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CuddleCryptid
Jan 11, 2013

Things could be going better

Agean90 posted:

the issue with the post apocalypse games is that it never really goes beyond being a settlement. Like once you get sustaining you can build cool poo poo, but there's never any point, it's just grow and stay a city. Better would be of you entered a phase 2 where you started projecting power into the surrounding areas

like start sending out armed and trained military units to wipe out raider strong holds and setting up outposts and regime changing politically aligning hostile settlements with the goal of becoming the center of a regional power and handling all the resource and production demands of that

hell zeus was able to do that well and it's near 20 years old

Rimworld allows for this but since you can only build one colony. Rise to ruins maybe?

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CuddleCryptid
Jan 11, 2013

Things could be going better

LASER BEAM DREAM posted:

Has anyone tried Kingdoms Reborn? It only came out back in November and has a 91% positive rating with over 1600 reviews. I loved Banished and a lot of the reviews draw the comparison between the two.

It's okay. The difference is that Banished had a material pressure need that kept you building and expanding to keep your village running smoothly. Kingdoms has that in a small degree but it's a lot more SimCity about it and has a lot more of a creative city builder style that focuses on trade and building custom castles and such. So if you just liked the building aspect of banished it's certainly there, but if you are also into the resource management side then you may be disappointed

CuddleCryptid
Jan 11, 2013

Things could be going better

Alamoduh posted:

Seconding this. It’s still very early access, the devs are forthcoming about it. Will probably be better when it’s released, but for now it’s just OK. There are plenty of other games that do the same thing better- I recommend Dyson Sphere Project, even though it’s still ostensibly early access, it feels like a complete game already and has been totally bug- free for me.

Idk, I don't really think they're even going for a Banished style game. All the mechanics that would enable that are already in the game, it's just not that kind of game.

CuddleCryptid
Jan 11, 2013

Things could be going better

Zerf posted:

If you both play it, feel free to give us new feedback :)

The biggest things I have been having issues with is the seeming lack of a overview of supplies (perhaps I'm just missing something) as well as the general lack of need for specialization like the poster above mentioned. Perhaps I haven't gotten too far yet but there isn't a lot that is gated behind skills, so I end up putting most of my perks and such into things that make dwarves better in a fight, since monsters will spawn in and they tend to really go for the kill.

It's seemingly easy to get dwarves killed because they ran into a pile of slimes, and it can turn into a chain reaction if you're not super careful. As a result you tend to expand slowly, which in turn makes skill benefits that make crafting faster into kind of unnecessary since time isn't your major limiting factor.

If I had to offer a solution I might suggest that skills have an efficiency bonus, in that high skilled pawns have a chance to either not consume a raw material or to produce twice as much, especially when it comes to things like smelting metals.

I like the design and idea though, good work so far.

CuddleCryptid
Jan 11, 2013

Things could be going better

StrixNebulosa posted:

It’s a RTS focused on turtle defense.

Specifically the kind of RTS that requires a lot of pausing and running right on the edge of your resources to succeed. It's a lot more like Starcraft than any normal building game.

It's really good if you are into that kind of thing, but it's definitely the kind of game where you can get half an hour into it and lose because you got careless and caused a death spiral, because destroyed buildings create more zombies which destroy buildings which...

CuddleCryptid
Jan 11, 2013

Things could be going better

Count Uvula posted:

If you do buy make sure to remember you can mute unit voices cause lmao it's so embarassingly childish with the only female unit type in the game implying they were fuckin' the player last night like 1/5 times you click on one.

Weren't they patching out the rangers "gently caress me" dialogue? Or did that just never happen

CuddleCryptid
Jan 11, 2013

Things could be going better

My math for Factorio is "conveyor belt empty, build more assemblers"

CuddleCryptid
Jan 11, 2013

Things could be going better

Kvlt! posted:

I bounced off Rimworld so hard, because a game like Factorio or OpenTTD is really easy to figure out with just common sense (why isnt my driller running? It needs electricity. Why is my train stopped in the middle of the track? Misplaced signal).

Whereas in Rimworld the game will say "Your little guy is sad and angry and bleeding". Well the bleeding is pretty easy, it means he needs a bandage or a doctor. But there's a trilion ways to solve the other two and I got frustrated trying to balance all the colonists emotions and feelings as well as their physical needs like food, shelter, etc.

That's kind of the point of Rimworld though, it's just a slow death spiral that you are able to escape to end the game rather than a management one. It's far closer to the arcane and deadly madness of Dwarf Fortress than a city builder.

CuddleCryptid
Jan 11, 2013

Things could be going better

Samopsa posted:

https://store.steampowered.com/app/1157220/Nebuchadnezzar/ this just released, a pharaoh clone. Seems to be solidly 'meh', but most reviewers are veterans of the genre so ymmv.

As someone who isn't a vet of the genre but bought it anyways, it's pretty basic. The campaign is a bit dull because everything is level locked, so your goal is to reach the arbitrary objective goal and then immediately bail out. Plus some of the objectives are a bit dumb, like in an early level where you have to have a certain stock of grain in a warehouse so you have to actually stop making bread to build it up.

It's probably a lot better in free build mode.

CuddleCryptid
Jan 11, 2013

Things could be going better

RadioDog posted:

I'm just sitting here looking at a list of the management games I play now on steam and they're almost all entirely EA. Wow.

That's modern gaming for you. A game doesn't just launch, it releases and releases and releases and releases and releases...

I've started getting some games to support it and then just letting them sit for a year. The dwarf colony game Hammerting is fun but I haven't played it in several months just because it's it's actually releasing in November.

Anime Store Adventure posted:

Turns out the dev has some pretty heavily anti-socialist posts on his personal twitter. I will probably still try the game at some point, but I wonder if thats the 'bias' in the sim lol.

e: Like just don't say that stuff in the description. Even if it makes some biased assumptions there's tons of management games that do that, and I still play them and enjoy them. Hell, some of the most popular management games are really biased and bad if you take them at absolute face value, but we understand they're games and toys.

Then you have games like Factorio where it's several years down the line and everyone simultaneously finds out that the "kill the natives destroy the land for your own profit" thing wasn't supposed to be satire

CuddleCryptid
Jan 11, 2013

Things could be going better

Jack Trades posted:

Is Rise of Industry any good?

Imo it's an inferior version of Transport Fever

CuddleCryptid
Jan 11, 2013

Things could be going better

WithoutTheFezOn posted:

Speaking of which, is it just me or does pretty much every city builder with elementary schools require you to place way too many of them?

A lot of 12 year olds exit the schooling system to start working to support their families, that's why you don't need as many high schools. Someone has to fix the gearboxes in the industrial zone.

CuddleCryptid
Jan 11, 2013

Things could be going better

Mayveena posted:

Huh my carrots aren't growing after 4 days. Everybody starved to death.

Are you sure they were actually planted, not just a plot placed down?

CuddleCryptid
Jan 11, 2013

Things could be going better

euphronius posted:

It honestly seems like the game dwarf fortress should have been

Timberborn is a fun little city builder made by a team of developers with some nice fluid mechanics, which is completely different from DF which is a project made by one man using handpunched paper cards to try and simulate reality which was assigned by the gods as punishment for his hubris.

CuddleCryptid
Jan 11, 2013

Things could be going better

WhiteHowler posted:

Astroneer requires almost no reading or UI management, and a younger kid could do many of the tasks -- exploring and resource-gathering is easy if you teach them the basics. The game is very non-punishing. The only ways to "die" are to run out of oxygen or have a bad encounter with the local flora (which is all stationary). And then you just re-appear at your base and can either go retrieve your backpack, or just re-print your equipment.

That said, some of the base-building and advanced resource creation is a little complex, so it's definitely a game you'd need to always be playing co-op with them. Astroneer also may be a little dry for some kids. It's bright and colorful, but you are just kind of grabbing rocks and turning them into non-rocks. The exploration is fun, though, and launching into space together for the first time would probably be a fun experience.

The only caveat I would give here is that it's easy to get lost in the caves once you go off-tether, and if you die you drop all your items. So you'll probably need to be playing navigator with them in order to help orient them back to oxygen sources.

CuddleCryptid
Jan 11, 2013

Things could be going better

Arsenic Lupin posted:

You know Dwarf Forces themselves are working on a graphics version with a good UI?

e: beaten like a red-headed stepchild's horse carpet.

Sorry playing DF with a graphical tileset is like playing the Yakuza series with English voice over. Technically you played the same software, but did you play the same game

Failing to see a megabeast walking towards your base because you didn't see the £ in the middle of the field of L is just good gameplay

CuddleCryptid fucked around with this message at 17:40 on Oct 8, 2021

CuddleCryptid
Jan 11, 2013

Things could be going better

Mayveena posted:

The solution to this is to not go off tether :)

Tethers are cheap but man do you have to make a lot of them if you want to actually stay on it. But hey, kids have the time

CuddleCryptid
Jan 11, 2013

Things could be going better

Anime Store Adventure posted:

I like a lot of things about Settlement Survival and I get this genre isn't known for strong marketing or titles but


Settlement Survival?

Yeah, there's a settlement and it's surviving, whats the issue

CuddleCryptid
Jan 11, 2013

Things could be going better

One thing that is kind of weird about Timberborn is that you can't dig out dirt tiles without dynamite. If you drop dynamite in dirt you're just going to have the same amount of dirt, just more all over the place now. It's made for cracking stone. Just grab a shovel you lazy beavers.

I can see using the dynamite for making paths through the mountains but if I just want to dig irrigation ditches it's odd.

CuddleCryptid
Jan 11, 2013

Things could be going better

Impermanent posted:

I've toodled through an hour of the full release and I played the demo a lot. It doesn't quite have the same visual-spatial puzzle management of dyson sphere / factorio / satisfactory but the building and resource extraction still feels base management-y in a way that scratches that itch. I really like how it just gives you the kind of building ability to slam down several things in a row that would have taken hours of time to get to in factorio. So far I'm enjoying it but I do hope that it picks up in the logistics puzzles in some way. There's theoretically a balancing element to power in that you want to build several types to keep generating regardless of circumstances but I found that just building loads of stations and lots of batteries let me just live off of wind power, at least in the early game. Really enjoying it, though!

I'm actually more likely to play it now because I really did see it pop up on GamePass, looked at the trailer, went "so it's Dyson Sphere but you get attacked a lot" and wasn't into the vibe. If it's not as intensive of logistics and more combat then that distinguishes it more

CuddleCryptid
Jan 11, 2013

Things could be going better

I like the idea of riftbreaker, but it definitely has some pacing issues. You end up standing around a lot for basic research to build up. Also meteor showers don't have any right to exist when there isn't an auto repair/replace function aside from repair towers. Still, good ideas.

CuddleCryptid
Jan 11, 2013

Things could be going better

How are people handling mining outposts? Fortify the hell out of each one? Or just let it fall and then rebuild after the next wave comes?

CuddleCryptid
Jan 11, 2013

Things could be going better

Count Uvula posted:

You need like 15 samples of a plant and then the cultivator can cultivate it. Use your bioscanner.

You can't seem to harvest plants with rare minerals until you've got the research to handle that mineral completed, though, but you can still make a nice sustainable carbon/iron farm with some basic plants.

Oh I see, when folks were talking about farming, they didnt mean growing plants to turn into power that then goes into a synthesizer, it's literally growing uranium.

CuddleCryptid
Jan 11, 2013

Things could be going better

Thompsons posted:

Yeah it seems like a system the game really should tell you about but it doesn't say anything at all really, is there like some menu you go into to tell the cultivator what to grow?

Yeah it's a mod slot item, so when you select the contextual center button on a cultivator you can select which plant to grow.

CuddleCryptid
Jan 11, 2013

Things could be going better

I can't even imagine what this game would be with a controller. No fixing things at the speed of hand movement would be nightmarish.

CuddleCryptid
Jan 11, 2013

Things could be going better

RabbitWizard posted:

In Rift Breakers, how is resource generation in my main base handled when I'm somewhere else? Ist everything just paused and I just get whatever was the current production when I left? If yes, would it make sense to turn off some structures before I travel? How is mining/ore consumption handled? I can't imagine just dumping tons of miners on another map and quickly jumping away gives me resources forever. Is there an overview on what gets paused (like attacks - I hope?) and what continues working/using stuff?

Resource generation continues if you move to a different area, and you can use those resources wherever you go, except for electricity.

I'm not sure if the base you leave behind ever gets attacked while you are gone but I don't think I have ever seen it happen.

CuddleCryptid
Jan 11, 2013

Things could be going better

Jack Trades posted:

I'm feeling like there's no point in actually building a base defense really.
You get a 90 second warning which is plenty of time to teleport to the place that's gonna get attacked and plonk down 50 turrets.

Because sometimes they can come from multiple directions and since there is no auto rebuild function I don't want to deal with rewiring half my base because a few ants got in.

Or maybe I just have They Are Billions PTSD

CuddleCryptid
Jan 11, 2013

Things could be going better

Burning Rain posted:

How is it now? And is it worth getting if I love Rimworld, but don't necessarily think a third dimension would add a lot to it?

I got the 10€ coupon from Epic and am trying to decide between Going Medieval and waiting for Against the Storm to become eligible.

It's decent but very barebones right now. I would personally recommend wishlisting it and buying it when there is more to it.

CuddleCryptid
Jan 11, 2013

Things could be going better

Protocol7 posted:

Even then, I read that you can skip a certain end-game task and get to play freely in your campaign map, but I don't know exactly what that looks like.

Riftbreaker might be the game that finally pushes me into more hardcore management games though. I've always been a bit, uh, daunted by games like Factorio or Satisfactory.

If you are looking for something in between the two then Mindustry is a wave based tower defense game that has similar "mine ore to refine ore to make ammo" and conveyor belt systems, but without the more intensely complex logistics of something like late game Factorio

VVV I never miss baybee

CuddleCryptid fucked around with this message at 17:19 on Oct 19, 2021

CuddleCryptid
Jan 11, 2013

Things could be going better

mrmcd posted:

In Riftbreaker, is there anyway to mitigate the various "weather" events? They just seem extremely stupid and not thought out. Like the rng is just "oh I'm gonna gently caress up your base a little bit everywhere because reasons. Enjoy manually dragging the repair cursor around 500 different tiles."

I know there's repair towers but they also seem kinda useless on account of the 4 tile range and using an AI core.

Nope! Why? :iiam:

The AI cores arent really a sticking point because you can get lots of them out of upgrades node's, but the repair tower still has a large footprint.

CuddleCryptid
Jan 11, 2013

Things could be going better

Mayveena posted:

Hey folks, in The Riftbreaker is there any way to build anything across mud/swamp? Does it affect mobs? I stupidly (?) built next to a swamp and now I'm wondering if the base is untenable. Thanks for any help.

If it's a brown mud swamp then you can get, well, mud with a pump which can be turned into water. If it's a green bog then you can turn that into energy directly.

CuddleCryptid
Jan 11, 2013

Things could be going better

Poil posted:

They said it was daft to build a base next to the swamp but I did it all the same just to show them!

Are there any management games where you play as nobility and have to manage an estate, deal with intrigue and get to build a lot of stuff?

CuddleCryptid
Jan 11, 2013

Things could be going better

Wipfmetz posted:

I like the new Overworld of Hammerting with dwarves walking back and forth to foreign settlements. There. That's my story.

I like the design of the trading system (aside from it being extremely easy to game by mass producing stone columns) but it does still have the issue of there being very little time pressure to do anything, which makes most upgrades pointless. They should really get you involved in a war far faster; I am over halfway up the tech tree and I'm still just cranking out stone columns and digging the mountain out unimpeded.

CuddleCryptid
Jan 11, 2013

Things could be going better

Wipfmetz posted:

Just caught a few fishes in Hammerting after realizing that a lake doesn't need _visible_ fish in it.

... now what do i do with all that fish, there are no cooking receipies. Do they count as meat?

I would imagine they count as meat, if you go to your kitchen you should be able to check by selecting a meat dish and then setting it to only accept fish.

And yeah you don't need visible fish, when you go into the pier's UI it will tell you how many fish are present in the water.

CuddleCryptid
Jan 11, 2013

Things could be going better

Riftbreaker is a good action game but a bad management game because there is no beauty in its design. You make something in Factorio or Oxygen Not Included or a business Sim and you can zoom out and marvel at what you are slowly creating. In Riftbreaker it is a constant stream of just shoving stuff wherever it fits because there are very few things that are synchronized with other buildings; most things are just "its good as long as it is on the map".

CuddleCryptid
Jan 11, 2013

Things could be going better

Programming a competent and educational tutorial that teaches its players how to play your game beyond basic mechanics, which you clearly think are important: hard, expensive, time consuming

Replacing the opening screen with :smuggo: : easy, cheap, quick

CuddleCryptid
Jan 11, 2013

Things could be going better

deep dish peat moss posted:

Out of curiosity, have you played Mindustry? It's a lo-fi indie version of the same concept but it leans a little heavier into the Factorio side of things by including belt-based logistics. I think it strikes a much better balance between tower defense and factory builder

Yep, I think I even recommended it to someone somewhere upthread hah. That's a good example of what this game needed to be more of what was pictured, the ammo generation and distribution networks being based around magical energy nodes is too simplistic and gives more of the feeling of it just being an action game.

There's also a lot of handwaving of things. Oh, so you can't teleport energy between areas but you can teleport massive amounts of solid objects, because otherwise you might have to adjust your base to the resources at hand. Oh, you don't want to build a base in a uranium based area so you can just scan uranium plants and then plant them anywhere, which is impossible. Oh you have these AI buildings that control the turrets but if the buildings get cut off the turrets are still fine so long as the AI slots are anywhere on the map.

Mindustry gets it right in the sense that if you don't keep your supply lines clean and clear of enemies you were *hosed*. But because Riftbreaker requires you to be attacked from any direction those kinds of supply lines would be near impossible, or at least very annoying, to set up.

CuddleCryptid
Jan 11, 2013

Things could be going better

Mad Wack posted:

i watched a few streams of it and so far it seems glacially slow, packed with moving tie ins, and boring - no one i watched ever really got to park management beyond one or two dinosaurs plus some helicopter/jeep scenes. it might get there eventually but definitely not in the first few hours of the campaign, curious to see what others think

Ah, so the worst parts of the original magnified a dozenfold. I'm glad that I have been steering all the way clear of it.

Although if they just went all in and replaced all of the advisors with Chris Pratt's character in very unconvincing disguises I would probably still try it.

CuddleCryptid
Jan 11, 2013

Things could be going better

star eater posted:

I picked up Workers and Resources and wow this game is gonna KILL me isn't it

Yeah I got it too and there is certainly a lot to it. It's kind of Tropico at a high level and Transport Fever at a lower one, which is great. The building placement system is a little finicky and the UI for setting up vehicle routes tends to block a lot of the screen, but it's been fun so far. It does seem like the kind of game where I'll be frequently restarting to "do it right this time"

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CuddleCryptid
Jan 11, 2013

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Log082 posted:

One of my favorite things about W&R, and one of the most unique for me, is that I constantly find myself forced to make compromises in terms of space or layout that are just annoying enough to make me want to do better but not so bad I feel like I have to restart. A lot of them (not all; infrastructure and placement can be finicky sometimes) often feel very "realistic" even if they're not, and usually tend to be things like inefficient transport routes.

One tip, though: Absolutely grab the mod that adds conveyors over roads and rails, because the default towers make it nearly impossible to cross a transport route without getting very silly.

I will look into that mod, thank you.

Yeah the restart thing will depend on how easy it is to gently caress yourself over. I tend to do that in colony sims when I realize that I really should have done something differently and it would be a pain in the rear end to reroute all that piping, but if you can kind of scrape along even in the face of inefficiency then I think it will work out okay

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