Search found 18 matches
- Mon Mar 04, 2019 8:19 pm
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 11955
There are not enough options vs bases early game
Currently, by far the best strategy to eliminate enemy bases is to turret creep. Problem is, that it seems to the only viable way to of eliminating bases until tanks, basically. Which is far too long. Devs have made it pretty clear that they don't like the turret creep, and are working against it. B...
- Thu Mar 15, 2018 8:34 am
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 24513
Re: Friday Facts #229 - Taiwan report & Lamp staggering
Wow, I've always thought lamp timing depended on position in the map.
While fascinated by the trick I am a bit disappointed.
While fascinated by the trick I am a bit disappointed.
- Fri Jan 19, 2018 5:53 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424263
Re: Friday Facts #225 - Bots versus belts (part 2)
I now do definitely agree that bots need a nerf. Could something be done similar to how the factories work? Where you start with tier 1 bots that can lift single ingredient items. Tier 2 bots that can lift two ingredient items and anything more complex than that would have to go on a belt? Or Could ...
- Thu Jan 11, 2018 1:43 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395177
Re: Friday Facts #224 - Bots versus belts
I think bots should be superior to belts simply because of the difference in resource cost. In a free, long, straight line however, I think max lvl belts should win over bots. Be a fast lane of sorts. I think that nerfing the bots is the wrong way around it. Could there not be an addition to the bel...
- Thu Aug 10, 2017 8:17 pm
- Forum: Not a bug
- Topic: Disable expansion ineffective
- Replies: 9
- Views: 3993
Re: Disable expansion ineffective
Fair enough.Loewchen wrote:There was a bug that caused settings to default back when restarting a map, but it was fixed months ago. I'll file this as NaB until someone can show a way to reproduce this.Noobc0re wrote:If it's on, then that explains it. But I remember double-checking that it was off before starting.
- Thu Aug 10, 2017 7:51 pm
- Forum: Not a bug
- Topic: Disable expansion ineffective
- Replies: 9
- Views: 3993
Re: Disable expansion ineffective
Whatever version it was almost a week ago. Friday.Loewchen wrote:Enemy expansions are not deactivated in the save you provided.
Edit: With what version of the game was the map created originally?
If it's on, then that explains it. But I remember double-checking that it was off before starting.
- Thu Aug 10, 2017 7:22 pm
- Forum: Not a bug
- Topic: Disable expansion ineffective
- Replies: 9
- Views: 3993
Re: Disable expansion ineffective
Oh no, my railroad nightmare! No one was to know about it!
Is this the correct one, the zip file?
https://drive.google.com/open?id=0B7KGQ ... XJkdGJfQkU
I forgot to note that I did press restart a few times. I don't think that should be it, but thought I'd mention it.
Is this the correct one, the zip file?
https://drive.google.com/open?id=0B7KGQ ... XJkdGJfQkU
I forgot to note that I did press restart a few times. I don't think that should be it, but thought I'd mention it.
- Thu Aug 10, 2017 5:44 pm
- Forum: Not a bug
- Topic: Disable expansion ineffective
- Replies: 9
- Views: 3993
Re: Disable expansion ineffective
String or file?Bilka wrote:Please post a save of your map.
- Thu Aug 10, 2017 5:31 pm
- Forum: Not a bug
- Topic: Disable expansion ineffective
- Replies: 9
- Views: 3993
Disable expansion ineffective
Hi.
I disabled enemy expansion, but they still made new bases.
I disabled enemy expansion, but they still made new bases.
- Wed Aug 02, 2017 6:58 am
- Forum: Balancing
- Topic: Big worms too tanky
- Replies: 15
- Views: 5441
Re: Big worms too tanky
200 mags for a big worm means your ap-ammo damage isn't over the 10 points of flat resistance of the worm, do some upgrades. Problem is that this is early-game cleanup. It shouldn't need upgraded ap-ammo. ap-ammo alone should just clean house at this stage. This change made the whole endeavor point...
- Tue Aug 01, 2017 10:22 pm
- Forum: Balancing
- Topic: Big worms too tanky
- Replies: 15
- Views: 5441
Re: Big worms too tanky
200 mags for a big worm means your ap-ammo damage isn't over the 10 points of flat resistance of the worm, do some upgrades. Problem is that this is early-game cleanup. It shouldn't need upgraded ap-ammo. ap-ammo alone should just clean house at this stage. This change made the whole endeavor point...
- Tue Aug 01, 2017 7:34 pm
- Forum: Balancing
- Topic: Big worms too tanky
- Replies: 15
- Views: 5441
Big worms too tanky
Have they buffed the living fuck out of the big worms in 0.15?
My turrets used up literally over 200 mags of ap-ammo to kill one of those fuckers.
If they're going to be that insane they shouldn't spawn immediately, they should be late game.
My turrets used up literally over 200 mags of ap-ammo to kill one of those fuckers.
If they're going to be that insane they shouldn't spawn immediately, they should be late game.
- Tue Apr 25, 2017 3:43 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 157616
Re: Friday Facts #187 - Space science & 0.15 graphics
Wait. Rocket will still be the victory condition right?
- Sat Feb 25, 2017 7:12 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 57457
Re: Friday Facts #179 - New resource graphics & concrete
The new ore looks amazing! I can't wait for 0.15!
- Tue Jan 31, 2017 3:36 pm
- Forum: Balancing
- Topic: Actual victory pole
- Replies: 8
- Views: 4216
Re: Actual victory pole
Interesting, so there was some code preventing aliens from settling near your power poles, and now it has been removed? So aliens can randomly spread to areas near your power poles and inadvertently attack them now? Putting laser turrets near every single power pole is obviously not realistic, and ...
- Tue Jan 31, 2017 2:41 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to bring back victory poles
- Replies: 3
- Views: 1991
Mod to bring back victory poles
I'd like to see a mod where power poles get back their ability to prevent alien settlements.
I know of the existing mod. But military 3 is too late and the cost is too high for me.
I know of the existing mod. But military 3 is too late and the cost is too high for me.
- Tue Jan 31, 2017 12:57 am
- Forum: Balancing
- Topic: Actual victory pole
- Replies: 8
- Views: 4216
Re: Actual victory pole
i don't see the need of a victory pole. glad it was removed. wall off areas and protect them with lasers/robo-ports & construction bots. more, and larger water areas help. they can't make spawners, if they can't get to an area. Well, I have a need. Walling doesn't help as they just break it dow...
- Mon Jan 30, 2017 7:31 pm
- Forum: Balancing
- Topic: Actual victory pole
- Replies: 8
- Views: 4216
Actual victory pole
The removal of power poles blocking alien spread really ruined the game for me.
What I'd love to see is an actual victory pole, that you can place that will prevent alien settling in a radius around it.
inb4 peaceful mode, it's not the same.
What I'd love to see is an actual victory pole, that you can place that will prevent alien settling in a radius around it.
inb4 peaceful mode, it's not the same.