Search found 38 matches

by AndaleTheGreat
Fri Oct 14, 2016 3:23 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: evenly challangeing starting locations

my prediction for a match is, that the base in the middle will be destroyed first and that area after that will be a common battleground for the other teams. Or, all the other teams will be too busy fighting their closer neighbours on the ring, and the player in the middle will have a mostly peacef...
by AndaleTheGreat
Thu Oct 13, 2016 2:12 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

As for improvements for fighting: Not at the game at the moment but: There are speed modules and efficiency modules and so on. Can one place modules in turrets? I also noticed that turrets fire only until the alien will be killed. So with lasers taking time to reach the enemy the turrets stop befor...
by AndaleTheGreat
Thu Oct 13, 2016 6:52 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

What I fear though is that they won't give PvP enough attention and leave it half-assed like the rest of the combat in the game. EDIT: Honestly, if you don't know what do to with it contract a game designer with RTS experience. It can't stay as it is, it needs an overhaul. Personally I'm of the opi...
by AndaleTheGreat
Thu Oct 13, 2016 6:26 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

You should add the ability to queue up research, this would allow for the player to pick a tech to research that they do not have the prerequisites for, and then all of the prerequisites for that tech and that chosen tech would be researched without prompting the player to choose another tech, unti...
by AndaleTheGreat
Thu Oct 13, 2016 6:25 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

I'm seeing a lot of comments about the combat. I would like to see something added in that area, but I'm not sure what you could do beyond balance. This isn't really a combat oriented game. It is a factory sim with defense requirements. The flamethrower is OP as hell if you combine it with a second ...
by AndaleTheGreat
Thu Oct 13, 2016 6:11 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

However - only nitpicking - I'd say that gun turret research should rather be done using wall and smg, rather than pistol and ammo. ;) Was literally falling asleep on my keyboard at this point and just throwing ideas at the wall from memory. Like I said, I'd be willing to come up with a lot more de...
by AndaleTheGreat
Mon Oct 10, 2016 4:43 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104421

Re: Friday Facts #159 - Research revolution

Very happy to see a change coming to the science packs. I like the division of function being shown. I still don't care much for the research method tho. Hang on, let me get it all out there first. I feel like using 'science packs' adds an extra level you don't need to have only to make researching ...
by AndaleTheGreat
Sun Mar 20, 2016 10:43 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134838

Re: Friday Facts #129 - The late game

I already use a mod to increase ores at a distance and would love to see something like that implemented. I assume it will work better if built by the gamemakers but more importantly I imagine it would be something quite configurable. As for the long term miner I feel like this is ok but the dirty o...
by AndaleTheGreat
Sun Mar 20, 2016 10:21 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204361

Re: Friday Facts #128 - Back down to earth

I just want the end of the line to be able to dump into a storage. My interest in something like what is shown would not be for pulling things from storage but for dumping at the end. If I could I would love to be able to run all my lines into a chest then use an insterter to place items from chest ...
by AndaleTheGreat
Sat Feb 13, 2016 1:46 am
Forum: Mods
Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
Replies: 54
Views: 73339

Re: [MOD 0.12.x] No Hand Crafting (0.12.2)

Does anyone know if there's a middle ground to this idea? I'd like one that only eliminates large/complicated items that should be impossible by hand.
by AndaleTheGreat
Mon Oct 12, 2015 4:49 am
Forum: Ideas and Requests For Mods
Topic: nomadic factioro
Replies: 2
Views: 4905

Re: nomadic factioro

It sounds interesting and I would give it a shot, but even at just the title I kind of thought "that seems like a contradiction to the game". Still, I think with some more details and ideas you could make this interesting.
by AndaleTheGreat
Sat Aug 15, 2015 11:42 pm
Forum: Gameplay Help
Topic: 'T' junction issues / belts no longer drop at end
Replies: 3
Views: 6116

Re: 'T' junction issues / belts no longer drop at end

Don't add a straight tranport belt. - Add an underground belt entrance. - Add a curved transport belt pointing at the inserter. I've been doing the second and forgot about the first (which is a function I don't care for as the belt is hooded and should become inaccessible) but I just preferred the ...
by AndaleTheGreat
Sat Aug 15, 2015 11:38 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 379268

Re: Combinators 101

aaaaand bookmarked
by AndaleTheGreat
Sat Aug 15, 2015 2:17 am
Forum: Gameplay Help
Topic: 'T' junction issues / belts no longer drop at end
Replies: 3
Views: 6116

'T' junction issues / belts no longer drop at end

I'm sure it happened awhile ago, but I only just started up again the other day and noticed the Transport Belts no longer drop an item off at the end. This is not something I find terribly useful as many of my older maps are designed with this in mind. The solution is to add another belt, but this c...
by AndaleTheGreat
Sat Aug 15, 2015 1:58 am
Forum: Resolved Problems and Bugs
Topic: [0.12.3] Personal roboport grabs from toolbelt
Replies: 9
Views: 8486

Re: [0.12.3] Personal roboport grabs from toolbelt

I'm so glad to see the storage order was changed. It really kinda messed up my control when pulling from the first slot.
by AndaleTheGreat
Mon May 19, 2014 1:02 am
Forum: Ideas and Suggestions
Topic: Mobile Chests/Barrels & Loader
Replies: 5
Views: 2667

Mobile Chests/Barrels & Loader

Just seems like a good idea to me. A loader specifically for chests/barrels that can shove them onto or off of the belts. Chests/Barrels wouldn't be directly accessible while on the belts as that would probably be a bit much. Just a thought. If you like it agree, if you don't then ignore it and it w...
by AndaleTheGreat
Sat May 17, 2014 7:32 pm
Forum: News
Topic: Friday Facts #34
Replies: 59
Views: 37585

Re: Friday Facts #34

I was par of the Sips influx myself and I bought the game the second I finished the demo. Quite enjoying it and putting a lot of hours into it. Can't wait to see this turn into a full game. For the most part seems like a great community (A little pissed I got insulted for having not played 100+ hour...
by AndaleTheGreat
Sat May 17, 2014 4:12 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210833

Re: Electric energy

I personally am a fan of failures in games. They've just gotten easier as I've gotten older and the random breakdown (realism) has been a non-factor in almost every game. I think that it should always be an option and never forced as some people wanna be casual, but that doesn't mean they shouldn't ...
by AndaleTheGreat
Sat May 17, 2014 4:06 am
Forum: Outdated/Not implemented
Topic: Assign Near/Far (or Left/Right) on Inserter ☸
Replies: 20
Views: 20140

Re: Assign Near/Far on Inserter

Inserters will in fact stop putting items onto a belt if the far lane is full. They are so reluctant to place items on the near side of the belt that they will cease to function. So I'm not sure what your situation was. When picking up objects, they will prefer the near side of the belt, but will t...
by AndaleTheGreat
Sat May 17, 2014 4:03 am
Forum: Ideas and Suggestions
Topic: Half Belt Splitter
Replies: 58
Views: 20958

Re: Half Belt Splitter

ok i'm done reading this thread, people just keep reading more into it than there is.Also, to hell with you for insulting me because I haven't played enough in your opinion. I'm done with this shit thread. Delete the thing. Screw you guys. There was ZERO reason to make all this argument bullshit in ...

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