Search found 9 matches
- Sat Jan 28, 2017 2:08 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 66931
Re: Map download never finishes [14.5] headless windows
The solution is to xor the data with a new key every time the data fails to send. Good luck with trying to find out what isp has the shitty deep packet filtering.
- Tue Jan 03, 2017 11:48 am
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 8244
Re: How to make turret creep less powerful but keep it fun
I still firmly believe turrets need no nerf at all. Turret creeping is tedious enough as it is. Problem is not that turret creeping is too powerful. The problem is that other means of attacking are not powerful enough. Believe me, if you can just run and gun the bugs and their nests, people will do ...
- Mon Jan 02, 2017 6:35 am
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 8244
Re: How to make turret creep less powerful but keep it fun
Together they would accomplish the intended goal but on their own they are unnoticeable.Frightning wrote:If the changes were unnoticeable, then they would necessarily also be unimpactful, meaning that the original problems would remain unresolved.
- Mon Jan 02, 2017 6:07 am
- Forum: Ideas and Suggestions
- Topic: Flying Creatures
- Replies: 1
- Views: 1402
Flying Creatures
At high evolution levels, swarms of pterodactyl like creatures will attack your base, making an exhilarating end game.
Although deadly, one may defeat them with SAM sites which take missiles as ammo, cover a large radius and can shoot many flying creatures at once.
To get an idea:
Swarming aricraft ...
Although deadly, one may defeat them with SAM sites which take missiles as ammo, cover a large radius and can shoot many flying creatures at once.
To get an idea:
Swarming aricraft ...
- Mon Jan 02, 2017 5:57 am
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 8244
Re: How to make turret creep less powerful but keep it fun
playerbase have widely varying opinions on what we'd like to see
So make the changes unnoticeable
possible that both problems could be addressed at once if they made robotic military units like walkers, tanks, and/or permanent hovering bots
I've thought of that idea too, like in starwars ...
So make the changes unnoticeable
possible that both problems could be addressed at once if they made robotic military units like walkers, tanks, and/or permanent hovering bots
I've thought of that idea too, like in starwars ...
- Sun Dec 25, 2016 5:44 pm
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 8244
Re: How to make turret creep less powerful but keep it fun
- Setup time won't affect much. It just means turret creeping will be slower.
Thats the point
- Bases taking less damage will again just make turret creeping slower.
That's the point
- Having building events check for biters, or biters constantly check for buildings, is more CPU time
it's not ...
Thats the point
- Bases taking less damage will again just make turret creeping slower.
That's the point
- Having building events check for biters, or biters constantly check for buildings, is more CPU time
it's not ...
- Fri Dec 23, 2016 4:10 am
- Forum: Balancing
- Topic: How to make turret creep less powerful but keep it fun
- Replies: 19
- Views: 8244
How to make turret creep less powerful but keep it fun
In response to the latest blog https://www.factorio.com/blog/post/fff-169 Twinsen mentioned that "So far I believe that we did not find a simple, fun and fair solution"
I would like to offer my solution,
Make a number of small changes that on their own, wont make a noticeable impact, but together ...
I would like to offer my solution,
Make a number of small changes that on their own, wont make a noticeable impact, but together ...
- Thu Apr 14, 2016 12:02 pm
- Forum: Ideas and Suggestions
- Topic: 11 Combat Improvement Ideas
- Replies: 7
- Views: 3899
Re: 11 Combat Improvement Ideas
Yea deconstruction plan is great and all, but the problem is in the early game you don't have robots yet, which is kinda when you want to build lots of walls.ratchetfreak wrote:quite a few suggestions here
number 3 has a work around with the roboport and construction robots which don't need to mine structures
- Thu Apr 14, 2016 11:55 am
- Forum: Ideas and Suggestions
- Topic: 11 Combat Improvement Ideas
- Replies: 7
- Views: 3899
11 Combat Improvement Ideas
1) Give turrets an activation animation of a few seconds once built, so you can't easily kill alien bases with turret creep.
2) Aliens will evolve next to the player based on how many buildings are in the area, so you cant just place 1 small object to stop aliens spawning.
3) Walls are easier ...
2) Aliens will evolve next to the player based on how many buildings are in the area, so you cant just place 1 small object to stop aliens spawning.
3) Walls are easier ...