Surviving Mars: Relaunched

Surviving Mars: Relaunched

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Corporate Fugitive Commander
   
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11 月 12 日 下午 2:10
12 月 4 日 下午 8:21
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Corporate Fugitive Commander

描述
Want the ultimate challenge as a commander? This is the mod for you!

Inspired by the Rookie Commander mod in the original SM, this mod truly has you on your own, excluding limited support by your "sponsor" on Earth. You arrive with your rocket, some drones, a small amount of electronics and mechanical parts. Nothing else.

Includes the new Blood Moon Corporation sponsor and faction. This mod is best played combining it with the Fugitive Commander profile. Positive/cheat game rules are disabled so as to not circumvent it's difficulty.

Corruption within the Blue Sun corporation is nothing new, nor is it easily caught and punished due to the power and wealth they wield.

You're a mostly unknown low-tier accountant looking to move up in the ranks, with hopes of becoming one of the first employees to colonize Mars and make a name for yourself, and of course, your bank account.

Unfortunately, due to office politics and "less than stellar" performance numbers that may have been manipulated to favor others in higher standing, you were rejected as a candidate, put on a 5-year waitlist for reapplication, and sent back to your cubicle.

Upset and frustrated, you decided to "compensate" for this slight by embezzling small amounts of funds. After all, high level management and executives do it all the time, why shouldn't you?

Unfortunately for you, after a few months, you were caught red handed and arrested. End of the road.

Or, so you thought.

To your surprise, you're granted bail and an unknown benefactor paid it in full. Walking out of the courthouse, a shady but professional looking man leads you into a car you couldn't only ever dream to afford.

Inside, you're greeted by one of Blue Sun's shareholders. She tells you that she has the opportunity of a lifetime for you, one that will get you on Mars and help establish a new source of revenue for her under a new corporation she's creating, Blood Moon.

Due to the clandestine nature of it, you will only be provided with the absolute minimum resources so as to not raise suspicion. Build a functional dome and you will be provided a single Corporate Office prefab.

Succeed, and you'll be richly rewarded with an executive position.

Fail, and you'll die on a barren rock as the expendible and easily replaceable nobody you are.

Decline, and she'll see to it you're given the maxmium sentence.

The choice is obvious.

Fugitive Commander Details:
  • 15% increase of revenue from Corporate Offices.
  • Martian Patents tech unlocked.
  • Mole People tech unlocked. Criminal activity is better done underground from prying eyes...

Blood Moon Sponsor Details:
  • Starting resources - One rocket, some drones, 10 each of Mechanical Parts and Electronics, one Transport and Explorer Rover, and no cash.
  • Periodic trickle of $50m in Sponsor support.
  • Significantly smaller applicant pool.
  • All colonists/droids have the Renegade trait due to prior criminal activity, or being around those who do.
  • All applicants cost $100m in bribes to join you on Mars.
  • $20B independance cost.
  • $15m export per rare metal resource.
Mission Goal
Reward
Build a functioning dome.
Unlock Blood Moon Corporate Office prefab.
Export $10B in rare metals.
50% increase to rare mineral export prices.
Have 100 colonists with the Renegade trait.
Unlock Exotic Mineral Therapy Breakthrough. (Allows rehabbing Renegade trait at the Sanitorium).
Have 30 Officers in your colony.
Unlock Global Support breakthrough.
Deep scan every sector.
Unlock 500 sponsor research.

Recommended mods for synergy:
  • Covert Ops Enhancements - Allows for more criminal actions against your rivals, notably stealing their unique vehicles and buildings.
  • More Rivals - Gives you an opportunity to perform criminal actions against more colonies.
  • Slower Research - What it says on the tin. Change research to be slower at varying degrees for added difficulty.
  • WW Regolith Refinary - Generate a very small trickle of metal, rare metals, and exotic crystals from waste rock. Saves you from the hell of asteroid farming and having to juggle three different maps.
  • Rx - (Insert Mods here) - Silva's (now named Dash) updated mods from the original game.
  • Bankruptcy - Crank the difficulty up even more by putting yourself into a huge amount of debt, but be able to print drones and androids.
  • WW Apocalypse Game Rule - Make buildings on the surface much more difficult to maintain/function with significantly increased disaster events, encouraging underground building.
To Do List:
  • Fix icons for Mission Sponsor Goals and the Blood Moon faction in the politics screen. Mod Editor as of SM:R ver. 1.0.3 is currently bugged and not allowing it.
  • Fix the 30 Officer sponsor goal. Game isn't liking what I'm doing. Investigating and have a temporary placeholder of 150 colonists until I nail it down.
  • Grant a small amount of money when successful Covert Ops actions occur.
  • Adjustments based on feedback or my own inspiration.
14 条留言
Mantastic  [作者] 25 分钟以前 
The 30 Officer sponsor goal is still being a PITA. I've temporarily changed it to 150 total colonists so it's an achievable goal that requires some doing. Once a proper fix is found and tested, I'll revert.
Mantastic  [作者] 45 分钟以前 
Thanks much! Let me know what you think when you give it a spin.
Bollie 23 小时以前 
Amazing concept! Looking forward to giving it a run once the devs patch up the game a bit more. While all the DLCs nicely fill holes in the gameplay, they make the game easier and easier to the point that a max difficulty run without mods isn't crazy. So I appreciate your work!
Mantastic  [作者] 11 月 24 日 下午 1:05 
Uploaded a test fix. I believe the issue is I put "Officers" plural in the Mod Editor field instead of "Officer" singular.

Unfortunately, unlike most things, the Mod Editor doesn't give you the option of a pulldown menu to select the trait under Sponsor Goals.
Roadwarrior Generalissimo 11 月 23 日 下午 7:07 
Is the "30 officers" sponsor goal not working for anyone else? Currently it's the only goal I haven't completed, despite having close to 60 (non renegade) officers in the colony.
Mantastic  [作者] 11 月 19 日 下午 8:20 
Biorobots shouldn't spawn as Renegades, but if they do, let me know.

And thanks for the kind praise, glad you're enjoying it!
raadoooo89 11 月 19 日 上午 11:04 
@Mantastic first of all I want to say that I really like the idea and I thank you for the work you put into this mod. I saw this mod after I kinda finished my first playthrough of this game in which I did not use any mods and I immediately started a new game with this mod enabled.

I do have a question though: are the biorobots (or whatever they're called) created renegades as well? If they are not renegades I might try to rush that because I am not sure I'll manage to get to rehab them through the sanatorium considering they keep blowing up my farm right before harvest lol.

Again, thank you for your work on this, I really like where this is going.
Roadwarrior Generalissimo 11 月 18 日 上午 9:38 
Oh that's so good thank you! I have been playing with politics disabled, so I was running into problems of how to manage it all. That sounds like a good solution. Thank you for the work put into the mod!
Mantastic  [作者] 11 月 18 日 上午 9:35 
Glad you're enjoying it!

Every imported Earth colonist is indeed intended to be a Renegade, under the pretense that the only people Blood Moon are able to funnel in "under the table" have some kind of criminal background. Makes sense that the kids would be too, product of their environment and all. ;) Part of the fun and challenge is dealing with a bunch of rabble rousers, and eventually cure them of it.

The most recent update added a Mission Goal that unlocks Exotic Mineral Therapy once you have 100 of them, enabling the Sanitorium to rehab them. You can also unlock it via the new Politics DLC once you have the Martian Embassy built.
Roadwarrior Generalissimo 11 月 18 日 上午 4:51 
Excellent mod! Very fun to play. One possible bug, literally *all* al my colonists were starting out as renegades, including the children (who burned down their nursery, which was pretty funny) and the refugee's. I don't know if this was intended, but it doesn't look like it from the game description.

I had been looking forward to solving the renegade problem by just having a new generation of colonists but alas, 'twas like raising the Addams Family. 10/10 experience though.