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  • Fixed an issue with numbers going into the negative on countdown timers.

This isn't actually fixed. Every mystery's countdown timer (power of 3, the last war, Wisps' water tank "experiment-03PX"-whatever etc.) still hits 0 and continues into the negative forever. There's also no way to delete this random notification, even after the mystery has been solved.
 
This isn't actually fixed. Every mystery's countdown timer (power of 3, the last war, Wisps' water tank "experiment-03PX"-whatever etc.) still hits 0 and continues into the negative forever. There's also no way to delete this random notification, even after the mystery has been solved.
Is this on a new colony started since this patch, or only in an older one?

Because not all fixes can be retrospective!
 
im not having fun. Not underground, not in space. Patch did nothing in changing that. But F me, im only one gamer, who gives a Fk about what i think. But it does seem like, im not the only one by far. If so, u gotta inject some fun into this. I donno how.. i really dont. All i know, is what im not having any fun at all, in niether underground or space... so much so, i stopped playing the game. Good luck devs! Hope u can salvage this somehow.
 
Hmm, u kno what, maybe u need ideas, thats a problem ? Make it exciting! U added more complexity n forgotten to add anything fun! Add i donno, alien City, or something underground! Add space station building in space, and satellites n stuff. Go funky. Anything. Inject fun. Save the game! i donno, like Doom vibr, some ancient alien space demon city or something! Spook us! its already all dark n stuff in there, make it work! do something! save the game! Good luck!
 
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The good news ist that last game I actually built an underground dome before the game was "over".
The bad news is that there is still not a lot of reason to do so, and due to the extended time window, there is even less of an incentive to build manned asteroid mines. Water just runs out too fast.

Suggestion:
  1. For the underground: +50% research spots and/or infinite depots
  2. For manned asteroid mining: Halve the habitat upkeep to 6 energy 1 oxygen 1 water. Increase all depot sizes by 50%. The substantially larger investment of manned asteroid mining compared to unmanned needs to pay off.
 
  • 2Like
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The good news ist that last game I actually built an underground dome before the game was "over".
The bad news is that there is still not a lot of reason to do so, and due to the extended time window, there is even less of an incentive to build manned asteroid mines. Water just runs out too fast.

Suggestion:
  1. For the underground: +50% research spots and/or infinite depots
  2. For manned asteroid mining: Halve the habitat upkeep to 6 energy 1 oxygen 1 water. Increase all depot sizes by 50%. The substantially larger investment of manned asteroid mining compared to unmanned needs to pay off.
indeed having infinite deposits underground would make it more interesting, kind of early mini moholes would be nice!
 
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