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I think you need to Sum the water vapor penalty into the "water loss" in order to make it work.
Example: build 20 vaporators and 1 great lake, the net should be 0, but actually the water level increases.
You can disable the annoying notifications with that mod.
Each building applies the % loss individually, so it can go up and down, up and down; and the numbers can be so low that it rounds up to 10% each time in the UI.
I'll see if I can do something with the Carbonate Processors; maybe making them available a little earlier would help.
How about separating those two tresholds, maybe by 5%?
Any Rain should clear wildfires.
1. Wouldn't a toxic rain extinguish a wildfire as well?
2. Also, the wildfires should only start after there's enough vegetation around, perhaps at least 20%?
As you've said, I prioritized atmosphere over the rest. However, after hitting the 50% mark, wildfires keep destroying my fledgling 5% vegetation.
The solution to all problems is to increase Atmosphere; then Temperature and Water loss are no longer problems, which you can do with GHGFactories, Lakes, Carbonate Processors, Magnetic Field Generators or Missions. In fact, high Atmosphere improves Temperature; so Atmosphere should be your focus.
My suggestion is to try and go for the advanced buildings; Carbonate Processors and Magnetic Field Generators; whichever appears first in the tech tree. I understand this is harder with the Zombie Research Mod. But the point was to make it harder to get rid of Cold Waves.
A few points to clarify: By "equilibrium point" I mean the point where increase = decrease, so no further increase happens and one-time increase over it will be eaten up by decrease per sol.
[4] Late-game projects appear slowly after 5-15 sols. You need to wait between 50 to 150 sols to get all the projects. The carbonate processor/magnetic field generator in particular are needed to stop Temperature/Water loss. Nerfing the magnetic shield would mean waiting 100 to 300 sols instead, and I never play for that long.
[2] Lakes are really important to the water cycle; you are supposed to spam them. This was by design. The challenge with Huge Lakes is that they take a lot of space and planning to use effectively, specially in high difficulty maps.
[4] late-game projects seem a bit too strong compared to late-game-buildings. Launch magnetic shield project has roughly the same initial cost (with rocket) as amplified carbonate/magnetic field generator, but zero upkeep. You do get research from magnetic field on the ground, but still, carbonate in particular seems barely worth it like this. Perhaps a slight buff to carbonate to 75% initial value instead of 50%, and/or nerf of magnetic shield project to 0.15 per sol?
[1] I encountered a bug in the form of a wildfire at 100% water. I suspect it's because I got to 50% and 50% temp (wildfire start) after reaching 80% water (wildfire stop).
[2] I like that lakes are buffed, but they seem very strong now -- they improve 3 out of 4 parameters and give comfort. Huge lakes were by far my most used terraforming building.
The game barely touches on the ways it could go really wrong, I would love to see more ways for it to require some thought and planning.
i use this mod to protect my outposts and rovers in the field.
I tried to remove Dust Devil's with Vegetation, but couldn't. Sorry.
can you make that water and atmosphere make dust devil less like to happen and eventually become rare?
You have made some nice gameplay mods!