Search found 300 matches
- Thu Jan 29, 2015 8:03 pm
- Forum: General discussion
- Topic: Challenge Map
- Replies: 4
- Views: 2239
Re: Challenge Map
Mmm, with the bases I build the normal turrets wont be enough, you would have to continuously kill biters past your pollution, and for me thats like... too much work I'm over 20 hours into my play through. I do not kill outside my pollution. I'm just using around 150 clips / minute at the walls. It...
- Tue Jan 27, 2015 6:11 pm
- Forum: General discussion
- Topic: The most useless thing in game.
- Replies: 76
- Views: 40721
Re: The most useless thing in game.
So to make electric furnaces more efficient than steel furnaces, you have to spent many resources into researching modules/beacons, and spend more to build it. Whereas steel furnaces have one cost only. And for people that don't want to waste time and resources to do that, steel furnaces work just ...
- Tue Jan 27, 2015 12:09 am
- Forum: General discussion
- Topic: The most useless thing in game.
- Replies: 76
- Views: 40721
Re: The most useless thing in game.
Rocket Launcher ... does anyone every use that thing? So lackluster .... or maybe the tank. My hope is they aren't done designing those things yet.
- Fri Jan 23, 2015 11:54 pm
- Forum: News
- Topic: Friday Facts #70 - The smooth fps
- Replies: 30
- Views: 32506
Re: Friday Facts #70 The smooth fps
Interesting read, always fun and frustrating to work on the ever elusive better performance. There are definitely some issues with performance in the game and I believe they are going to get worse as the program more advanced and more features are added. Going to be some tough work for your team to ...
- Fri Jan 23, 2015 3:41 am
- Forum: General discussion
- Topic: Challenge Map
- Replies: 4
- Views: 2239
Re: Challenge Map
I generally don't use efficiency modules. Usually speed or productivity. No point in conserving energy ... that's for real life.
- Thu Jan 22, 2015 9:58 pm
- Forum: General discussion
- Topic: Challenge Map
- Replies: 4
- Views: 2239
Challenge Map
Map Settings All resources Normal, Size Iron, Copper, Coal -- big, richness -- good Oil -- normal Enemy bases -- very high, very big, very poor Starting Area -- Very Big Map String: >>>AAALAA0AAAADAwYAAAAEAAAAY29hbAMEAwoAAABjb3BwZXItb3Jl AwQDCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlBQUACAAAAGl yb24tb...
- Mon Jan 19, 2015 4:27 pm
- Forum: Releases
- Topic: Version 0.11.13
- Replies: 20
- Views: 46325
Re: Version 0.11.13
Woot, now I just have to get out of work so I can test it!!!
- Sun Jan 18, 2015 5:02 pm
- Forum: General discussion
- Topic: How do YOU fight biter nests?
- Replies: 21
- Views: 18068
Re: How do YOU fight biter nests?
Early game pre up to medium biters / spitters (maybe a little past) -- submachine gun + piercing rounds Mid Game -- Modular armor, 1 shield, some solar panels / shields -- Poison / slowdown capsules, distractor + submachine gun + piercing rounds Generally I skip Mid game and go right to power armor ...
- Sun Jan 18, 2015 12:25 am
- Forum: Not a bug
- Topic: [0.11.10] Number of guns horizontally and vertically.
- Replies: 7
- Views: 4221
Re: [0.11.10] Number of guns horizontally and vertically.
This is AWESOME NEWS!!! For someone who does everything I can to avoid using lasers as they make the game easy mode I'm VERY excited to hear this!!!!kovarex wrote:Spoiler:
the turrets will be reworked. We know to not repeat this kind of mistake when designing them the next time
- Sat Jan 17, 2015 2:12 am
- Forum: Gameplay Help
- Topic: Robots freezes after cutting tree. What should i do?
- Replies: 6
- Views: 2105
Re: Robots freezes after cutting tree. What should i do?
The orange zone is for loading and unloading only.
The green zone is for .... oh whatever .... have you seen airplane
The green zone is for .... oh whatever .... have you seen airplane
- Sat Jan 17, 2015 2:04 am
- Forum: News
- Topic: Friday Facts #69 - Sympathy for the creeper
- Replies: 34
- Views: 34748
Re: Friday Facts #69 Sympathy for the creeper
I don't feel bad for the worms. All those glorious minerals deposits just waiting to be harvested. Kill em all!! IT's MINE ALL MINE!!!!!!
- Fri Jan 16, 2015 4:07 am
- Forum: Implemented Suggestions
- Topic: Let me enter the exact number of seconds a train should...
- Replies: 6
- Views: 1932
Re: Let me enter the exact number of seconds a train should.
Every dialog box that has a slider should have a numeric entry box. The slider is just an inconvenience when you are with really short time where pressing the number 2 makes more sense. It's one of those spit shine and polish things that just complete the game IMO.
- Thu Jan 15, 2015 4:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.11] Default logistic value shouldn't be one stack
- Replies: 23
- Views: 10793
Re: [0.11.11] Default logistic value shouldn't be one stack
I guess I don't understand why you are forcing us to take X number of items, or is this just the starting value and we can't change things because the edit window is messed up. If I only want 25 inserters kept on me why can't I set it to just 25? This is common for me. When I'm tearing down / settin...
- Sun Jan 11, 2015 4:24 pm
- Forum: Balancing
- Topic: Gun turret size & rotation
- Replies: 11
- Views: 19617
Re: Gun turret size & rotation
There is second problem that comes from this that isn't mentioned. Turret density, with the guns in the horizontal position you get a very compact set of turrets that can put out more firepower in the same area. With the vertical orientations you can only get 1/2 the same amount of firepower. On hig...
- Sun Jan 11, 2015 3:55 am
- Forum: Implemented Suggestions
- Topic: More precise map generation options
- Replies: 9
- Views: 11900
Re: More precise map generation options
I agree with some of this. The spawn area needs to have enough of each resource to get you going. The amount is configurable by the settings (rich starting area, sparse etc.). The current setting do random generation for the rest of the map. It usually takes me about 20 - 30 starts to get something ...
- Thu Jan 08, 2015 2:38 pm
- Forum: Balancing
- Topic: Recipe for Iron Cogs compared to Pipes
- Replies: 12
- Views: 19471
Re: Recipe for Iron Cogs compared to Pipes
Makes sense from a realism standpoint. My vote would be that pipes cost two plates. Remembering that this will increase the cost of many other items.
- Thu Jan 08, 2015 1:50 am
- Forum: Balancing
- Topic: The tank should be buffed
- Replies: 25
- Views: 21689
Re: The tank should be buffed
Tank is very underpowered MKII armor makes the tank useless. It's so underpowered it's scary. I play bugs one below max at high density. I was at large biters / spitters. Rolled out with the tanks and was pinned and destroyed without taking out a single hive. Walked out in MKII armor and the OMGWTFB...
- Mon Jan 05, 2015 10:42 pm
- Forum: Show your Creations
- Topic: Rocket Defense Assembling Facility
- Replies: 42
- Views: 31791
Re: Rocket Defense Assembling Facility
Let's up the ante .... do that with Biters set to one below max and large size. You can leave the resources at normal. Oh, and do it with mostly coal power generation instead of solar .......
- Sun Jan 04, 2015 5:11 pm
- Forum: News
- Topic: Friday Facts #67 - Happy new year
- Replies: 33
- Views: 30740
Re: Friday Facts #67 - Happy new year
It's great to see the progress. I haven't been able to play much in the last few month but over the holidays I purchased two more copies for some real life friends so we could hammer on the multi-player setups. LOVING all the changes that have been made. Spitters REALLY change the game up and the mu...
- Sun Jan 04, 2015 5:08 pm
- Forum: Balancing
- Topic: Reduce stack sizes of buildings
- Replies: 14
- Views: 12454
Re: Reduce stack sizes of buildings
I agree and disagree with boogie. Use smart inserters, that is a definite. But i have a "engineering" train that has a single slot of roboports, Its a train used to make the rails to an outpost, And have all the items required to build a large outpost. 5 as a stack is plenty for a single ...