Search found 29 matches
- Sun Apr 30, 2017 2:47 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150392
Re: [MOD 0.14] Alien Biomes
Beautiful mod that fits really well with the vanilla landscapes without looking weird. Great work!
- Sun Apr 30, 2017 2:25 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63688
Re: [MOD 0.12.26] Laser Beam Turret
Cool stuff. That's how I like my lasers. 

- Sun Apr 30, 2017 2:21 am
- Forum: Mods
- Topic: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)
- Replies: 22
- Views: 16694
Re: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)
Are you still working on it? Cause this is awesome!
- Sun Apr 30, 2017 1:44 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393626
Re: [MOD 0.13.17+] Rampant - 0.15.1
Should be a config option within the mod to toggle the projectiles.
config.useDumbProjectiles = true
set to false.
I haven't migrated the config to the new method in 0.15 yet, but the old config.lua should work.
Out of curiosity, what do you dislike about the non homing versions?
Ok, thanks a ...
config.useDumbProjectiles = true
set to false.
I haven't migrated the config to the new method in 0.15 yet, but the old config.lua should work.
Out of curiosity, what do you dislike about the non homing versions?
Ok, thanks a ...
- Sun Apr 30, 2017 1:16 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393626
Re: [MOD 0.13.17+] Rampant - 0.15.1
Just one question: Is there a way do enable biter homing shots again via code or something? If yes, how?
- Mon Jul 04, 2016 12:45 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 116779
Re: Fight
You know what would be even cooler than new bugs and even more overpowered ways to defeat them?
More engaging Biter behavior...
At the moment, the bugs feel more like an encroachment on the planet than we do, at least we have the option of whether or not we become the biggest b*stard on the ...
More engaging Biter behavior...
At the moment, the bugs feel more like an encroachment on the planet than we do, at least we have the option of whether or not we become the biggest b*stard on the ...
- Sun Jul 03, 2016 4:19 pm
- Forum: Balancing
- Topic: 0.13 balance discussion
- Replies: 21
- Views: 8871
Re: 0.13 balance discussion
On the factorio homepage is also mentioned that combat is not fleshed out and they will work on it. And somewhere I read that kovarex like the idea of RTS elements. So I didn't give up on a more tactical and better combat system. ;) But this seems to be a thing for later updates.
It's not easy to ...
It's not easy to ...
- Sun Jul 03, 2016 1:48 pm
- Forum: Balancing
- Topic: 0.13 balance discussion
- Replies: 21
- Views: 8871
Re: 0.13 balance discussion
The only unmodded, "reasonable" way to deal with them was to use lots of energy shield and a combat shotgun, or in the very late game, a crazy amount of destroyer capsules.
Anything else was monkey business (in the mid game you could use a tank to get some alien artifacts, but tank gets obsolete ...
Anything else was monkey business (in the mid game you could use a tank to get some alien artifacts, but tank gets obsolete ...
- Sun Jul 03, 2016 9:27 am
- Forum: Balancing
- Topic: 0.13 balance discussion
- Replies: 21
- Views: 8871
Re: 0.13 balance discussion
Nice :). I might finally re-enable aliens in my games if there's now a reasonable way to deal with them (that is not completely annoying or boring).
There were already reasonable ways to deal with them before. ;) The flamethrower is just way too strong and aliens seem to be in general a bit weak ...
There were already reasonable ways to deal with them before. ;) The flamethrower is just way too strong and aliens seem to be in general a bit weak ...
- Sat Jul 02, 2016 3:04 pm
- Forum: Balancing
- Topic: 0.13 balance discussion
- Replies: 21
- Views: 8871
Re: 0.13 balance discussion
The new flamethrower seems OP. It's even better at destroying biters and spawners than the combat shotgun which is already extremly strong. It's main dmg seems to come from the fires on the ground not it's shot damage alone. You can just spray for 1-2 seconds on a spawner and it will die just by ...
- Fri Jul 01, 2016 3:54 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 216077
Re: Version 0.13.0
What happened Fight revisit (balancing, tanks more enemies variety, ...)? Will it be in future updates?
- Fri Jul 01, 2016 3:36 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 116779
Re: Fight
Yeah the combat really needs some work. Right now it's far too easy to steamroll enemy bases even with cheap weapons. It would be cool if the spawners would evolve and get tougher and also more enemy types would be nice to make combat more intersting.
- Fri Jul 01, 2016 3:11 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 181117
Re: RTS direction
*Just my opinions:
Please don't make this game any more RTS.
Its an automation game, not a FPS.
I'm not even a fan of the bitters, as I think they just distract from the game.
Small rant here ---> The Bitters and thereby your avatar, are a nuisance and add more aggravation to a game that is very ...
Please don't make this game any more RTS.
Its an automation game, not a FPS.
I'm not even a fan of the bitters, as I think they just distract from the game.
Small rant here ---> The Bitters and thereby your avatar, are a nuisance and add more aggravation to a game that is very ...
- Fri May 13, 2016 1:58 am
- Forum: General discussion
- Topic: About combat revisited
- Replies: 3
- Views: 2512
Re: About combat revisited
You know as much as anyone else knows. All that we know is that we'll get the flamethrower turret (HELL YES) and stuff will be set on fire. I'm hoping they will buff the flamethrower itself, but as you've read in the FFFs nothing has been mentioned.
Yes, this will be fun to burn whole forests ...
- Tue May 10, 2016 5:42 pm
- Forum: General discussion
- Topic: About combat revisited
- Replies: 3
- Views: 2512
Re: About combat revisited
Noone knows any information? 

- Tue May 10, 2016 10:49 am
- Forum: General discussion
- Topic: About combat revisited
- Replies: 3
- Views: 2512
About combat revisited
Can we still expect that in 0.13? I heard some plans changed and now we get fire and a flamethrower turret which is also very cool. :) But I'm still excited for a better balanced combat system in general. Is it delayed for 0.14? On the roadmap shuffle there is no info about that. https://www ...
- Tue May 10, 2016 8:27 am
- Forum: Balancing
- Topic: Are poison capsules too strong?
- Replies: 18
- Views: 8783
Re: Are poison capsules too strong?
I think the best solution would be to have dps capping - this is something which I saw implemented in Warcraft 3 where basically an AoE spell is defined as being allowed to damage up to say 6 units, if there are 6 or fewer units the full damage is dealt to each unit, if there are more than 6 units ...
- Tue May 10, 2016 7:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 428666
Re: [0.12.x][v0.12.7] Bob's Ore Mod.
More ores is something that I always wanted. Thanks Bob for all your cool mods! 

- Tue May 10, 2016 4:58 am
- Forum: Balancing
- Topic: Are poison capsules too strong?
- Replies: 18
- Views: 8783
Re: Are poison capsules too strong?
By the way though I have bought up some legitimately great uses for poison capsules I'm not convinced they are overpowered. I usually prefer a game to be "overbalanced" (everything is good) than "underbalanced" (everything is sh*t). I'd prefer a tank cannon shell that (when upgraded) blows stuff ...
- Mon May 09, 2016 3:57 pm
- Forum: Balancing
- Topic: Are poison capsules too strong?
- Replies: 18
- Views: 8783
Re: Are poison capsules too strong?
Oh, so they're overpowered because they allow you to slowly creep in a tank under the cover of a hundred of destoryers on maps where enemy mobility is limited by its own multiplicity?
They are overpowered because they are cheap to make Aoe nukes that can kill hordes of enemies and worms on their ...
They are overpowered because they are cheap to make Aoe nukes that can kill hordes of enemies and worms on their ...