Search found 18 matches

by axefrog
Fri Apr 21, 2017 7:50 pm
Forum: General discussion
Topic: Ask the devs: Future plans for biters/aliens/enemies?
Replies: 7
Views: 3059

Ask the devs: Future plans for biters/aliens/enemies?

In the late game, the game surrounding the enemies becomes kind of monotonous, like mowing the lawn. Yeah you gotta do it, but it's repetitive and a chore that you just gotta do. Is there any talk in the office, even just throwing ideas around or whatever, about future plans for making enemies more ...
by axefrog
Sat Sep 17, 2016 8:40 am
Forum: Ideas and Suggestions
Topic: Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
Replies: 13
Views: 6405

Re: idea: selectable mod "profiles"

I've seen a lot of inside-the-box thinking in other threads surrounding this topic. What you want is an actually-good user experience. Starting a new game: 1. Click "create new game" 2. Select mods you want to use for the game (persisted from the last time you created a new game, and possi...
by axefrog
Thu Jun 30, 2016 1:26 pm
Forum: Mod portal Discussion
Topic: So I've updated a few mods
Replies: 4
Views: 2765

Re: So I've updated a few mods

Perhaps in the meantime you could upload the zips somewhere? I'd love to keep playing my pre-0.13 save...
by axefrog
Thu Jun 30, 2016 1:24 pm
Forum: Questions, reviews and ratings
Topic: I updated Treefarm to work with .13
Replies: 3
Views: 2823

Re: I updated Treefarm to work with .13

Yes please! My current savegame is missing a few mod updates...
by axefrog
Thu Jun 23, 2016 2:13 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 100920

Re: [0.12.x][v0.12.7] Bob's Enemies Mod

Ok thanks. One other question- is there any non-tedious way to clean up the thousands and thousands of artifacts that pollute all of the walls outside of all of my mining camps? The best I've come up with so far is to take a whole bunch of robot bays, plant them in the middle of a used-up mining cam...
by axefrog
Tue Jun 21, 2016 11:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 100920

Re: [0.12.x][v0.12.7] Bob's Enemies Mod

If I have a savegame with Bob's Enemies 0.12.6, is it safe to upgrade to 0.12.7, or will the changes mess things up?
by axefrog
Mon Mar 07, 2016 9:10 am
Forum: General discussion
Topic: which mods to start with?
Replies: 8
Views: 4238

Re: which mods to start with?

I started with mods for the first time a few days ago. My recommendation: - Misanthrope (for more challenging enemy behaviour) - Bob's Mods (makes the game 10x as in-depth as it is in vanilla) - Resource Spawner Overhaul ("RSO"; for giving you an actual reason to make trains and use them e...
by axefrog
Mon Mar 07, 2016 8:59 am
Forum: General discussion
Topic: Wow! (Amazing Game!)
Replies: 4
Views: 2424

Re: Wow! (Amazing Game!)

Friends and family have seen me playing it but they look at me like I'm a weirdo for thinking something like this is fun. One of my brothers got bored of it really fast. My other brother said it didn't look like the kind of thing he'd play. A friend of mine who studies game design doesn't see the po...
by axefrog
Sun Mar 06, 2016 2:47 am
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

Re: An idea to significantly extend the endgame

You know, since my last reply, I started using mods. I no longer feel as strongly about this idea, not because I don't think it's worthwhile, but because I didn't realise the extent to which I hadn't even scratched the surface of ways to extend gameplay in a way that promotes expansion use of trains...
by axefrog
Mon Feb 29, 2016 12:46 pm
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

Re: An idea to significantly extend the endgame

After reading it thrice: Nope, I still don't get it. Everything in the game right now is geared toward building the rocket to leave. Nothing is sustainable. The whole game would have to change for the player to stay on that planet. That idea is wholly different from a market used to trade stuff for...
by axefrog
Mon Feb 29, 2016 12:36 am
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

Re: An idea to significantly extend the endgame

Now that you mention it :geek: So basically the premis is, that nobody gives a f*** about that guy who crashed on that planet. Sounds reasonable. You, the player, have nowhere to go. You have to fight your way out and pay for everything for yourself. The player is not stranded as in cruise-ship-pas...
by axefrog
Sun Feb 28, 2016 7:44 am
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

Re: An idea to significantly extend the endgame

But then again. When there is trade possible with somebody close to the planet why don't they just come and pick us up? I covered this in a big paragraph above! y u just post and no read? 5: This is somehow controversial and off-topic, but I thought a while before writing that: The time for games w...
by axefrog
Sat Feb 27, 2016 8:51 am
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

Re: An idea to significantly extend the endgame

The whole idea of the game is that you are alone on a planet with no access to anything except a small amount of iron, and a mining drill. The very purpose of it is to launch a rocket with a satellite. I feel what you describe would begin to have a meaning only after that. Even then, having to pay ...
by axefrog
Sat Feb 27, 2016 5:57 am
Forum: Ideas and Suggestions
Topic: An idea to significantly extend the endgame
Replies: 13
Views: 5139

An idea to significantly extend the endgame

TL;DR: Remove most technologies from the research screen. Introduce an galactic market screen offering contracts to fulfill, goods that can be purchased for exorbitant fees when necessary, and technology research papers to add to the research screen. To progress, you must fulfill contracts and spen...
by axefrog
Mon Feb 22, 2016 6:54 am
Forum: General discussion
Topic: Question for the devs regarding late game plans
Replies: 2
Views: 2250

Question for the devs regarding late game plans

I've looked hard through the forums but can't seem to find anything that really answers this question. Getting to what is currently "late game" is a pretty straightforward, though probably takes me 20-30 hours. I play with default resources but with the absolute maximum alien settings poss...
by axefrog
Wed Dec 03, 2014 2:04 am
Forum: Show your Creations
Topic: Making things challenging
Replies: 8
Views: 7180

Re: Making things challenging

Thanks for the comments, guys. I'll have to check out the RSO mod. I'm a bit wary of mods adding ugly graphics to the game, but RSO doesn't do that, so why not?
by axefrog
Tue Dec 02, 2014 3:06 am
Forum: Show your Creations
Topic: Making things challenging
Replies: 8
Views: 7180

Making things challenging

In my latest game I decided I've learned enough and that playing on standard settings is kind of pointless, a bit like Minecraft. If all you want to do is build things for the hell of it, more power to you. I like a challenge however- something to struggle against and triumph over. I set the game to...

Go to advanced search