What Video Games Have You Been Playing? #23: Lost in Shalebridge Cradle

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It's definitely worth automating ammo production early on. I tend to wait until I've expanded and grabbed some good chokepoints before I set up proper line defences with walls and a belt for ammo though. Before that, it's just blocks of turrets in key places. The attacks aren't particularly bad early on.

Later on when you've expanded you'll probably want a train to supply your defensive outposts with ammo, fuel, repair packs and replacement structures at more distant chokepoints.

@Kyriakos: Quick tip - each boiler can only support 2 steam engines operating at full capacity. To run the 4 you've got, you'll need another boiler.
 
Surviving Mars is my favourite city-builder, especially with the Green Planet DLC. I've played a similar amount to Syn, I think, and I too used a few mods (a few UI mods and a couple of content expansions).
 
Surviving Mars is my favourite city-builder, especially with the Green Planet DLC. I've played a similar amount to Syn, I think, and I too used a few mods (a few UI mods and a couple of content expansions).
Speaking of this...has anyone tried The Invincible? It looked intriguing but I wanted to hear feedback before deciding whether to give it a try.
I see that Buried Echoes is a continuation of Signal Void, but it's been so long that I don't really remember anything about that story. I'll have to see if the notes and recordings are stored in your diary or inventory, so I can go back and read/listen to them again. I assume they are. I'll also have to see which foods help you avoid scurvy. Hopefully, I haven't already eaten too many of them. I tend not to eat the peaches and tomato soup too often, because they're so heavy to carry around, so I'm hoping I left cans of those behind everywhere. I'm not really a note-taker or spray-painter, so I don't have anything to refer to other than my memory of where I generally like to set up camps.
Watching the trailer... I always was interested in playing something like Fallout but not enough to start a new game... looks like now I can play a Fallout mod in TLD:D
 
It's definitely worth automating ammo production early on. I tend to wait until I've expanded and grabbed some good chokepoints before I set up proper line defences with walls and a belt for ammo though. Before that, it's just blocks of turrets in key places. The attacks aren't particularly bad early on.

Later on when you've expanded you'll probably want a train to supply your defensive outposts with ammo, fuel, repair packs and replacement structures at more distant chokepoints.

@Kyriakos: Quick tip - each boiler can only support 2 steam engines operating at full capacity. To run the 4 you've got, you'll need another boiler.
That's a great tip, I wasn't paying any attention to the boiler (other than automatizing the coal feed to it).
By the way, is there any type of factory (eg advanced) which can communicate and send (excess) resources to others of its type, ala the research centers? Or maybe this is already achievable with logical circuits? Also, can you use such to make factories not stop production when they reach the rather low default product number, and carry on for longer without having to feed anything?
 
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Speaking of this...has anyone tried The Invincible? It looked intriguing but I wanted to hear feedback before deciding whether to give it a try.
I tried the demo, but it didn't give you any of the story or much of the setting, which I think are the main draws of the game. The controls and gameplay were just okay. Moving around felt a little sludgy and awkward.

Watching the trailer... I always was interested in playing something like Fallout but not enough to start a new game... looks like now I can play a Fallout mod in TLD:D
Yeah, I'm reserving judgement until I get to the new zone and try it out, but a lot of people are in a huff about poisonous wolves, just conceptually. I guess I know what they mean, even if I think they're overreacting. Pools of toxic goo and poisonous fumes make perfect sense for an abandoned mine. I guess I'll see how the poisoned wolves strike me, whether they're an interesting challenge or not. I find that wolves and timberwolves play too big a role in this game, relative to other challenges, so I'm not sure adding a third variety of wolf will really enhance the game, for me. Part of the problem is that I'm playing at Stalker. Interloper does a better job of balancing the various environmental factors you have to deal with, imo. Unfortunately, Interloper disables the bunkers and makes crafting mandatory. I really should be playing a Custom game, but then that disables your progress on achievements and badges, so... :dunno: Poisonous wolves, wolves with Force powers, wolves that perform scenes from musicals... eh, whatevs.
 
I tried the demo, but it didn't give you any of the story or much of the setting, which I think are the main draws of the game. The controls and gameplay were just okay. Moving around felt a little sludgy and awkward.


Yeah, I'm reserving judgement until I get to the new zone and try it out, but a lot of people are in a huff about poisonous wolves, just conceptually. I guess I know what they mean, even if I think they're overreacting. Pools of toxic goo and poisonous fumes make perfect sense for an abandoned mine. I guess I'll see how the poisoned wolves strike me, whether they're an interesting challenge or not. I find that wolves and timberwolves play too big a role in this game, relative to other challenges, so I'm not sure adding a third variety of wolf will really enhance the game, for me. Part of the problem is that I'm playing at Stalker. Interloper does a better job of balancing the various environmental factors you have to deal with, imo. Unfortunately, Interloper disables the bunkers and makes crafting mandatory. I really should be playing a Custom game, but then that disables your progress on achievements and badges, so... :dunno: Poisonous wolves, wolves with Force powers, wolves that perform scenes from musicals... eh, whatevs.
I haven't tried it yet obviously, but I am guessing that the poisonous wolves probably give you a secondary negative effect beside the infection risk that wolves usually give you. Surviving/healing from regular wolf attacks usually was just a matter of mashing left-click fast enough to survive the encounter, followed by applying the number of bandages needed, taking the number of pain meds/teas needed, applying the number of antiseptics needed and having the sewing kit/tools to use the number of cloth/leather needed. Do all that, and get the requisite rest, and you could negate any regular wolf attack, no matter how severe. It really just boiled down to making it to a properly stocked shelter. If that is nearby, you don't need to warry about surviving wolf attacks.

What I am thinking will happen with "poison" wolves, is that they will give you a negative "poisoning" effect, that will be similar to the "internal parasites" effect that you get from eating wolf and/or bear meat. That is by far the worst penalty in the game other than death and takes so long to heal and is so expensive in terms of your limited resources, costing 10 full doses of antibiotics/teas not to mention the 10 full days of food and water that you have to use to survive the affliction while you are bedridden and unable to hunt or forage. Parasite infection basically exhausts all my food and medicine stores if I am playing on Stalker or above.

However, the easiest, absolute counter to parasite infection is pretty simple and straightforward to apply. Just don't eat predator meat, or only eat it once, then refrain from eating it until your parasite risk goes away before eating it again. Doing that means you will never get parasites. Then once you get to level 5 cooking, you are immune to parasites so its no longer a factor. I think that the poison wolves are supposed to reintroduce a penalty similar to parasites that you can't easily avoid. If you get wounded by a poisoned wolf you are "poisoned" and will slowly die unless you get some kind of antidote and/or undergo some kind of treatment. This makes poisoning almost impossible to avoid entirely, unless you stay out of the poisoned zone altogether, which... where's the fun in that?:mischief:.

I will say that I am really encouraged that they seem to be committed to continuing to add "story" elements and depth to the survival mode. The trailer makes it clear that this is a "mystery" that we are supposed to be uncovering, so that implies that there will be more episodes. I'm all for it, because as fun as the survival mode is, once I had a stocked base in either Milton, Mystery Lake or Broken Railroad, I saw very little incentive to leave the region once I had a stable pattern of hunting and crafting set up. The Signal Void quests make it more like a story mode game where I have a stronger incentive to risk death in order to venture out into other regions in survival mode.

I'm with you that a "Gunloper" or similar mode that allowed achievements would be nice. I would actually prefer to play Interloper mode for the challenge, but the complete lack of guns is just too much of a deterrent for me. I love saving casings and scrap lead for the hypothetical bullet crafting (that I still haven't done BTW :p), but the removal of finding the occasional gun and ammo takes too much away for me.
 
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I'll also have to see which foods help you avoid scurvy. Hopefully, I haven't already eaten too many of them.
Hinterland said:
(NOTE: Scurvy is only enabled on new saves, to avoid the risk that players have already harvested most of the Vitamin-C rich foods in their game world.)
No scurvy for me, then. :(
 
No scurvy for me, then. :(
Just start over, you know you want to.;) Let's do it together!

I actually wanted to start over when I saw that they had added all those new foods for cooking. I wanted to go back to Milton and loot all those kitchens for carrots and potatoes and to look for special recipes :yumyum:

I wonder if the berries are going to be "vitamin-c rich". That would be a welcome addition since they are kinda useless otherwise. You don't really need painkillers in the first place as the blurry vision you get from the "pain" penalty is only slight, doesn't last that long and goes away with rest. The main thing I use the berry tea for is warmth and/or a small amount of food-water in a pinch. The berry teas are hardly worth the effort you have to put in to collect and prep the berries.

I am looking forward to seeing the enhanced hand/wrist animations that actually show your current clothes rather than the default bare hands and lumberjack shirt. Not seeing the clothes wasn't immersion breaking at all for me, but seeing the actual clothes will probably be immersion enhancing.
 
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I'm with you that a "Gunloper" or similar mode that allowed achievements would be nice. I would actually prefer to play Interloper mode for the challenge, but the complete lack of guns is just too much of a deterrent for me. I love saving casings and scrap lead for the hypothetical bullet crafting (that I still haven't done BTW :p), but the removal of finding the occasional gun and ammo takes too much away for me.
They should just allow feats to progress while playing a Custom game. I don't know why they're so precious about them. (I just double-checked, and I had misremembered: The Steam achievements like "Skilled Survivor" and "Will to Live" do progress while you're playing Custom settings. It's the Feats that don't. The reason I started this run at Stalker was because when they introduced "Signal Void" you couldn't play it at Interloper, and I didn't feel like waiting.)

Just start over, you know you want to.;) Let's do it together!
I do want to explore the new region and get "Skilled Survivor", but if you have a challenge or Custom setting in mind, I might be game.

I don't have all of the Feats unlocked, but I have all the ones I want, so my next game will probably use Custom settings. I'd start with Stalker, to enable bunkers and all the tools - which for some reason aren't boxes you can simply check - then bump most of the settings up to Interloper levels.

I actually wanted to start over when I saw that they had added all those new foods for cooking. I wanted to go back to Milton and loot all those kitchens for carrots and potatoes and to look for special recipes :yumyum:
Newly-introduced items spawn into existing save games. When I went back to the farmhouse in Pleasant Valley the other night, there were a couple of carrots and a bottle of cooking oil that weren't there before. No thermos, though. I was hoping to find one of those. Not that I really need it, but it'd be nice to have.
 
They should just allow feats to progress while playing a Custom game. I don't know why they're so precious about them. (I just double-checked, and I had misremembered: The Steam achievements like "Skilled Survivor" and "Will to Live" do progress while you're playing Custom settings. It's the Feats that don't. The reason I started this run at Stalker was because when they introduced "Signal Void" you couldn't play it at Interloper, and I didn't feel like waiting.)
Now that is interesting... I did not know that. it kinda changes things, because I'm in the same boat as you. I don't have all the feats but I have all the ones I'd want to use, so if I can still get achievements, there's no reason to not just play a custom game.

As an aside, I still wish that The Darkwalker (Wendigo) and Demon Bear (Smokey) were options that you could enable and tweak in custom settings. "The Hunted" challenge is so intense and so is "Escape the Darkwalker"... maybe you could have Smokey active during the day only and Wendigo active at night... maybe even make their active status random or intermittent rather than constant.
I do want to explore the new region and get "Skilled Survivor", but if you have a challenge or Custom setting in mind, I might be game.
My main thing is I want to have access to guns/bullet crafting.

I would also like to have the bunkers present of course. I don't want anything to be missing from the game. I'd like the wolves to be Interloper strong, but also Interloper scarce. I'd also like the respawn times for all animals to be substantially increased, as in once you kill a particular deer, moose, bear, rabbit, etc., they will be gone from the game for a longer time.

As a balance of the above, I'd also prefer the loot levels to be closer to Stalker. Loot on Interloper is a little too frustrating sometimes. I hate spending the time to explore a building only to find nothing but paper and cardboard... its just too deflating.
Newly-introduced items spawn into existing save games. When I went back to the farmhouse in Pleasant Valley the other night, there were a couple of carrots and a bottle of cooking oil that weren't there before. No thermos, though. I was hoping to find one of those. Not that I really need it, but it'd be nice to have.
Its not just on survival games. My The Hunted save spawned a bunch of the new food too. I just spent days in the Farmhouse cooking and forgot all about Smokey waiting for me outside :lol:.
 
A minor improvement, continuous belt (but still not with logical functions to make life easier; have to rely on clean-up automatic pickers for known offenders in the excess production).

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I suppose there is a way to set up those storage boxes and tied pickers so as to look for the number of available x on the belt and accordingly store or leave it alone. Have to look at a video for how to do this.
Alternatively, is there any upgrade to the long-arm moving mechanism? So as to go with the cheap double-belt approach (although I'd rather not).
 
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My Civ VI Germany game has reached the mid-1800s. I have somewhere near 30 cities, all but the newest with Hansa districts and nearly all of those with commercial districts. We have over 25,000 gold in our treasury, and are nearly as rich as Croesus.

But not all is hunky-dory. China is the the runaway power of the game, with Greece their only true rival in victory categories. China is about 10 techs ahead of everyone else, although Greece built a spaceport first and is thus winning the space race for now, and has invested heavily in science lately, so they're now first in science-per-turn, pushing China into second. They're at war with each other and next door neighbors, but it's been a phony war as they each focus on victory conditions. They're also the two top dogs for a cultural victory, and no one is leading the religious victory category.

We've realized we need to do something to compete with the Middle Kingdom and Greece, but building out our industrial base, as well as our amenities to keep our people happy, has taken priority. More universities probably should have come earlier, but so far the University of Dresden is our only one.

But then, in the 1830s, Queen Victoria declared war on us, citing the inability to resolve grievances through peaceful means. We suspect she meant how we prevented the English from settling cities in the middle of our empire, and trapped two of their Pikemen in an exclave within our territory. Was the Royal Navy having control of the largest of the Seven Seas not enough? Did England have to rule the land as well as the waves?

The war on land went well for us, although concerns about naval invasions remain, with Bremen having come under attack from English allies. But it also lead to an inflection point. Do we let England keep their cities, in exchange for the original copies of Faust? Or do we say enough of dealing with the haughty English who have never agreed to an alliance, and incorporate them into our lands? At the cost of everyone other than France (a frenemy), Arabia (a religious enemy to the last), and Greece (a rival in the space race in particular) considering us warmongers and refusing to work with us?

So far I've found peace to generally work better in Civ VI, but I think this will be the turning point. For one, England loves nukes, and if we keep one of their cities, we expect we'll be on the receiving end of those nukes some day. Not good. And for two, unlike us, England has done an excellent job of building out their university system. What better way to catch up in the space race than to make all those universities our universities? Building military units has already slowed down our progress internally, but by adopting all the great English centers of upper education as our own, we'll more than make up for lost time.

Add to it that England foolishly neglected to build fortifications around two of their major cities, and had far too few troops at home before starting the war, and the decision became fairly easy.

Sorry, Victoria. You've inadvertently shown us the path to Victory, and it goes through England. Maybe we'll let you keep Liverpool if there are more barbarians nearby than is worth dealing with, it seems like there have been a lot of them up there over the past hundred turns.
 
By the way, is there any type of factory (eg advanced) which can communicate and send (excess) resources to others of its type, ala the research centers? Or maybe this is already achievable with logical circuits? Also, can you use such to make factories not stop production when they reach the rather low default product number, and carry on for longer without having to feed anything?
It's been a while since I tried it, but I think you might be able to use inserters to grab inputs from one factory and move them to another? Although if I have multiple factories needing, say, iron plates, I usually just try to have the belts run by both of them.

The limit to the output pile is a hard one. I see you already have some iron chests storing red beakers; those are the way to store large stockpiles. Notably, you can set how much they store by clicking on the red 'x' at the end of their inventory, and then blocking off part of their storage. Very useful if you want a buffer, but not 1600 items in the buffer.

Mid-late game, there are logistic networks supplied by flying robots. Which can certainly easy getting parts to various types of factories.

Also, your base looks fairly well-constructed. You should have seem the spaghetti base I built not too long ago.
I suppose there is a way to set up those storage boxes and tied pickers so as to look for the number of available x on the belt and accordingly store or leave it alone. Have to look at a video for how to do this.
Alternatively, is there any upgrade to the long-arm moving mechanism? So as to go with the cheap double-belt approach (although I'd rather not).
I don't think there's a way to evaluate how many are on the belts. If you use the red 'x' limiter technique, and there's no more space, the inserters will leave anything on the belt alone. You can also use the red and green wire to connect to storage boxes and inserters and set various conditions based on the number of items available. Combined with logical circuits you can make things quite complex, but I tend to stick to simple thresholds, if copper < 500, enable the inserters that load more copper ore, otherwise don't. That sort of thing.

Wires count up the sum of everything that color of wire is connected to on that network, so it can be also be used to count up the sum of goods in a bunch of boxes. If the sum of all the coal in my power storage reserve boxes is less than 20,000, send more coal from the mining area. Otherwise, let that coal go somewhere else or stop mining it for a while.

Inserters always place items on the far (IIRC) side of the belt, and a belt coming in from one side puts its goods on the near side of the belt. With this in mind, every belt has two sides that can carry separate goods. I usually try to avoid having multiple types of goods on one side of a belt because it tends to get imbalanced over time and then one or the other of your factories can't get what it needs because the other type of good is blocking its inputs from arriving. Alternately, filter inserters (the purple ones) can be used to weed out particularly types of items on a more-than-one-item-per-side belt and put them in storage or on another belt to somewhere they can be used.

A note on unintended side effects of logical conditions on the factory:

Once Factorio night I was running around my partially-solar-powered factory making some upgrades, and all of a sudden the lights started turning on and off at 60 Hz. I thought there was a bug at first. Nope, not in Factorio, just in my factory. I still had some coal plants running too; with lights and radar, and my recent additions to the factory, the batteries were draining at night. But with lights and radar off, the batteries were being recharged by the coal plants at night. So every Factorio time unit, the lights were alternative between on and off, creating an impressive strobe effect.

The next Factorio day, I upgraded my logic to turn the lights off at a lower threshold than the one that turned them back on.
 
That's a great tip, I wasn't paying any attention to the boiler (other than automatizing the coal feed to it).
By the way, is there any type of factory (eg advanced) which can communicate and send (excess) resources to others of its type, ala the research centers? Or maybe this is already achievable with logical circuits? Also, can you use such to make factories not stop production when they reach the rather low default product number, and carry on for longer without having to feed anything?

You can't feed factories directly from another doing the same thing. That's unique to labs
And no, you can't store extra products in a machine - if you want to build up a buffer, you'll need chests or belts

A minor improvement, continuous belt (but still not with logical functions to make life easier; have to rely on clean-up automatic pickers for known offenders in the excess production).I suppose there is a way to set up those storage boxes and tied pickers so as to look for the number of available x on the belt and accordingly store or leave it alone. Have to look at a video for how to do this.
Alternatively, is there any upgrade to the long-arm moving mechanism? So as to go with the cheap double-belt approach (although I'd rather not).

That's definitely ambitious, doing a sushi belt as a new player!

To be clear, what you've built here, with one circular belt that you put all the materials on, is known as a sushi belt in the community (after those conveyors at sushi bars). It'll work OK when you've very small amounts of materials like you have here, but unless your production ratios are perfect it will end up with the belt getting clogged up with one or two materials and machines unable to unload others once you try to scale up. It can be done, but it's pretty complicated, either requiring circuits (a later game thing) or a mess of priority splitters to control what get put on and removed from the belt. Most base are built with a belt - or at least half a belt - per resource, with maybe a sushi belt for loading science into labs, as it's not to bad with only 7 items, but even then that's more because it's a fun challenge to set up, not because it's the most optimal solution.

This video shows what it takes to get a large base working on sushi. It's fun, but horribly impractical:

An alternative often suggested to newer players is what's known as a bus, where you have parallel belts carrying all the resources and build small assembly areas for each product off the side, before putting the output onto a new belt in the bus. (I'd suggest googling it as my explanation is probably pretty bad...). And then of course there's spaghetti where belts just go everywhere.

They're aren't any upgrades to the long inserters. This is one of those things that really bugged me when I first played, but really came to appreciate the more time I spent, along with filter stack inserters only having 1 filter slot, whereas normal filter inserters have 5. It means that there isn't the perfect inserter for everything and you have to be more creative.
 
The new Warzone is pretty good. A few annoying bugs, but overall an improvement over the previous version. The starting and victory cutscenes have already grown tiring though.
 
Arkane, the studio that did Dishonoured, Prey and Deathloop are doing Marvel's Blade. :drool: Take my [goshdarn] money, you pieces of [filth]. It's just an announcement trailer - isn't even a release date yet; might be trying to time it with the release of the Mahershala Ali movie - but it tells us that the game takes place in Paris during some kind of epidemic that has people sheltering-in-place when the Sun goes down. Well, most people. Some mother[lovers] always tryin' to iceskate uphill. :cooool:

 
Tried Surviving Mars but wasn't hooked at all.
Though I can report that, once again, the computer treats all games as nothing, apart from Foundation (and to a much lesser degree, FrostPunk). I wonder if there is some bad set-up with some 3d-related properties for the Nvidia card, because the pc also has minor issues with Blender modelling.
By issues I just mean noise, fan-related or not (also heat when it is about fans). Frames isn't a thing.

Re Factorio, to me the only point in playing it is to actually have formal math to calculate how there won't be any overflow in the round-about belt which isn't managed automatically. I am pretty sure this can be done (at least with small such belts) with a few logical circuits, but like I said I still haven't tried them. Pollution is becoming a major issue already though, I had to take out a nest despite playing at the default setting of alien prevalence and hostility.
PS: can you at least force the stupid boiler to store more than just 5 coal from the belt, without having to feed it yourself? :p I don't feel like dedicating an entire digging rig (or a portion by splits) to the boiler(s).
 
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Tried Surviving Mars but wasn't hooked at all.
Though I can report that, once again, the computer treats all games as nothing, apart from Foundation (and to a much lesser degree, FrostPunk). I wonder if there is some bad set-up with some 3d-related properties for the Nvidia card, because the pc also has minor issues with Blender modelling.
By issues I just mean noise, fan-related or not (also heat when it is about fans). Frames isn't a thing.

Re Factorio, to me the only point in playing it is to actually have formal math to calculate how there won't be any overflow in the round-about belt which isn't managed automatically. I am pretty sure this can be done (at least with small such belts) with a few logical circuits, but like I said I still haven't tried them. Pollution is becoming a major issue already though, I had to take out a nest despite playing at the default setting of alien prevalence and hostility.
PS: can you at least force the stupid boiler to store more than just 5 coal from the belt, without having to feed it yourself? :p I don't feel like dedicating an entire digging rig (or a portion by splits) to the boiler(s).

Given that you're likely going to need multiple belts of coal to fuel your boilers at some point, you're just gonna have to bite the bullet and link them up...

(There are better power sources later, but you need a good sized base to get them going at a decent rate, and that means coal boilers. Lots of coal boilers.)
 
I don't understand what you mean by this.
That the computer doesn't make any sound/heat up at all for any of the other games I tried.

Another bad factorio design:

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The long walls to the colony with most of the natural resources, along with a plan to have two round-about belts (one for primary materials and one for first products of those), will likely not help and be in the future united to the usual mega-belt.
It doesn't help that the industrial zone is built literally on top of the iron source :p
At least the selection of a naturally defensible position (sea and hills) does allude to an ancient greek city (though currently I haven't even bothered to close up all the Thermopylae passages).
I have something like 2K excess pink tech, which is annoying.
 
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