Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
People talking about Astroneer: you might also be interested in the similarly-named Stationeers. It's still early-access, but I really like it. It's kind of like a first-person Oxygen Not Included, with you as the only dupe (unless you play with other people). You're an astronaut on a planet/moon with an unbreathable atmosphere. The lander has supplies to get you started, and the map is full of ore deposits that you can turn into ingots to fuel your 3D printers that make everything you need to survive. Your space suit (and some of your tools) is battery-powered, but there's a battery charger and a solar panel on the lander to get you started. The big thing for this game is managing pressure, temperature, and gas mixtures, and a good early goal that involves all 3 of them is to set up a greenhouse for growing food. The hunger meter is optional (the default is really low so it takes a long time to starve, plus the lander has a bunch of extra cereal bars and plants to get started), and there's a big oxygen tank, but eventually you'll need to make that yourself to stay alive.

There's also a logic circuit system, so you can program and automate things, like having all of your solar panels tracking the sun during the day, and resetting to the dawn position at night. Or having all your exterior lights turn on when the sun goes down. It's nice and satisfying to look out over my moon-base platform: from my 3D printers arranged for easy access and set up so that all the finished products get sent by a chute system into a small room, to my furnaces smelting ore into ingots and sending the waste gasses through pipes that cool the gas mixture before it goes through a series of filters so each gas gets stored in its own tank. The greenhouse on top of a nearby hill is temperature- and pressure-controlled, with an airlock entrance, and there's a vent inside that can pump CO2 into the room (and another setup outside to filter out extra oxygen and send it back to the main oxygen tank, which is also hooked up to a small tank filler unit so I can replace the one in my astronaut suit when that gets low). All of this is powered by solar-tracking solar panels that store excess energy in a series of battery banks, where it's then sent through transformers to limit the power being sent through the various sub-grids (like Prison Architect or ONI). Luckily, there's a wiki and a bunch of other useful information available online for stuff like the logic circuits and furnace recipes (advanced alloys need specific ore mixtures as well as limited temperature/pressure ranges at which they can be made - outside of those conditions, you just get garbage ores that can be recycled back into their base ingredients).

It's got multiplayer, and I've played a bit with some friends, but I've got a lot more solo time. It's a good podcast game - there isn't any combat, and any problems with your suit have an audio cue as well as a visual one. The big goal is to eventually build a rocket (I think), but I look at that the same way I look at building a ship in RimWorld - a vague suggestion at best, but outright ignored most of the time. It also seems like the developers' eventual goal is to include a Space Station 13-style mission mode, where multiple players have to maintain (or possibly sabotage) a base to stay alive, and each player gets different tools instead of the full toolkit that everyone gets normally. I don't know very much about that because I'm pretty sure it's not even implemented yet, and I'm also way less interested in it than in sandbox. It's a fun game that has sucked away a lot of my free time, both playing it and thinking about how to set up some little system or another.


I don't have very many screenshots of it, and this one isn't the best (it was for the Halloween update), but it shows the UI (which has since changed a little bit, but not by much). The 6 slots on the left all have their own pop-up menus (I usually keep the backpack and belt open), and the suit menu is where you deal with oxygen, CO2, and your suit's battery). The UI size is also adjustable, and I almost always make things smaller than the default (I think that's at about 70 or 80%), so if it's hard to read at all, it doesn't have to be! :) (also, that's from a Mars game, not the moon as might be implied from the rest of my post)

Fifty Farts fucked around with this message at 06:17 on Jan 5, 2021

Adbot
ADBOT LOVES YOU

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Pornographic Memory posted:

Prison Architect has to be my favorite management game because in spite of the distasteful theme it has so many moving parts, once you made a functioning prison you could spend forever just watching it.

SimAirport has some of that same feeling, when you get a good flow of passengers. People arrive, line up to check their baggage (which gets conveyered out to the proper plane, and conveyered into a baggage claim for incoming flights), flow through security (quickly with a good set-up), mingle and shop for a bit in the main concourse, then line up at their gates to board their plane, and eventually you get to watch 4+ planes all taking off and landing in a synchronized manner and everything runs like clockwork.

Until it doesn't and a plane is late taking off, so another one can't land when it's supposed to, and then everyone's tired and late and cranky. But that's how it goes. At least they're not trying to sneak in knives to stab their fellow passengers.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Away all Goats posted:

CCTV is mostly for if you use fog of war, giving you vision of places you don't necessarily need a guard to be at all times but want to keep an eye on anyway, like the laundry room or certain hallways.

I have played PA in a long time now, but IIRC inmates could arrive as min-med-max security and you needed cell blocks designated as such. If you want to change their security level you can change it by clicking on the prisoner.

To add to this, eventually you'll want to have different security levels separated just to save yourself headaches and blood. I like to build a yard next to my canteen and give everyone an hour of yard time before meals. Eventually, when I have enough people, I'll start staggering schedules (particularly meals), so while one group is eating, the next group is getting their yard time. Sometimes it's better to stagger it even more, so that max-sec doesn't ever have a chance to mingle with anyone else (if they don't have their own self-contained mini-prison).

Phone taps and intel are used to discover traits and potential contraband being smuggled in (or thrown over the walls). Most traits aren't a big deal, as long as you keep their needs satisfied. Snitch and Ex-Law Enforcement, however, quickly become targets for the rest of the inmates (especially if someone in their vicinity is Violent). To deal with this, I like to change their security level to Protected Custody (it won't be automatically assigned to anyone based on behavior, unlike the main 3, so you can control who is and isn't PC) and set up a mini-prison (with a laundry, canteen, small yard, shower, big fancy dorm with a bunch of stuff to do, and maybe one or two other things like a chapel or a classroom), with a small Protected Custody-only gateroom. I use gaterooms for all my cellblocks - small room with doors at opposite ends, metal detectors, and a patrolling guard (sometimes also a dog). It's really useful for stopping the flow of contraband, and if you keep the doors open as long as it's not sleep-time, traffic doesn't get slowed down too much. Anyway, the one for the Protected Custody guys is kept closed at all times, and they're as isolated from the rest of the prison as possible (parole and visitation are the exceptions, unless you give them private versions of those, too).



That's an older pic, not really related (you can see my PC/Supermax area up top, but it was crammed in when I realized I needed it), but it was definitely my largest and most successful prison. I think I'd just spent a bunch of money putting in grass around the outer perimeter to make it look nice. You can see that I separate stuff into a lot of smaller zones (especially outside), and most of them are guard/staff-only, like a lot of the corridors between buildings. I try to make sure the cellblocks are as self-contained as possible so nobody has to walk too far to do anything. My biggest problem in that one was that the max-sec canteen/kitchen was too small for the population. I also hadn't discovered the yard-next-to-canteen trick yet, or I'd have moved the toilets and made that unused room near the canteen a passageway.

One handy little trick I discovered early on: if you put toilets and showers outdoors in the yard, prisoners will use them during yard time, saving you time in the schedule (make yard time first thing they do in the morning, and then they can exercise or whatever after they're done showering). I still make a little shower-area with drains and walls and benches, but it's zoned as part of the yard and doesn't have a door.

Also, lol:

Fifty Farts fucked around with this message at 05:29 on Jan 13, 2021

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

SkyeAuroline posted:

"Cool, tile-based atmospherics and liquids, we've been doing that with Space Station 13 for two decades and I loved playing atmos tech for half a decade, ready to rig up tons of mixed gas management - sorry, your atmos system made 20 years later can't handle more than one gas or liquid at a time? Along with all the problems that come as a result of single-entity tiles? Well, there goes all my interest in gases, but..."
"Cool, power systems with more variety and balance to them than most of these other games where there's an obvious win choice - sorry, you did what to make a power grid mechanic designed solely to punish players and take up excess space (along with the previous bit taking up huge amounts of excess space with the giant atmos/liquid machinery)? And this is required to do anything beyond the smallest starter base? Well, there goes more of my interest in any of the cool machine tricks, but..."
"Randomly generated worlds and duplicants with less risk of being so completely useless like Rimworld pawns can be? Cool, I love that idea - sorry, your random world generation is just like Don't Starve Together was in that crucial things can just Not Be There in any obtainable area, and those duplicants are actually all as stupid as unpatched Rimworld AI is (without easily-accessible patches like Rimworld had, though this may have changed since I last played) and the second time around, end up killing three successive colonies where I made the right choices but dupes wouldn't obey the priority system and actually do things in time or in order?"
"gently caress it, I have other, better games I can spend my time on. And... just over two hours so I can't get a refund."

You might enjoy Stationeers. It's a first-person game and there are no pawns to worry about (though they added a programmable robot buddy), but it does the gas-mixing-and-separating and power-grid-layout-ing stuff really well, imo. You're an astronaut on a world (or the moon) with a hostile atmosphere and have to survive (alone or mp, and it sounds like you might also like the SS13-esque scenarios they're planning on making, that I don't know much about because that part doesn't interest me very much). Find ores, smelt them into ingots, shove the ingots into one of your 3D printers, make stuff, build a base. No enemies unless you play multiplayer and don't work together - you can make guns in one of the printers. It's just you and a lander with some basic supplies to get started. You can suck gasses out of the atmosphere (not on the moon, obviously) and smelting ore will also produce waste gasses. They also added a liquid system since last time I played, so I don't know much about that other than needing separate pipes now for liquids (as in, there are gas pipes and liquid pipes, because you always needed separate pipes to keep things, well, separated). You also have to deal with pressure and temperature. Power has to (eventually) be split into grids because wires have a capacity. There is a heavy-duty wire for stuff like the "power source to battery to transformers" part of the grid, but it's expensive enough to make compared to normal wire that it's generally not used for more than that. I think the eventual end-goal is to build a rocket to leave, but I'm content with just trying to make a base with a breathable atmosphere (still haven't gotten to that point, though I've figured out most of what I need to do to get there).

This is kind of rambling because I haven't played in a while so I'm remembering bits and pieces as I go, but tldr version: Stationeers sounds like it might hit some of the same buttons for you as it did for me (and even an extra one if you like non-cooperative multiplayer). :)

Also, it's not Astroneers, though apparently it's similar.

Fifty Farts fucked around with this message at 16:16 on Jun 19, 2021

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Bloodly posted:

I vaguely recall there being some back in the day, and I don't just mean Sim Isle or Sim Earth. But I don't recall names.

I have a request. I'm looking for an 'ant farm'. I want to watch little people doing things. What do you recommend?

I enjoyed Project Highrise for that. It's kind of SimTower-y - build rooms (commercial, residential, hotel, and building maintenance/service are the categories, IIRC) and rent them to people to make money to build more rooms to rent to more people. It doesn't do anything new or surprising, but it's good for what it is and pretty chill.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

wilderthanmild posted:

I feel like this is true of more than a few EA management games. They start out simple and blow up with more and more systems and starting a new game becomes more and more of a chore.

Prison Architect is another example that was once brilliantly simple, but they just kept adding more and more stuff until it felt so overwhelming to even start a simple prison.

Are you talking about the jump from EA to release or the jump from Introversion to Paradox? I got it around update 30-something 10 or 11 (Star Traders: Frontiers was the one I got around update 30), so I saw a good chunk of the early access (and watched most of the dev videos for previous ones because Mark and Chris could be pretty entertaining), and it was mostly refining and building on systems that were already there. The biggest change, imo, was when they added weather and hot water pipes (thankfully optional).

Paradox picking up the game is a whole different thing, though. It immediately became another DLC mill, which was disappointing to me. Someone earlier in this thread (I think) mentioned reverting back to the last Introversion version of the game, and I might do that next time I get the urge to make a chill campus for violent students.

Fifty Farts fucked around with this message at 05:02 on Jul 13, 2021

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Project Highrise also has hotels as an option (might actually be DLC). I haven't done too much with them so I don't know how deep the actual hotel stuff is, but it's Project Highrise: spend money building your tower and filling it with rooms and services to attract people who give you money so you can build more floors, bigger rooms, and better services.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
This thread was the reason I bought Workers & Resources, City of Gangsters, and Hammerting. I enjoy all of them, and it's taking a lot of willpower to not buy the beaver game.

Hammerting got another big update today, though, so that should help! Now dwarfs can chat with and have opinions about other dwarfs, and they need to sleep and eat. The tavern is now a place to socialize as well as drink. They also made some tweaks to how energy and healing work, and, of course, bugfixes and performance boosts.

City of Gangsters also now has random city generation. Using one of the 4 existing cities as a base, you can adjust terrain, water, street type (from full grid to totally organic), hooligan/outfit/police levels, and a couple other things. Unrelated to that, I'm surprised there aren't Atlantic City or New York City maps, but I suppose they had to leave some big places for the inevitable DLC. :) Also, I know Omerta: City of Gangsters was mediocre at best, but the soundtrack was pretty great, and I listen to that sometimes while playing CoG (if I'm not listening to podcasts).

https://www.youtube.com/watch?v=M9GuHk83DZs
That bass is so infectious.

Fifty Farts fucked around with this message at 06:32 on Sep 23, 2021

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Hihohe posted:

They are beavers. Not moles.

That's why they need shovels.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Hammerting updated today, and now has fishing, farming (it's no longer just "craft food and water at a farm building"), and dwarfs can haul stuff from water again, which was disabled recently for some reason. Plus experimental multiplayer if that's something you want in your dwarf colony sim (I don't, but some people might).

I've mentioned it before, but I bought Hammerting because of this thread, and got into it right when the thread started moving on to the next game (CoG, maybe? which I also got thanks to you goons). I stopped playing a few patches back, but it's been nice checking in on the game and how it's come along over the last few months. I'll probably start a new game at some point soon, but I also recently got back into DSP, and, well... if anyone else knows how that game can devastate your free time, it's this thread. :)

Fifty Farts fucked around with this message at 01:13 on Oct 21, 2021

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

ShootaBoy posted:

I mostly enjoyed the hammerting that I played, a couple patches back. But I'm not sure I'll do much more with it even after release next month, its just too annoying to build in. Every building just feels too big, the dwarf homes especially are loving gigantic, and that combined with a total lack of a visual gridguide makes it hell to try and plan out the Hold. The dwarves themselves were also pretty stupid which compounded the irritation.

I've been noticing quite a few ai fixes in these patches, too, but New Feature is usually the more exciting thing to talk about compared to "dwarfs aren't as dumb." I don't think the buildings are too big, but it is annoying that their heights are so inconsistent. Most of the early game stuff is the same, but the advanced forge and quarry are a different height from the big storage room (but at least they're the same height as each other). It's a little thing but it annoys me.

I wouldn't be opposed to toggle-able grid lines, though. And maybe a "takes up X tiles by Y tiles" notation in the building menu description.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
City of Gangsters added gambling and debt-collecting. Also the Atlantic City dlc dropped today, which focuses on those things. I knew they were saving it and New York City to sell us later, because those two cities were very conspicuous in their absence at release.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Splicer posted:

Is there a space station builder out there that deals with things like oxygen requirements and waste recycling and low gravity problems not just as box ticking exercises? I guess I'm looking for oxygen not included but with module construction instead of dirt digging and a need to build spinning bits to keep your bones in.

It's more of a moon-station builder but I've described Stationeers to people as "Oxygen Not Included but first person, and you have to set everything up yourself." To some, that might sound like a negative review, but I think this thread is a safe place for those kinds of thoughts. :) I don't think any of the (4 or 5, I think) worlds have a breathable atmosphere, and the moon has none whatsoever, so oxygen is definitely always a concern. There's "waste recycling" in that you convert oxygen into CO2 and have to dispose of it eventually when your waste tank fills up (tip: build a greenhouse early on the highest point you can find that gets the most sun available). The early bit is digging for ores (deposits aren't too hard to find most of the time) to smelt to stuff into 3d printers to make all your building materials and gear, but you can eventually automate some of that (don't worry, you'll still be laying out building blocks and pipes and wires and battery banks and breakers so you don't blow out your wires by trying to run all your power through them at once). It's also got multiplayer, and apparently the dev's vision is a Space Station 13-like, but I've put a lot of time into it solo as a cartoon spaceman making a base on Mars (also some time in co-op but I think everyone else got burned out when we were starting to set up more advanced circuits, power sub-systems, and making breathable air to pump into a building rather than just fill spacesuit tanks with oxygen).

Empyrion is similar, not quite as detail-oriented as Stationeers, but covers a lot of the same ground. It does, however, do the in-space part pretty well. You start on a planet (with a breathable atmosphere!), and eventually have to get into space to get stuff to get to another solar system (if you want to go that far). It's been a long time since I played, but it seems like they've smoothed out some of the early game issues and added NPCs on space stations you can visit.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Splicer posted:

"Gravity generator" made it click that what I want is near-hard science stuff for the life support. So centrifugal rings and oxygen farm type stuff.

:hmmyes: that definitely sounds like my jam in a general sense but really jonesing for little space peeps getting mad because I haven't built enough cupolas. That said, how many different plant types are there? Do you need to eat or are they purely CO2 recyclers?

I haven't played in a few updates, but you do need to grow food to eat. There are a few different types of vegetables (pumpkins, tomatoes, potatoes, and maybe one more), and hopefully they fixed the bug that caused the starting veggies to rot away in their container, even in a vacuum (because you need at least one to grow another one, but they give you 2-4 per plant). Water is also a thing (it used to be treated like a gas until they implemented liquid physics) but I don't think there's a separate thirst meter. The default hunger meter is (was? might have changed when they did the big food update) turned way down, so if you do end up getting it, make sure to check out the settings before starting a game (as if anyone doesn't already do that).

I think the only space peeps are gonna be other players, but there is a little robot you can build and program to do stuff (there's an in-game coding language used for stuff like airlocks and automating other processes). I don't know anything about the robot or automated mining and stuff other than they exist, though. I didn't get into anything more complicated than solar tracking (and for that, I just copied a guide from the wiki because it works). That did help teach me how to set up lights to automatically turn on at night (and later I got fancy and wired specific lights to a switch so they can be toggled from a single source).

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

mincedgarlic posted:

Farming Simulator '22 has its hooks in me good. I need a better zoom / photo mode option but my first farm is coming along nicely. Decided to drop $284k on a large parcel of land to try something that's been haunting my sleep:

https://www.youtube.com/watch?v=te7IJBDMI_c



lol. I'm disappointed that it doesn't show up on the minimap.

edit: okay, watched the video, and it does show up on the big map very nicely.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
I got SimCasino last night and stayed up until 2 am figuring stuff out and making interior design nightmares. The tutorials for this one are much more descriptive than SimAirport (same devs), and it looks like the game gets pretty deep and number-crunchy if you want it to. Some rooms get zoned like Prison Architect or Rimworld (bathrooms can be male, female, or gender-neutral). At the start, you only have a few available options for games, flashy signs, and food/drinks, and you need a physical Research Room in your casino in order to start unlocking stuff through the research menu - it's similar to how Prison Architect does its tech tree, only with a single research room instead of specialized "manager" types for the different trees. You can adjust the player's price, house advantage, and jackpot amount for every game you place and copy settings to quickly update a row of games (slots will also copy the specific themed game but you can change that without affecting the other settings).

There are a bunch of hideous wallpaper and carpet options (which is a good thing). Almost everything so far seems like it can be recolored and anything that comes with a chair attached (like slot machines and game tables) has a handful of chair styles, and the chairs are also recolorable, separately from the main item. My eventual goal is to make the casino scenes from Fear and Loathing in Las Vegas (and, well, Casino) look drab and subdued.

I haven't really looked at the security stuff yet because I haven't unlocked most of it and don't need much right now with just some slots and a bingo hall. One of the tutorials has you set up patrol routes for a pit boss and drink service, and tells you that you can do the same thing with security to potentially catch cheaters. I also haven't dug into the hotel side of things yet (that's my goal for today), but I know "any good hotel sims?" is a semi-regular question around here so I wanted to mention it (also, hotel-sim fans should look at Project Highrise, which has hotels, along with apartments, offices, and stores/restaurants).

I'm still in the "shiny new game" phase, but I lost about 3 hours more than I expected to last night to it, so it hits some of the right buttons for my brain.

fake edit: if I can't adjust the number have an equal amount of blueberries in each muffin when I get around to setting up an actual kitchen/restaurant, I am going to be very disappointed. ( https://www.youtube.com/watch?v=5oF1Rd5kis4 "Do you know how long that's going to take?")

Fifty Farts fucked around with this message at 16:46 on Mar 6, 2022

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Qubee posted:

I gave W&R a go, hit a road bump relatively quickly and it made me sad. I bought an excavator in my road depot, then realised I can send them up to the quarries to automate mining. So I bought a flatbed truck and loaded the excavator onto it because they drive SO SLOW. Turns out, you're not able to manually move vehicles around on flatbeds and unload them? No matter what I did, I couldn't get the excavator to unload in the empty quarry.

Also, placing quarries is a nightmare. You gotta place them on rocky stuff, but if you place them in a normal way, you get really low quality. If you place them somewhere that gives you 80% quality, you gotta physically shape the landscape and there's a 50/50 on whether you can actually end up placing the drat thing or not. And then good luck actually having a road manage to get to it. I also was hoping I could conveyor belt quarried stone directly into the factory that processes it, but I don't know if that's a possibility, so instead I use trucks but the loading time takes ages so it's barely enough to feed the factory and keep it going at full speed.

I use storage pits for pretty much everything. I usually have a small one near the quarries for stone, and a large one near the gravel factory for gravel. Have one truck go from the quarry to the storage, and another go from storage to the gravel factory (you might even be able to conveyer the stone into the factory, it's been a while since I've played W&R). Gravel is one of those industries that will slowly chug along in the background once you have it going. Don't worry, though, because you'll still end up with more gravel than you know what to do with. :)

Also, put a gas station near your quarry because you do not want the excavators driving any more than necessary when they need to refuel.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
I didn't see this mentioned (maybe I just missed it), but Introversion has announced a closed playtest for their new game, The Last Starship. You can sign up for the playtest (it's not even close to Early Access yet) on the steam page. Influences for the game include Battlestar Galactica, Star Trek, FTL, Star Traders: Frontiers, Elite, and (obviously) Prison Architect. Here's the announcement video: https://www.youtube.com/watch?v=6a3vn4q3gsM

I am looking forward to monthly update videos again. There were some fun ones for Prison Architect.

Fifty Farts fucked around with this message at 04:49 on Jun 9, 2022

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

awesmoe posted:

its half price, down from 60 to 30

Yeah, dont think of it as "never going on sale." It's more like they never revised the initial price after they more than doubled the value of the product. You're paying the early access price for a full, complete game.

Fifty Farts fucked around with this message at 23:53 on Jul 6, 2022

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
I got into Introversion's The Last Starship playtest this morning (or maybe yesterday), so if you signed up, check your email!

It's definitely a playtest, not early access. Some machines don't even have sprites yet (specifically the wastewater processing stuff). There also isn't really any tutorial or explanation of things yet (other than a basic "get your ship ready to fly" contract) but what's there is pretty neat so far. Contracts are plentiful and fall into 4 main categories- combat, logistics (cargo transport), humanitarian (passenger transport/rescue), and mining ores from asteroids. I haven't dipped into the combat yet. Mining lasers use a lot of power, but it's pretty satisfying watching them blast ore deposits and seeing your drone army flood out to collect everything. Gonna jump back in later and play around with designing some ships, particularly a mining ship (like what Chris has in the new update video).

I'm not a huge fan of the FTL-like ever-expanding threat (an anomaly/black hole thing) that cuts you off from sectors as you play, and forces you to keep moving to new sectors. So far it's been mostly okay, but I just don't like being pushed in games like this. Hopefully it'll be optional or adjustable eventually.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Eiba posted:

This sounds real nice, and I'm into the simple art style. But, uh, all the trailers emphasize crazy boss battles and dungeon crawling and poo poo. If I find dungeon crawling to be pretty tedious, is it still a decent base builder? Or is it really as focused on the combat stuff as the trailers imply? I can deal with a little bit of that kind of stuff to break things up, but at first glance it looks like a dungeon crawler with a base management system tacked on, rather than the other way around.

tl;dr: Necesse is like a less detailed version of Terraria plus RimWorld and both of those games do their things better than Necesse does when combining them. It's also a one-man project (or a very small team), so I give it some leeway because of that. I find it fun and pretty chill most of the time (except boss fights), but it's probably not what you, Elba, are looking for.

more detailed version: The base-building/management stuff isn't super fleshed out at the moment, but it's been the focus of the last couple of updates, so it's getting better. Your village is still mostly just a semi-passive way to generate resources like food, wood, and wool/leather (when you eventually get an animal herder). You can send certain specialists out on trips to get stuff, but nothing that you couldn't get yourself by taking some time. The crafting and village systems are similar to RimWorld, but not as deep. You can zone an area for forestry, animal husbandry, fertilizing (only your character and farmers can do that one), and a couple other things I'm forgetting at the moment. You can set recipes on craft stations and villagers will fulfill them (no skill levels or quality ratings, everyone is equally good at the generic Crafting skill). You can make a decent variety of furniture/decoration items, but they don't seem to be used (other than beds) - nobody ever bothers to sit down at the tables in my spacious and well-lit dining hall, and instead everyone just eats right from the storage container and goes back to work. There's a happiness system, but a decent-sized room with even a little extra furniture (bed, nightstand, wardrobe, bookshelf, desk, chair) seems to be enough to make everyone happy, so I don't know much about what happens on the lower end of the scale (my guess is they'll just leave). I don't think there's a personality/mood system, so villagers don't really talk to each other or have likes/dislikes or anything. All of this might be subject to change, but as it is, RimWorld and many other games do the "colony sim" and "village building" part better.

There are occasional raids by enemy groups (you can adjust the frequency when you start a new game), but nobody has siege weapons like in RimWorld. As of a recent update, you can actually give your settlers armor and weapons, so they can do better in combat. I've just been pawning off my old tier of armor on someone when I upgrade to a new set. Most of your fighting will be while you're mining ores out of caves, though. You can get summoning items that give you auto-attacking pets that do a pretty good job of murdering most things before they get to you (and from what I can tell are practically immortal), and there's at least one trinket that lowers enemy spawn rates, so if you want to just zone out mining a bunch of ore or building a village, you can do that. You will be mining a bunch of stone/ore and/or cutting down a lot of trees to get the material to build your village, though.

The boss stuff works for the most part like Terraria - most of the time, you have to use an item to summon the boss for the fight, so you can prepare as much as you want (there are a couple of boss arenas where that doesn't apply). Occasionally you'll find the boss-summon item in a cave and accidentally break it; like the egg to summon the Spider Queen is usually hidden by spiderwebs, so you'll just suddenly hear the "boss is here!" sting and a giant spider who phases through walls will start wrecking your (my) face. There are also a lot of building/crafting options locked behind boss progression (the big ones are the first boss who drops Demonic Ore, and the Pirate Boss who acts as a gate for a bunch of mid/late game stuff).

Fifty Farts fucked around with this message at 02:05 on Jan 8, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

GreenBuckanneer posted:

I have Endzone already, is there any reason to pick up Surviving the Aftermath?

Haha, I have Surviving the Aftermath and was looking at Endzone, but they do seem very similar. StA's hero units and overworld stuff is kinda new and refreshing for a bit, but once you have a few research outposts running for a steady supply of research points, it's not as useful or fun (IMO, of course). The city building part is nothing new - make gatherers to gather stuff, producers to use it, and houses to keep everyone warm and happy. People age from children to adults to elderly, limiting what they can do (children can't work but can go to school, elderly can't work but can still haul stuff, I think?). However, I didn't see any Banished-level Malthusian death waves.

I haven't played Endzone, only read the store page and watched the video that shows a little bit of gameplay but it seems like you can probably skip one if you have the other, unless you're really into post-apocalyptic settings (and if that's the case, welcome to the club, friend :respek:).

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Ostriv is hitting a lot of Banished buttons for me right now. It's nothing revolutionary gameplay-wise - gatherers gather stuff to make things to use and/or trade, and everyone needs a place to live and stuff to eat - but I'm enjoying it. It took a couple of restarts to get things to go smoothly enough for my brain (had to place things juuuuust right, I'm sure many of you can relate), but now I'm in year 12 or so (1755-56, I think), and my village is growing at a decent pace (almost up to 150 people, with a Barber Surgeon building ready to go when I hit 200). I'm starting to have people leave because they don't have shoes. It might be a problem for a bit, but I have a tannery and I'm about to start a sheep farm, which will get me wool and mutton and leather... eventually. I only have 14 cows at the moment, so slaughtering them and the sheep to get 500 hides (each - sheep and cow are made separately) is going to be a slow process. I can buy sheepskin but not sheep hides. The trading system is good because you can't just buy or sell everything and anything, but it's also bad for the same reason.

I'm building my first block of apartments - I have one building up already, and I'm working on the second. I'm not really specializing in anything, and I'm just starting to build up more food production. It's very much not an "ideal" town, but it's my first successful one in the game, and those are almost always learning experiences. I know a lot of things to do and not do next time around. Luckily, I didn't block off river trade with my iron smelter, which is a thing you can do (it makes a little stone dam or something across the river).

Farming is a little more complicated and took a little bit to wrap my head around, but I've also been playing Weedcraft, Inc. lately, so I'm somewhat familiar with "these 3 nutrients are needed for your plants to grow good." In Ostriv, that means crop rotation. Everything you can plant consumes nutrients in different amounts, and eventually you won't be able to grow anything until you let the field sit fallow for a year to regenerate nutrients. You can manually change crops each winter, or (if your farm has a manager) set up a rotation of crops, with at least one fallow season. If you have cows, you can turn bulls into oxen, which can then be turned into a plough, which makes all your crops consume less nutrients per season, so you can plant more stuff before the nutrients run out. Cows can also graze in fallow fields, which restores more nutrients. They also produce milk, which you can sell to your citizens or other cities, or make into butter and cheese, which you can also sell. Cows are pretty good.

Also, I love the way the roads form based on citizens' travel routes. This is probably the thing people know about Ostriv if nothing else, but it's still worth mentioning. It encourages you to grow your city "naturally" based on where people go. You can also put down pavement but I haven't noticed my citizens preferring it over whatever their path is otherwise, so I don't think it does anything (but the game's still in alpha/early access, so that might just be laying groundwork for the future :haw:).

Sorry, this was a bit rambling. The tl;dr version is: If you like Banished, you should probably check out Ostriv.

Fifty Farts fucked around with this message at 03:13 on Apr 5, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
"Widows could reproduce vegetatively"

AI-generated text or Actual Patch Notes?

Ostriv's new patch

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
For city/colony building game names, I like to rotate between Brockway, Ogdenville, and North Haverbrook from the monorail episode of The Simpsons.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Duzzy Funlop posted:

Disclaimer, I'd like to apologize to the person that previously told me that the amount of logs I used could have been spent to create an adjustable dam upstream.
I'd also like to apologize to my past-self for making it look like an idiot for responding to that post with "well, yeah, but I'm Iron Teeth, I get engines.


Behold the fruit of my most recent dumb project. Boy, were my beavers happy when it was finally done and they didn't have to toil away pointlessly at a dumb idea.



Boy were they unhappy when I decided it wasn't dumb enough just yet.



I don't play the beaver game but that is some sweet infrastructure. :)

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

WithoutTheFezOn posted:

It’s been a while since I was playing late game CoI, but how much water do you guys need?

I'm pretty sure the answer to this is "always more." It is a production game, after all.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Yesterday, Ostriv put out a patch with some new raw materials and things to make from them, as well as some bugfixes and adjustments.

Today, there was a small hotfix with a fun mental image. "Fixed: People accidentally bought shoes each time they tried to buy soap or glassware."

"Honey, did you get the soap? The children are filthy." "No, but I got you new shoes... again."

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
I was trying to remember the name of a chill game I have about building up a city with different industrial product chains and the name Rise of Industry is just so generic that I couldn't think of it. I was going to ask you all to remember the game for me, and then I thought to check the OP and there it was.

Thanks for curating the OP, Mayveena! :)

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Jack Trades posted:

Is Rise of Industry good? I have it in my library apparently.

It's not very deep, but it's a pretty chill podcast game where you just set up Anno-style production chains to make your city bigger. You don't build the city itself, just industry to support it, and as you make and sell more stuff, the city gets bigger (you can place new stores to buy more advanced products at certain milestones). You can also sell your goods to other cities in the region, or to The State for (usually) a lower price than you'd get locally, but The State buys pretty much everything. Sometimes you get contracts to produce and sell X amount of a certain product within a time limit, but for the most part, the goal is basically "make your numbers go up."

Things can be a little tight at the beginning if you try to expand too quickly. You do eventually get access to trains, but I don't think a train nerd (not an insult) would be too interested; they're a pretty simple "place tracks between two stations" affairs to shortcut the existing roads. The most interesting part of the game, to me, was optimizing my transportation logistics. If "optimizing transport logistics" sounds like fun, you might enjoy RoI, but the Anno games do most of it better and are more visually interesting.

tl;dr: it's not great, but it popped into my head earlier and I just couldn't remember the name of it. Play Anno or Captain of Industry or Factory Town or Beaver Game instead.

Fifty Farts fucked around with this message at 00:39 on Jul 24, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Captain of Industry updated today with a lot of optimization stuff. I thought the developer notes at the beginning were interesting - they discuss what they did to optimize performance, and how they did it, with graphs and pictures and lots of words.

https://store.steampowered.com/news/app/1594320/view/3664294410295826987

Ostriv: I think the best comparison for the early game is Banished - if you don't get the right buildings going immediately and do everything in the right order, you might not survive your first winter. It's one of the biggest difficulty spikes, I've found. It does get better once you get past your first winter. Fenced-in houses can grow food in a garden - it's not a lot, but it helps in lean times. If you manage to get lucky and have multiple people grow the same thing, you can set your food storehouse to buy it from your citizens. Potatoes are a good early crop for your farms, but crop rotation is a whole other kettle of fish that I'm pretty sure has been covered by someone else in this thread. I'll try to find it.

edit: I was thinking of this post by Mr. Fall Down Terror: https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3954084&pagenumber=36&perpage=40#post513169410
It's a good quick checklist of things to get started. That chart of Optimal Crop Rotations is useful.

Fifty Farts fucked around with this message at 02:24 on Aug 23, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

explosivo posted:

jesus, did you have to get so many?


Train sims are no joke, though that's more Niche Simulator Megathread material.

skeleton warrior posted:

You can generally divide the Anno 1800 DLCs into four categories: cosmetic, new stuff to do, and just complete game breakers. Play the game first, decide what you like, then go off for DLCs.

What's the fourth category?

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Introversion's The Last Starship is pretty good so far, at least as of Alpha 5. They've added a bunch of stuff since I last played, in the closed playtest - more production and logistics, research, and new game modes. There's the FTL-like "keep moving to stay ahead of the ever-growing threat" (a black hole instead of an enemy fleet) Survival mode, Free Roam with no black hole (though you can't go back to previous sectors), and Industry mode where you have to research and produce things for the Stargate Project. It's possible to eventually have a fully self-sustaining ship/fleet/base that makes its own food, water, oxygen, fuel, and FTL charges.

If you like Rimworld, Factorio, Prison Architect, Star Traders: Frontiers, and/or FTL, you'll probably also like something about The Last Starship. It's Introversion, so it'll probably be in EA for a while, but I'm a fan of pretty much anything those guys do. I even liked Scanner Sombre, though there wasn't much meat on those bones.

Fifty Farts fucked around with this message at 15:45 on Sep 2, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Volmarias posted:

Excuse me but M is for Map, fight me

Tab is the map. G is for inventory (or "gear"). Q is for healing if you can't lean/peek, otherwise it's Z or a thumb button on the mouse. The other thumb button is for push-to-talk because I'm not a monster who broadcasts my breathing, gulping, chewing, burping, and every other noise in my house to the people I'm gaming with. Why are your digestive systems and televisions so loving loud, you guys? (This is directed almost entirely at my regular gaming group, not anyone in this thread)

Also, C is crouch toggle, and semicolon is for whatever dumb mechanic is unnecessarily in the game (Instinct mode in Hitman: World of Assassination, sticky-cover in the newer Deus Ex games).

Oh wait, this is the management game thread. I guess M is okay for maps sometimes. + and - should either zoom the camera or adjust the speed, and it should be tutorialized so I know which one it is for each game.

Edit: while I'm on a roll here, if your game has a keypad interface and I can't use the numpad to enter codes, I hope you stub your toe and it hurts all day long.

Fifty Farts fucked around with this message at 18:37 on Oct 15, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

socialsecurity posted:

Hell yeah been wanting a ONI clone that wasn't the boring mess that Hammerting ended up being.

:sigh: Poor Hammerting. I wanted it to be so much better than it was.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
Stationeers isn't just an HVAC sim. It also simulates power grids and gas extraction systems, on Mars (or the moon, or a few other planets). It's kinda like Oxygen Not Included, but in first-person and you have to do everything yourself (unless/until you play with other people and/or automate things). Dig up ores to make ingots to shove into 3D printers to make stuff to build things. Maintain proper pressure and temperature in your systems or explosions may occur.

The Survival Simulation Megathread has some more discussion of it scattered through the thread (some of it by me), if you want to read up a bit more, but if "design, build, and maintain HVAC systems and power grids" sounds like a fun time, then you probably have the right kind of brain-worms for Stationeers. :)

edit: my first post in this thread was about Stationeers. Most of it should still be applicable, but the stuff about food is probably out of date (there was a pretty big food overhaul a while back).

Fifty Farts fucked around with this message at 14:53 on Oct 29, 2023

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Jamsque posted:

Granted not in 3D but The Last Starship is the game you are describing. It's in early access and will probably stay that way for several years but it is from Introversion and they only make hits.

This is the correct answer (or as close as you're going to find, IMO). The devs have said it's inspired by Factorio, Rimworld, their own Prison Architect, FTL, and Star Traders: Frontiers, among other games. The "keep ahead of a constant danger, but still make choices about what you do" mode is separate from the "gather resources for a major project" mode, but they both exist. There's also a mode without the ever-expanding threat for people (like me) that don't like the time pressure. All modes have you start with a spaceship hull and some money for equipment and crew, with options to make yourself a cargo hauler, a combat vessel, a mining ship, a civilian transport vessel, a combination of any of those, or whatever else you can think of (those examples just correspond to the four main job types). It's very open-ended and like Jamsque said, it's in early access, but Introversion has a pretty solid track record on that front after Prison Architect (for me, at least).

Fifty Farts fucked around with this message at 03:25 on Oct 30, 2023

Adbot
ADBOT LOVES YOU

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

piratepilates posted:

Prison Architect was made by Introversion in like 2015, but they sold it to Paradox in 2019. Original devs hadn't had anything to do with it for years, Paradox just added some (decent?) DLC for it afterwards.

Prison Architect 2 looks to be an entirely new game entirely by "Double Eleven", a different studio.

I think Double Eleven did the console and tablet versions of PA so they're not entirely new to the franchise.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply