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Thema: Surviving Mars

  1. #166
    Tanzt Avatar von zerialienguru
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    Welcher versionsstand ist denn jetzt eine gute Basis für ein entspanntes Rumgewurschtel auf dem Mars? Ich bräuchte weder Invasionen irgendwelcher Aliens noch verbuggte Spielmechaniken.

  2. #167
    Altes Mann Avatar von goethe
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    das mit den Invasionen ist doch nur eine Legende


    You can check out any time you like, but you can never leave


  3. #168
    Porn in the USA Avatar von Maxvorstadt
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    Keine Legende, leider.
    Make DuckDuckGo great again!

    I is more stronger than Darth Vapour!

    I`m over my fuck budget, I´m now in fucking debt!

  4. #169
    Tanzt Avatar von zerialienguru
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    Ja was denn nu?

  5. #170
    Porn in the USA Avatar von Maxvorstadt
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    Aus der offiziellen Paradox Surviving Mars Wiki:

    Marsgate Invasion

    Between 10 and 30 Sols after the Marsgate trial if you exposed EsoCorp you will be notified that EsoCorp rovers are approaching Mars and gain access to the inexpensive Defense Turret Breakthrough. A few days later the first wave will arrive and EsoCorp rovers will descend all over the map. They will advance towards the colony and bombard anything within range with missiles, while Defense Turrets will counter them. It should be noted that Defense Turrets have greater range than EsoCorp rovers. The maintenance bar will act as a health bar. Once the first wave will be destroyed the second wave will approach but you will be notified that destroyed EsoCorp rovers can be repaired and used or salvaged for resources. Once the second wave is destroyed the mystery ends and you will gain the random Wonder or Breakthrough technology.
    Make DuckDuckGo great again!

    I is more stronger than Darth Vapour!

    I`m over my fuck budget, I´m now in fucking debt!

  6. #171
    Altes Mann Avatar von goethe
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    das wird dann wohl mit dem DLC Space Race raingekommen sein, oder?


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  7. #172
    Herzog von Duran Avatar von Frederick Steiner
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    Zitat Zitat von zerialienguru Beitrag anzeigen
    Welcher versionsstand ist denn jetzt eine gute Basis für ein entspanntes Rumgewurschtel auf dem Mars? Ich bräuchte weder Invasionen irgendwelcher Aliens noch verbuggte Spielmechaniken.
    Nimm das Basisspiel. Nette Aufbau-Simulation, ein paar Quests, die ziemlich cool sind.
    Macht diverse Runden Spaß, auch weil Du viele Fraktionen und viele unterschiedliche Anführer hast, die Du kombinieren kannst.

  8. #173
    Avatar von Asmodan
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    Zitat Zitat von zerialienguru Beitrag anzeigen
    Welcher versionsstand ist denn jetzt eine gute Basis für ein entspanntes Rumgewurschtel auf dem Mars? Ich bräuchte weder Invasionen irgendwelcher Aliens noch verbuggte Spielmechaniken.
    Also das mit der Marsgate Invasion ist ein Mystery wie ich jetzt mal nachgelesen habe. Pro Spiel tritt ein Mystery auf dem Mars auf (und noch eins auf Asteroiden wenn man das neuste Addon hat) und das Marsgate ist eins der schweren, die Kolonie kann dabei wohl zerstört werden. Man kann beim Start auswählen welches Mystery man haben will oder auf Zufall stellen.

    Als ich das letzte mal gespielt habe war das mit allen DLC's ausser dem aktuellsten (Below and Beyond) und das fand ich ein rundes Spielerlebniss, das Spiel fühlte sich komplett an. Die ganzen Kosmetik DLC's und Radiosender braucht man natürlich nicht.

  9. #174
    Porn in the USA Avatar von Maxvorstadt
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    Einspruch: Man braucht auf jeden Fall den Marsvision Song Contest DLC, der bringt einfach tolle Musik in`s Spiel!
    Ich plädiere dafür, die First Colony Edition zu kaufen, da sind fast alle DLCs mit drin. Hab die in nem Sale auf GOG gekauft, für 16,29 Euronen.
    Make DuckDuckGo great again!

    I is more stronger than Darth Vapour!

    I`m over my fuck budget, I´m now in fucking debt!

  10. #175
    Altes Mann Avatar von goethe
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    die Radiosender finde ich auch toll, schade dass noch nicht alle aus dem Workshop upgedatet sind Emoticon: musik


    You can check out any time you like, but you can never leave


  11. #176
    Porn in the USA Avatar von Maxvorstadt
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    Ich hab nur durch Zufall rausgefunden, dass man da wechseln kann. Und war dann doch erstaunt, wieviel Musik das Spiel bietet. Aber auf den Marsvision Sender hab ich mich richtig eingeschossen, sind echt tolle Songs. Alle anderen Sender bieten ja nur Musik ohne Gesang.
    Make DuckDuckGo great again!

    I is more stronger than Darth Vapour!

    I`m over my fuck budget, I´m now in fucking debt!

  12. #177
    Registrierter Benutzer Avatar von Mondkalb
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    Und es wird weiter gehotfixt:

    Changelog for Update Piazzi 1008107 (added 27 September 2021)

    Galaxy updated (27 September 2021, Windows & Mac)
    Offline Installer updated (27 September 2021, Windows)
    Notes

    - The in-game bug reporting tool has been removed in favour of an automatic system
    - Playstation 4 and 5 now have Turkish translations

    Bug Fixes

    - Fixed the game crash after loading a save game with invalidated drones.
    - Fixed the game crash when a player selects the Rock Formation object on an old retail save.
    - Fixed missing Terraforming tech tree in the old saves.
    - Fixed the "Advanced Martian Engines" tech adding 20 fuel to Cargo Rockets.
    - Fixed the “Transport Optimization” tech not adding extra cargo space.
    - Fixed the description of the "Banner" mentioning Mars while on an asteroid map.
    - Fixed the Cave of Wonders description.
    - Fixed the Lander rocket disappearing when the “Rough Touchdown” event occurs.
    - Improved feedback when the Asteroid Lander requires maintenance.
    - Fixed ramps being instantly built.
    - Fixed the progress bar of “Required Waste Rock” not changing while flattening.
    - Fixed the problem when a fired worker immediately returns to work.

    And several other underlying code fixes that were presumably causing bugs, especially to save games from before the update.

    Known issues

    - Incorrect value of Excess Waste Rock is displayed when Flatten in progress.
    - The limit for colonists being allowed through the elevator is too low.
    - Crash on certain Mac versions.
    Source: Paradox Forum

  13. #178
    Altes Mann Avatar von goethe
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    schnelles Bugfixing ist positiv


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  14. #179
    Registrierter Benutzer Avatar von Mondkalb
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    Changelog for Update Piazzi 1008298 (added 12 October 2021)

    Galaxy updated (12 October 2021, Windows & Mac)
    Offline Installer updated (12 October 2021, Windows & Linux)
    Gameplay Improvements​

    - Elevator colonist cap has been increased to 250
    - New warning notifications when trying to launch a lander with colonists while not having a ‘habitat’ on the asteroid or when the habitat does not have enough resident slots

    Bug Fixes​

    - Fixed ‘no disasters’ rule not working
    - Fixed ‘no terraforming’ rule not working
    - Fixed disabling ‘no Below and Beyond content’ rule awarding ‘Space Explorers’ achievement
    - Fixed a crash on starting a new game on macOS
    - Fixed a crash when sending a planetary expedition that requires an RC vehicle
    - Fixed a crash when a lander rocket returns to mars with cargo containing a transporter that carries resources
    - Fixed a crash when requesting colonists from an asteroid
    - Fixed a crash after the event ‘rough touchdown’ when drones unload the payload
    - Fixed a rounding error on resources prevent the lander rocket from launching
    - Fixed a Waste Rock value being incorrect during landscaping
    - Fixed event anomalies spawning under resource deposits
    - Fixed the amount of surface polymers being very high
    - Fixed ‘The last War’ event preventing the loading of cargo onto asteroid landers
    - Fixed not being able to send multiple drones through the elevator by right clicking
    - Fixed the lander rocket request payload tooltip showing the ready status for prefabs that the player does not have
    - Fixed the issue where the number of requested colonists gets reset to 0 in the lander rocket cargo menu
    - Fixed where one drone gets transported through the elevator when assigning multiple drones to the elevator as drone controller
    - Fixed maintenance getting stuck on certain buildings (fusion reactor and electronics factory)
    - Fixed where drones were active in drone hub extender range while the extender wasn’t powered
    - Fixed the effect ranges remaining visible after refabbing a building
    - Fixed rovers leaving the lander rocket twice
    - Fixed the issue where multiple capital cities could be built after terraforming (Old saves will continue to contain multiple capital cities, but the option to build more is now restricted)
    - Fixed the RC explorer continuing to scan queued surface anomalies while the RC explorer has been transported to the underground
    - Fixed incorrect landing angle of the supply pod on a landing pad
    - Fixed the asteroid banner not working without the Space Race DLC
    - Fixed the issue where landscape cursor does not show
    - Fixed the colony being automatically renamed to ‘missing text’ in the planetary view
    - Fixed the concrete extractor not being able to build underground at specific coordinates
    - Fixed domes not being built underground because drones stop delivering resources
    Source: Paradox Forum

  15. #180
    Registrierter Benutzer Avatar von Mondkalb
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    Das sieht gut aus, vor allem, dass Aufzüge jetzt wie Tunnel Strom, Wasser und Sauerstoff weiterleiten.

    Changelog for Update Merbold 1009413 (added 04 November 2021)

    Galaxy & Offline Installer updated (04 November 2021)
    Below and Beyond: Content Update #1 - Patch Notes

    Game version: 1009413

    Main Focus:

    In this first part, we focus on making it easier to explore and expand into the underground earlier on while also making the Asteroid Lander and Elevator easier to use. We also start making Below and Beyond content more beneficial for your main colony by introducing a few upgrades that cost Exotic Minerals.

    - Elevator Grid resource transfer: The elevator now transfers excess power, water, and oxygen between the Martian Surface and Underground. This enables you to start expanding in the underground while relying on your production on the surface.
    - Elevator Auto mode: You can now set a minimum amount of resources you want on the Surface and Underground. While the elevator is in auto mode it will automatically request resources when under this minimum. You can also still manually request resources.
    * Requesting resources for the Elevator is now done on the side where you need the resources, instead of where you send them from. With arrows indicating from where to where the resources will be transported.
    - Reworked cave-ins: Cave-ins no longer require a specific tech to clear, and blocked tunnels that required the landscaping tool are also removed. To still maintain an element of gradual exploration, we introduce the new Collapsed Tunnels which do still require the tech to be cleared.
    * Increased room for exploration in the underground, greatly reduced the number of tunnels blocked while the new Collapsed tunnels are placed such that they lead to larger new areas to explore or extra anomalies to find. We also increased the number of anomalies in the underground.
    - Exotic Minerals upgrades: We introduced a few upgrades to surface buildings that cost Exotic Minerals;
    * Improved Photovoltaics; doubles power production for solar panels
    * Exotic Mineral Treatment; greatly increases health and sanity recovery from Infirmaries (and Medical Posts if you have In-dome Building Pack).

    Gameplay Improvements:

    - Added clear warnings to the lander rocket for why it cannot depart yet, so you can take action.
    - Added a "Depart Now" button to the Asteroid Lander, which allows you to launch the lander before the requested payload is loaded, as long as it has enough fuel.
    - Disabled the “visit asteroid” button, if there is no Asteroid to go to.
    - Removed the Micro-G Vehicles tech, RC Vehicles can now always be brought to Asteroids.
    - Elevators can now recharge drones, just like drone hubs.
    - Improve requested payload feedback on the elevator.
    - Added 1 drone to terraforming initiative default loadout to fill out the cargo space.
    - After map switching once, all switches afterwards have a fade instead of a loading screen, which shortens the loading times significantly.

    Balance changes:

    - Halved research costs for the Recon & Expansion tech tree.
    - Reduced Exotic Minerals costs for underground domes.
    - Added an anomaly close to elevators which gives some Exotic Minerals, to get you started.
    - Rebalanced Drone Hub Extender to cost less Exotic Minerals.
    - Increased success chance of Jumbo Cave events.
    - Increased time players have on asteroids.
    - Adjusted the tech tree order; moving Low-G Excavation Permits and Low-G Tunnel Supports down while moving Underground Dome Construction and Micro-G Mining up.

    Bug Fixes:

    - Asteroid Lander now gives correct feedback when requiring maintenance.
    - Fixed an issue with lander rocket showing payload when landing, instead of requested payload.
    - Fixed an issue with the elevator panel not removing colonists already transported to the other side.
    - Fixed the lander info panel showing an incorrect status when there aren't enough prefabs.
    - Fixed the lander showing an incorrect status after canceling the trip.
    - Fixed the First Rainfall milestone not being achieved after reaching all requirements
    - Fixed disasters running back to back.
    - Fixed Lander rocket not taking off if RC Vehicles required for take-off are in the cargo of another rocket.
    - Fixed Mirror Sphere mystery never-ending, the counter however remains on screen in existing saves.
    - Fixed an issue with suffocating colonists continuing to suffocate when they get out of the Elevator.
    - Fixed an issue with colonists suffocating while trying to reach micro-g habitat.
    - Fixed an issue with drones needing several takes on a single cave-in to clear it.
    - Fixed an issue with vehicle navigation when collapsed tunnels are cleared.
    - Fixed Electrolyzer continuing to consume water when turned off.
    - Fixed Drone Hub Extenders not receiving the extra range of 15 hexes.
    - Fixed Drone Hub Extender active range not being redrawn immediately after researching the Signal Boosters.
    - Fixed an issue with the “Unknown” status of drones and rovers while using the Elevator.
    - Fixed empty tooltip and building panel of the Forestation plant when the language is set to Turkish.
    - Fixed drones facing the wrong side while gathering Metals or Exotic Minerals.
    - Fixed an issue with the lander rocket’s color being different before and after construction for some sponsors.
    - Fixed an issue with colonists not occupying the last (14th) slot of the Micro-G Habitat.
    - Fixed tooltip for the Micro-G Habitat colonist filter referring to a dome instead of habitat.
    - Fixed the Jumbo Cave experiment pop-ups showing incorrect cost cuts.
    - Fixed Cave-ins and Collapsed Tunnels not having a texture in the quick bar.

    New game only bug fixes:

    - Fixed Alien Artifact Anomalies spawning underground in the Dredgers Mystery.
    - Fixed an issue with Mystery3Counter notification triggered by Countdown Sphere Unknown Event being stuck.
    - Fixed an issue with numbers going into the negative on countdown timers.
    Source: Paradox Forum

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