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The Fermi Paradox - sci-fi narrative strategy game with Brian Mitsoda - now on Early Access

Norfleet

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Yet could be enough to kickstart industry.
Unlikely, because, again: Hydroelectric power is something that must be kickstarted itself. To be able to construct a hydroelectric dam that generates electricity, you first need to have an industrial economy to produce all the parts needed to make the dam work and transport all of it to the construction site. This means going from an economy that runs on manual labor and wood to one that runs on steam engines and coal. If you tried to run this transition on wood, you'd log all the forests flat in no time at all, and it would be FAR less effective because the EROI on wood power is FAR lower than coal or oil.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
These... society states or how would you call them, are so ludicruous it beggars belief. I'd get if cops were beating trannies and state security made "social engineers" disappear. But mechanized infantry? Blown out of proportion much?

Lol

I imagine aliens rolling around in sdkfz 251's with their phazers at the ready, looking for gay alien trannies doing the nasty in some alley.
 

Storyfag

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Yet could be enough to kickstart industry.
Unlikely, because, again: Hydroelectric power is something that must be kickstarted itself. To be able to construct a hydroelectric dam that generates electricity, you first need to have an industrial economy to produce all the parts needed to make the dam work and transport all of it to the construction site. This means going from an economy that runs on manual labor and wood to one that runs on steam engines and coal. If you tried to run this transition on wood, you'd log all the forests flat in no time at all, and it would be FAR less effective because the EROI on wood power is FAR lower than coal or oil.

All_Gizah_Pyramids.jpg


Isn't that basically how 40K is?

Almost. Except in WH40K gay trannies ten to summon daemons of Slaanesh, which kind of justifies hunting them down with tanks.
 

Norfleet

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Yeah, those are not exactly hydroelectric dams. They are inert piles of rock and formerly shiny stones, which, while visually impressive, lack mechanical functionality.

Almost. Except in WH40K gay trannies ten to summon daemons of Slaanesh, which kind of justifies hunting them down with tanks.
And this is different from the current state of affairs in what way?
 

Storyfag

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Yeah, those are not exactly hydroelectric dams. They are inert piles of rock and formerly shiny stones, which, while visually impressive, lack mechanical functionality.

Yet they are a nice reminder of what is possible with merely using muscles.

Almost. Except in WH40K gay trannies ten to summon daemons of Slaanesh, which kind of justifies hunting them down with tanks.
And this is different from the current state of affairs in what way?

What?
 

Malakal

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Yet could be enough to kickstart industry.
Unlikely, because, again: Hydroelectric power is something that must be kickstarted itself. To be able to construct a hydroelectric dam that generates electricity, you first need to have an industrial economy to produce all the parts needed to make the dam work and transport all of it to the construction site. This means going from an economy that runs on manual labor and wood to one that runs on steam engines and coal. If you tried to run this transition on wood, you'd log all the forests flat in no time at all, and it would be FAR less effective because the EROI on wood power is FAR lower than coal or oil.

It is perfectly possible to harvest wind and water power with low tech - dams and mills were around for hundreds if not thousands of years. Not very effective or big scale but doable.

But I am not sure if it is possible to create steel and cement this way, especially steel goes really well with coal powered economy.
 

Norfleet

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It is perfectly possible to harvest wind and water power with low tech - dams and mills were around for hundreds if not thousands of years. Not very effective or big scale but doable.
Yes, I am fully aware of that this exists, but this isn't industrial usage.

But I am not sure if it is possible to create steel and cement this way, especially steel goes really well with coal powered economy.
You can smelt iron using just charcoal, but the productivity of this is very low: Within a few decades of industrial coal use taking off, the iron output of Britain went up by an order of magnitude, completely blowing away non-coal-based production. Without the use of coal, that just wouldn't have happened, production based on wood is too inefficient and there is not enough wood to do this with.

You are basically facing a situation where you need to reach the next tier, but there's not enough resources to effectively do this, and thus may not have sufficient reason to believe that the tier after that even exists to be reached. Since the goal is to ultimately into space and escape all this...the longer it takes, the more likely you collapse before you can.
 

cyborgboy95

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https://store.steampowered.com/news/app/1543150/view/3330987452418175229

Farside Update - 0.67 - Music Events, Autosaving and Bugfixes
Dear Fermi Community,

After releasing our soundtrack we got inspired to write some events about mesmerizing music genres in the future. Let`s have a trip to the dark side of the moon together...

f3901b480702de9e9c5c4bbf28725e5040cc6bc2.jpg


Also no more lost games when you have a power outage! We implemented an autosave feature!
Furthermore we fixed some annoying issues with broken savegames.

Changelog of Version 0.67.A.5 - Farside UPDATE ( contains spoilers )
  • New Feature - Autosave - The game progress is automatically saved. A timer in the exit menu shows when the last autosave happened.

  • New Sol System Event ""
  • New Sol System Event ""
  • New Cyber Age Event ""
  • New Solar Age Event ""
  • New Lightspeed Age Event ""
  • New Singularity Age Event ""
  • New Spaceship Event ""
  • New Signal Event ""
  • New Colony Event ""
  • New Population Crisis Event ""

  • Bugfix - fixed broken savegame, when saving during the tutorial
  • Bugfix - fixed broken savegame, when saving during epilogue
  • Bugfix - fixed broken savegame, when saving during certain final tech options
  • Bugfix - names of stars, spaceships and civilizations are displayed correctly again after loading a savegame
  • Bugfix - colonies on Alpha Centauri are not invisible anymore

See you up in the stars, voyager.

Jörg from Anomaly Games

Join our Discord server: https://discord.gg/n5bDJ7pRVM
Follow us on Twitter: @FermiGame
 

cyborgboy95

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https://store.steampowered.com/news/app/1543150/view/3356887133397662334
Steam Dev Diary # 6 - Roadmap Update 2022
Dear Fermi Paradox Community,

The Early Access version of our game has been live for a year and we are very happy with how far we've come. We want to thank everybody who supported us with the development of The Fermi Paradox and provided us with a lot of honest critique and crucial feedback. We could not make this kind of game without you.

We have added 6 major updates since our Early Access release in (named Mercury, Venus, Deimos, Mars, Luna and Farside) and now have roughly 70% of the game's features and content implemented.

b97da9d2ebe6904a5c6a707d5839e41c094fe643.png


Looking back over the last 12 months it has become much clearer for us how long we need for updates and which parts of the development take more time than we anticipated. Our estimation is that we will stay in Early Access until Spring 2023.

To bring The Fermi Paradox to a good state that we are happy with, we want to implement the following topic bundles.

Jupiter Update (First Contact Rework): Contact between a spaceship and an alien civilization or colony is still quite underwhelming in the current version. We would like to explore in more depth the consequences of two alien societies interacting with each other and we’ll look at themes of coexistence, occupation and infiltration. Note that this will not include full permanent multi species planets/systems.

Ganymede Update (Synthetic Species): Biological species of an advanced techlevel might create artificial lifeforms. There is a chance that these synthetic creations will rise up against their creators and build a civilization of their own.

Callisto Update (Galactic Imperialism): Space travel and interstellar communication in our game is relatively slow (even after breaking the lightspeed barrier) so it will be hard to create a galactic federation or empire. But a sufficient number of colonies of the same species can use decentralized approaches to coordinate their dominance over the galaxy.

Saturn Update (The Nano Age): With this technological level a species will be able to modify matter on the atomic level, create tiny nanotechnology machines and directly modify their bodies on a cellular level.

Titania Update (Full Utopia / Dystopia): Achieve 100% Utopia to let your aliens sink into blissful happiness or be driven to uplift other lifeforms… But your galaxy can also turn into a dark forest where full dystopian species try to wipe out every sign of life in the galaxy.

Uranus Update (The Warp Age): When matter can be transformed into energy, the ways to personal teleportation and object replicators are open. The laws of space-time will be bent as access to other dimensions or even timelines might be possible.

Neptune Update (Meta Gameplay): Difficulty levels, achievements, unlockable species and a storyteller mode will make replaying the game more interesting.

Pluto Update (Transspecies): When a technologically advanced society learns enough about other aliens in the galaxy, they can use this knowledge to evolve into a complete new lifeform that can integrate every other species into their fold.

Gaia Update (Godlike Age): When technology is indistinguishable from magic, a single civilization might become capable of transcending to another plane of existence or harnessing the energy of the entire galaxy.

In each update we are also working on the following aspects::

Fixing bugs (big thanks to our Discord community for patiently reporting issues to us)
User Interface improvements (for better overview and explanation of the game features)
More story events (to add more variety or when our community has cool ideas)
Balancing of already implemented features
Accessibility features
Keyboard and controller support


01532ba78cae6610840d3d0756871eb48b55ef7f.png


We don't want to drag the Early Access phase forever, so we decided to tackle the following aspects after we finish the main game, either as free updates or as a part of an expansion.

Multi Species Planets : We want to make the species to species interaction more meaningful. But having a permanent population of many different species in the same star system is quite complex and we are still not sure if we will add this feature to the game.

Dynamic Planet Appearance : With evolving technology, the appearance of a planet could also change. For now we only describe these changes in our texts and are not sure if we should also change the visual appearance of our planets.

Custom Campaigns and Special Game Modes : We have a lot of ideas for campaigns ( like we had in our demo version ) or game modes with very different starting conditions. These features will take a lot of balancing work so we may do them later.

Psionic Abilities and other Fantastic Elements : Even if mental powers are a staple of many science fiction stories, we think that these elements don't fit well into the stories that we want to tell in The Fermi Paradox. But it might fit into a separate game mode or add on.

Languages : It only makes sense for us to finish the English text of the main game and then decide if we will translate “The Fermi Paradox” into other languages. We are always happy to hear what languages the community would like us to support, but we can't make promises right now if the game will be translated into those.

Platforms : We will focus on making the PC version great and then decide if we create a version for platforms like Switch, Mac, Linux, Mobile, Xbox or Playstation after we finish Early Access.

Modding : Since we will add and change features constantly during Early Access it does not make sense to add a modding system before we finish the Early Access version.

Also, there are some things that are out of our scope for a small indie team or don't fit with the vision that we have for our game:

Multiplayer ( cooperative or competitive )
Very detailed customization of characters
Classic strategy game elements like moveable units or base building.
Detailed grand strategy elements with the micromanagement of a lot of resources / values.

We hope this gave you a good overview on what we still have planned for the rest of the Early Access development and what you can expect in the next months.

Keep in mind that game development is far from an accurate science, so the order and content of things that we planned can always change. We are interacting constantly with our players to understand what is important for you and what you find really interesting about our game and plan accordingly.

Finally, I want to give a big thank you to all the people supporting the Early Access version, writing reviews and feedback, providing us with ideas and suggestions on our Discord, the Steam Forums or other social media and sharing and streaming our game. That really helps a lot.


Thank you and see you up in the stars, voyager.

Jörg from Anomaly Games[fermi-paradox.com]

Join our Discord server: https://discord.gg/n5bDJ7pRVM
Follow us on Twitter: @FermiGame
 

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