 height so it doesn't dig down. It'll dig a trench through whatever you're building which makes it an easy way to make a straight path through like a 1 pixel high area.
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# ? Apr 18, 2021 17:40 |
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The UI in Voxel Tycoon is so good and clean. I love it, it's amazing how much a difference a clean UI makes in a game like this.
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# ? Apr 18, 2021 20:20 |
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The devs (they respond very quickly to Github) have said there is still substantial work to be done on the road pathing, and have noted the specific example I gave as a bug.
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# ? Apr 18, 2021 20:36 |
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Oh man, some of these seeds are absolute trash. Gotta cart iron ore halfway across my starting area over mountains, means my income sucks rear end to begin with. Businesses don't pay more based on distance travelled either!
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# ? Apr 18, 2021 20:41 |
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Disappointing Pie posted:The UI in Voxel Tycoon is so good and clean. I love it, it's amazing how much a difference a clean UI makes in a game like this. In my opinion, it's not very good. However I'm glad you are enjoying it. The roads don't match, most of the important interfaces are hidden, and it's generally difficult how to figure out what to do when you want to do it.
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# ? Apr 18, 2021 21:08 |
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At first glance, seed goonygoon shows promise. Two of the cities are pretty close to each other (and wood and coal) and in between them (but north, like a triangle) is a large area that’s relatively flat.
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# ? Apr 18, 2021 22:32 |
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I'm doing goonbuttes, dammit.
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# ? Apr 18, 2021 22:39 |
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"Finished" Dyson Sphere Program last night (mission complete + all non-infinite researches). 54 hours to the end without especially rushing. I've decided to shelve it for now, uninstalled to make sure I'm not bouncing back to it all the time. Good core to the game but it has a lot of improvements to go yet. I'm sure I'll pick it back up again down the line. Also dipped into Koi Farm for a bit, 20-30 min. Not really sure how to predict patterns yet but it's a cute game and I was already in "don't want to put my fish in the river, they're mine" mode within 10 or so. For $3 certainly worthwhile. Not sure about longevity but it's a good gap filler.
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# ? Apr 19, 2021 15:17 |
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Is it just me or is track-laying funky in Voxel Tycoon? Sometimes it double-tracks and then I can't put signals on the line, and sometimes it just goes off completely wide of where I want it to be. Also, I'd love to see people getting on and off busses and trains.
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# ? Apr 19, 2021 18:03 |
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It's not just you, the developers have acknowledged that road/rail construction needs another look at. They have it listed in the roadmap but not in the next EA update: https://trello.com/b/wHz5JHqH/voxel-tycoon-roadmap Also, the whole thing is a 2 man project, so don't expect too many vanity features in the beginning.
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# ? Apr 20, 2021 08:42 |
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Cool, I'll shelve it for now, while it brews some more. I do like the bones of the game, so looking forward to seeing it develop.
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# ? Apr 20, 2021 11:23 |
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lagidnam posted:It's not just you, the developers have acknowledged that road/rail construction needs another look at. They have it listed in the roadmap but not in the next EA update: The voxel tycoon guys also put out an FAQ document that covers some of their future development plans and directions - https://voxeltycoon.xyz/devlog/ea-faq/
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# ? Apr 20, 2021 13:18 |
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Disappointing Pie posted:The UI in Voxel Tycoon is so good and clean. I love it, it's amazing how much a difference a clean UI makes in a game like this. How is the UI in Voxel Tycoon vs OpenTTD? OpenTTD is almost exactly what I want but the UI is...not great. On the other hand, I love OpenTTD for the grid layout and not having to pixel-perfect my placement.
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# ? Apr 21, 2021 01:50 |
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Played some Planet Zoo after all. Built a few habitats for "easier" animals in a zoo from scratch, tried to get a little too bold on the design, reminded myself why I stopped Planet Coaster; the construction tools didn't get any better. Plus the optimization is godawful, north of 70 C just existing in a mostly empty park. Disappointing, probably not returning to it. Didn't even get to build red panda haven. Not sure what I'll move to next. Maybe hitting a burnout point.
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# ? Apr 21, 2021 06:24 |
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I've started playing AI War 2 and it is phenomenal. Tactical space chess with cool battles and an AI that actually has a brain. You've got to pick and choose what hills to die on carefully, and it's an insidious game with a lot of back and forth. Setting up dummy colonies that you shore up with defences in the hopes it attracts the wrath of the AI away from your actual important and useful economy generating colonies. Creating elite ghost division fleets that slip through AI defences and strike deep into the heart of their territory to wipe out valuable targets to provide your faction with bonuses or hamstring the AI's, before zipping back to hometurf to recoup and recover. It's not a game where you conquer everything, it's a game where you try to keep below the radar and pray to God that the AI's horrifying eye doesn't fall on your measly resistance, before showing you what true omnipotence is. So there's a lot of figuring out what's worth conquering and generating awareness against you, versus what to avoid taking just to eke out a few more moments of respite. It's a fab game, with a slightly dense learning curve which is easily bypassed after watching a few tutorial videos. The ingame FAQ is also extremely useful. Did I mention you can set up beachheads for the particularly difficult sectors? You've got your bog standard transport ships that carry around your fleets in deep space (they're faster than the units they carry, but have no armaments), your mobile support units that exist purely to churn out units lost in battle whilst also having a complement of engineers to help repair work and building. Finally, you've got battlestations: beefy hulking masses that can take a beating and have their own pool of turrets to shore up defences in a region, or you can send them through wormholes into enemy sectors to build defensible attack positions to give your transport fleets some breathing room to deploy and not get immediately nuked. It's all about taking step by painful step towards being strong enough to hit the heart of the AI homeworld and defeat it for good, whilst simultaneously trying to stay off the AI's to-do list to give you that shot in hell of getting to the point where you're able to take on the AI homeworld. In my playthrough, I've managed to claim a tiny corner of the galaxy to set up a bunch of economy command centres to provide resources for the war effort, and my frontline is a beefed up military command centre with a wall of turrets and my defensive fleets to prevent the AI from spearheading deep into my lands. I've then got a cloaked transport ship that zips about the galaxy to spew out hundreds of fighters that wipe out their data centres and hacks valuable technology. https://store.steampowered.com/app/573410/AI_War_2/ PS: you can't just keep hammering at particularly difficult AI sectors until you eventually beat it via attrition. The AI is aware of this tactic and will happily use your destroyed ships as scrap to spew forth their own retaliatory waves that scale based on how many units you've thrown at them and lost. Qubee fucked around with this message at 09:25 on Apr 21, 2021 |
# ? Apr 21, 2021 09:18 |
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It occurs to me that this will likely be of interest to the thread: The game KeeperRL (sort of a cross between dungeon keeper and dwarf fortress) released one of their old versions for free a while back, so you can give it a go and see if you like the idea. Apparently the newer versions have some significant improvements though personally I admit I find the building element to be a little simpler than it could be. https://store.steampowered.com/news/app/329970/view/2836644651902355969 http://keeperrl.com/keeperRL_alpha29_1.zip
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# ? Apr 21, 2021 17:36 |
Loving Capitalism Lab, even splurged and got the Digital Age DLC on top too. But, it's clearly a 2001 game with extras bolted on. The UI is extremely click heavy and the micromanagement is out of this world. For software/internet companies you live and die on your R&D. So you have to manually set your research nodes, how long they should go for, and your staff can be headhunted away but they are named and somewhat unique so if they split, you have to manually rehire someone else and remember what the hell that node was supposed to be doing. I'm turning that poo poo off my next run lol. Got a mod that adds more products, which means more production chains, which means more chains for those inputs. There is no diagram or manual for either the mod input chains or even the stock ones on the outside of the game in a wiki or something. And for a game that has every reason to be a spreadsheeet game... there's not nearly enough spreadsheets. I can look at my income statement and balance sheet but that's extremely high level when I want to drill down into exactly what is and is not working. My entire company's revenue doesn't tell me much when I have like 50 things going on and have my finger in a zillion different pies. I do telecom, run multiple websites, run factories for companies, make an operating system and other software, run retail for all of the above, you need to be a little more specific there game. This is the one game where an Excel or PowerBI plugin could sell as a 30 dollar DLC and it would totally work lol skooma512 fucked around with this message at 17:41 on Apr 21, 2021 |
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# ? Apr 21, 2021 17:38 |
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OwlFancier posted:It occurs to me that this will likely be of interest to the thread: I tried that free release a few months ago, don't remember a ton besides thinking "it has promise but I'm not really able to get into it right now". Maybe I'll give it another pass when I'm out of this "reject all new games" funk.
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# ? Apr 21, 2021 17:46 |
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SkyeAuroline posted:I tried that free release a few months ago, don't remember a ton besides thinking "it has promise but I'm not really able to get into it right now". Maybe I'll give it another pass when I'm out of this "reject all new games" funk. Yeah I don't think I like it enough to buy it and would probably need a lot more content in the base building department, as it stands I kind of felt like I was just stumbling into success because occasionally I would trigger an enemy to suicide itself on the dungeon defences and the game mostly boiled down to being basically minion screening interviewer.
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# ? Apr 21, 2021 17:50 |
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OwlFancier posted:It occurs to me that this will likely be of interest to the thread: Thanks for this ive had it on my wishlist but itll be fun to try it for free!
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# ? Apr 21, 2021 17:51 |
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skooma512 posted:Loving Capitalism Lab, even splurged and got the Digital Age DLC on top too.
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# ? Apr 21, 2021 17:56 |
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zedprime posted:Learn the firm map filters and next firm previous firm hot keys to review your different market segments. The Corp roll up reports are almost useful but almost everything you need to know is only tracked at the firm level for reasons that can only make sense 20 years ago. Props to authentically reproducing the corporate experience at least.
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# ? Apr 21, 2021 18:01 |
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Qubee posted:I've started playing AI War 2 and Thanks for posting this. I somewhat enjoyed AI War 1, but bounced off of it after a while just because of how dense and chaotic it became, and how hard it was to keep track of things and need to constantly micro. I did like the particularly bleak concept. This sounds like there have been significant improvements, so I'm going to check it out.
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# ? Apr 21, 2021 19:50 |
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I’ve been on an Ceasar 3 bender that evolved into Pharaoh/Cleopatra. I love how they strike an impressive balance between all the systems (economy, military, city-builder), while looking great (with some hacks) after what, 20+ years?
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# ? Apr 21, 2021 20:40 |
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Mokotow posted:I’ve been on an Ceasar 3 bender that evolved into Pharaoh/Cleopatra. I love how they strike an impressive balance between all the systems (economy, military, city-builder), while looking great (with some hacks) after what, 20+ years? I've been told that Nebuchadnezzar is along the same line of gameplay https://store.steampowered.com/app/1157220/Nebuchadnezzar/, might be worth checking out.
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# ? Apr 21, 2021 21:22 |
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gently caress I didn’t know they’re that far along with it. Right into my veins.
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# ? Apr 21, 2021 21:24 |
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Volmarias posted:Thanks for posting this. I somewhat enjoyed AI War 1, but bounced off of it after a while just because of how dense and chaotic it became, and how hard it was to keep track of things and need to constantly micro. I did like the particularly bleak concept. This sounds like there have been significant improvements, so I'm going to check it out. Significant improvements is an understatement. That painful micro is long gone, the dev has streamlined gameplay mechanics to the point where it's genuine fun, rather than a constant feeling of being kicked in the nuts like you're some masochist whenever you try to navigate the godawful UI or make sense of the bajillion different stuff to keep track of. Now it's just constant hits of dopamine cause you're actually doing what you want to do without all the fiddly bits, and it's just as satisfying.
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# ? Apr 21, 2021 21:44 |
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IcePhoenix posted:I've been told that Nebuchadnezzar is along the same line of gameplay https://store.steampowered.com/app/1157220/Nebuchadnezzar/, might be worth checking out. I haven't checked the game out in full, but I think the thread is kind of sour on it.
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# ? Apr 21, 2021 21:47 |
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# ? May 18, 2024 00:35 |
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Qubee posted:Significant improvements is an understatement. That painful micro is long gone, the dev has streamlined gameplay mechanics to the point where it's genuine fun, rather than a constant feeling of being kicked in the nuts like you're some masochist whenever you try to navigate the godawful UI or make sense of the bajillion different stuff to keep track of. Now it's just constant hits of dopamine cause you're actually doing what you want to do without all the fiddly bits, and it's just as satisfying. Got any recommendations for tolerable let's play or tutorial videos for AI War 2? I'm intrigued but not sure I want to pull the trigger just yet.
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# ? Apr 21, 2021 21:56 |