If the source depot is in balanced mode (for a resource) and has more it's DA it will try to satisfy the DA of the destination then split the quantity that it may still have over its own DA between the two.If DA is higher than the total space divided by the number of accepted resources, clogging may still happen but in such case that DA value also becomes a hard cap for each resource. Station depots will try to reserve "desired amount" (DA) for each resource that it can accept from drones and trains.If you notice colonists going home from work by foot or via more distant stations check if the station near the workplace doesn't get full when shifts are ending.Increases the number of colonists that can wait for trains at a station.Can be useful if you want them to take their chances walking when the train is stuck on a damaged track. Select the train and right click on the colonist icons in the passengers list to get them out of the train.Added option to manually make colonists exit trains.Fixed game hanging under some conditions when colonists use the elevator.Fixed issues when colonists are "teleported" to rockets, landers or elevator while in stations or trains.Fixed duplicated colonists in station infopanel when SetCommand is called while they are waiting for trains.Should fix existing bugged stations on game load. Fixed stations not transporting colonists when it or the nearby dome/workplace was completed while on a different map.Fixed an issue when "Remote Farming" is researched and but there are no stations or domes built on a map (building either will restore the game even without the patch).Fixes issue where too many colonists would be gathered for transport (elevator and rockets).Fixed issue with dome/habitat birth timing.Additionally, if the player finds that they have a surplus of rare items they can actually export them back home to their sponsor to earn some cash as well. These are the Martian Patents and Martian Copyrights technologies, which will both grant the player more money from their sponsor. There are actually two different technologies that the player can research repeatedly if they want to earn money quickly and easily. Players can actually earn cash from their sponsor by doing some special things in the game. Money can be used to purchase buildings to help the player keep their colony alive for a longer period of time. One of the biggest barriers to expanding the Mars base considerably is the amount of money that the player currently has in their bank. Players should make these decisions based on what they wish to focus on. Commander profiles however affect the kinds of technology that the player starts with and is proficient with. Working with a group like Russia will make things vastly more difficult. For example, the International Mars Mission group will make things much easier on the player because they won't have to worry about colonists becoming homesick, and fuel will rarely be an issue. The thing to keep in mind with sponsors is that depending on which one the player chooses the difficulty of the game will change radically. Gear Gameplay Style to Sponsor and Commander ProfileĪ really important thing for players to do is gear their playstyle to the sponsor and commander profile that they chose at the beginning of the game. Avoid this hassle and just create new buildings to add resources to the new base. Doing so is a recipe for disaster though because inevitably these constructions will break down and the new base will be cut off from these important resources. The issue with this though is that it can be a little frustrating to move away from a current base to start up a new one all over again, so many players may try to cut down on their work and just generate extra resources and connect their old base to the new one using pipes and cables. Either way, the player should solve these issues before adding new buildings.Īs the player expands their influence across Mars they will need to construct several different bases in order to acquire more resources and keep their colonists satisfied. Maybe the planet needs more colonists on it or maybe the buildings themselves need more specialize workers to fill their positions. Before adding new buildings the player should take a look at their colony to determine why they aren't operating at full capacity. Trying to add more resource-producing buildings to the colony when others are at half capacity just means that the new building won't have anyone to work it. A great tip for keeping things as efficient as possible is to make sure that all of the buildings are at full capacity before constructing more.
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