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*kicks grimmrog down the endless DLC chasm*
I'm going to echo this sentiment. Trains add some fun and interesting options without introducing gamebreaking bugs or ideas that are poorly grafted onto the original game. They give new ways to plan your colony in general and new ways to expand it over time. They have problems - BoredPeon does a good job describing them. But they help to take a new, creative and fun step and is worth a look for that reason, even with limitations like not moving up slopes.
Here in the US, the price of this DLC is the price of a few draft beers at a bar. Surely even one or three quick games of Surviving Mars using these new options and the mini stories they help you tell is worth that.
I hope we get some free patches on these in the future for things like colonist AI in finding a station, or a cleaned up UI for resource allocation between stations. But its overall a good mod, especially compared to the poorly integrated hot mess that was Below and Beyond on arrival.
I find this review funny,
Basically its, 'it wasn't the hot mess the previous DLC was so I'll turn a blind eye to the fact its kinda half baked and not worth $7 cause beer'.
Don't lower your standards because the last stuff they put out was so bad.
I totally get the sentiment about beer btw, but for digital content, its a different thing, you aren't paying for a physical product, put in context of the cost of the full game. Its worth maybe $2-3
1. No passthrough. Trains can't pass through one station and to another, this means that rather than having *one* station at one dome which then goes through to multiple domes on a *single* track. You have to set up multiple stations at dome A, then multiple at dome B, and make a spagetti wire of tracks. Now, we do have the large stations but that doesn't help solve the main problem of passthrough, after all:
2. People do not switch trains, this is one of the things I believe was mentioned in the trailer (can't recall since I can't view the trailer right now, steams been having some very weird problems this past week).
3. I can get that this might be a bit difficult, but really the stations should've been capable of being set up *inside* of the domes. We have buildings that already poke out of the dome itself so why can't we get this set up for here as well?
4. Trains themselves: they flip around on the track which bugs the ever living daylights out of me (as a person who works on 3d models and has made scenes before, I find this to be a cheap way to turn the trains around, which the best solution would be to add an almost full circle track at the end of the station for the train to run on when leaving)
This is actually one of the reasons why I do not like it when modders go the paid mod route, I get that they would like money for their time (and given how bad the job market is right now, I really can't blame them) but if you are going to do that, then you need to put out a better quality product.
Trains is something I've always wanted since I first played this game, and it always bugged me that it didn't have it (heck, very VERY old games like Outpost 1 had them) so it always rubbed me wrong that this game didn't have them at the onset.
To be honest I can only hope that as time progresses the problems with this DLC will be fixed and more content will be added to help deal with the problems that myself and others have listed. However, as it stands, the DLC isn't really worth the current price.
You cannot blame the modder for that. The developers and the publishers were the ones to rubber stamp it.
+1
The lack of a through train option, and the issue with not switching trains is just clumsy and only adding logistic problems overall.
A through train-station system is the most logical and obvious way to go forward so that you can organically grow and expand the network like in RL.
Visually also, a through-train system would look better.
one track is 2-way, one-direction on each side, yet you cant run two cars simultaneously on it.
also apparently the wagon cant reverse on the same track because as they are only one-way for some reason ?
also they are limited to only 2-car per train or am i missing something ? perhaps there is an upgrade for it, idk
if storing metal and concrete is allowed(it is by default), the trains will endlessly transport those unnecessarily back and forth instead of actually useful things like machine parts.
I assume this is happening because Station A area has storage full for those, yet Station B has storage with space, however once the goods have moved over to B from A the situation reverses.
The extra techs for trains unnecessarily clutter up the tech-tree, would have been better if they had their own Transportation column. As far i have observed pure vanilla provides the best tech progression as you tend to get useful things.
The maps are buggy as @#$%. You get into the large caverns and you can barely even build in them because the the ground is "uneven" even though it is cleared and is flattened graphically. Since the trains act lie passages rule wise the ground has to be flat and not uneven.
So for in order for the trains to work underground it would have required fixing the buggy maps first. Which is something Absucktion should have done before considering themselves finished with the project.
Which is a shame because the train mod would have been nice for underground being able to move colonists to far ends of the caverns. Having to rely on shuttles for that really sucked. The below part definitely needed something besides just the shuttles to allow colonist movement.