Search found 21 matches

by Tiggy
Tue Dec 24, 2019 11:20 am
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

Sounds like it would need a little rework to have proper dynamic damage types.... But I think that's something that would have to happen at some point anyway.
by Tiggy
Mon Dec 23, 2019 12:18 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

I really do like the idea of some damage types being more effective on some units. It's possible the units could even adapt to your most common damage type over time. Thicker armour for standard bullets, flame resistance tor turrets - but only one type of resistance per unit so they don't turn immor...
by Tiggy
Mon Dec 09, 2019 5:58 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

I understand - but with repair bots launched from your armour, the tank is basically immortal.
by Tiggy
Tue Nov 19, 2019 7:35 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

Oh neat. Thanks. :3 Hope it's integrated soon!
by Tiggy
Sat Nov 16, 2019 9:15 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

True! And you can set triggers that mean a more aggressive player activates a more aggressive response.
by Tiggy
Thu Nov 07, 2019 6:04 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Re: Better scaling of enemies + alien tactics

Thank you. I agree with your points too. Alien bases should never be a one-hit-kill with personal weapons. I think the tank shot is roughly what it should be - when you get it - but the piercing ammo just mows down entire armies. It gets pretty silly.
by Tiggy
Sun Nov 03, 2019 8:14 pm
Forum: Ideas and Suggestions
Topic: Better scaling of enemies + alien tactics
Replies: 13
Views: 4661

Better scaling of enemies + alien tactics

TL;DR Alien battle tactics need a serious overall. After a very early point in any game, it's easy to forget the aliens are even there because they don't scale and a few walls and basic turrets can end them. You don't even need rockets or piercing ammo. Here's an example. This was so easy to set up...
by Tiggy
Wed Oct 16, 2019 8:04 pm
Forum: Implemented Suggestions
Topic: Allow inserters to reload basic turrets
Replies: 5
Views: 2166

Re: Allow inserters to reload basic turrets

What really? Oh. In that case, never mind. Lol. Just let them fill up a bit more then, maybe.
by Tiggy
Tue Oct 15, 2019 7:36 pm
Forum: Implemented Suggestions
Topic: Allow inserters to reload basic turrets
Replies: 5
Views: 2166

Allow inserters to reload basic turrets

TL;DR Please allow the automation of basic turrets by letting inserters reload magazines. What ? pow.png Why ? Automating is the name of the game, and this allows you to fully automate all your defenses. Granted, there's a counter-argument that we should be more involved with turrets - but I think ...
by Tiggy
Sun May 13, 2018 12:02 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 44723

Re: Friday Facts #241 - New player experience

Part one and two of that could be combined by having an abandoned mining camp with a series of belts that correspond to different processes and require different things and have the player follow them from one place to another in a semi-guided way. This might solve several more as you are led around...
by Tiggy
Fri May 11, 2018 5:25 pm
Forum: Ideas and Suggestions
Topic: Some ideas for scenery variations
Replies: 0
Views: 676

Some ideas for scenery variations

I've just been playing with the editor and I thought that this would make for a nicer and more realistic look if dirt tiles were generated under forest. I think the generator would just need to generate a small patch of dirt under each tree placed. The game's pre-factory wilderness would also look p...
by Tiggy
Fri May 11, 2018 7:56 am
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 44723

Re: Friday Facts #241 - New player experience

I agree with Bobingabout, I never understood the advanced part of the train tutorial. In fact, I only ever managed as far as simple automatic routes that don't overlap.
by Tiggy
Thu May 10, 2018 7:27 pm
Forum: Ideas and Suggestions
Topic: buildings are no longer items
Replies: 13
Views: 3639

Large machines assembled on a production line (or in place)

I think that Factorio's methods to make large objects are a bit too simple. You can craft a train in your inventory and carry it around! I think that certain objects, and we could start with trains, should only be constructed on a production line and should not be things you can pick up and put in a...
by Tiggy
Thu May 10, 2018 7:15 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 44723

Re: Friday Facts #241 - New player experience

I wouldn't have minded the grinding obstacle with the trains if it had encouraged you to develop a factory on a more epic scale to deal with it. Weirdly, I think drastically upping the amount you needed to get and using it to build some kind of hyper-big land train with cannons would have not only f...
by Tiggy
Wed May 09, 2018 4:55 pm
Forum: Technical Help
Topic: Factorio crashes when saving to copied map files
Replies: 1
Views: 767

Factorio crashes when saving to copied map files

I was working on a custom map that I previously backed up to another drive so I could format windows. I spent about two hours on it, and then I tried to save. The game instantly crashed with an 'unable to save' message. I was not able to continue editing or save my map. Sorry - I could not find the ...
by Tiggy
Wed May 09, 2018 2:46 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 44723

Re: Friday Facts #241 - New player experience

Would we be maybe able to donate maps for the devs to turn into campaign missions? Only I have a pretty cool idea for a map that forces the player to use the trains to create a sprawling resource-gathering system while defending them from the aliens that I'd be happy to see used in the game. It's no...
by Tiggy
Fri Apr 13, 2018 10:06 am
Forum: Ideas and Suggestions
Topic: A full campaign.
Replies: 14
Views: 12511

Re: A full campaign.

I would absolutely love to get involved, but more than that - I'd love if there was any kind of continuing official campaign. I loved the campaign that's there and think it has endless potential, though the game needs more monsters with better AI too. I have a really cool map I'm working on as well ...
by Tiggy
Tue Dec 26, 2017 11:46 am
Forum: Ideas and Suggestions
Topic: Failed bases with hostile turrets\ruins
Replies: 3
Views: 2149

Re: Failed bases with hostile turrets\ruins

That was in my post. ^.^ What I'm really talking about is integrating that into the main game and making it a core feature of Factorio. As in, you pretty much have to raid hostile ruins for certain kinds of technology or resources. It would also be hugely helpful to be able to place hostile turrets,...
by Tiggy
Mon Dec 25, 2017 3:15 pm
Forum: Ideas and Suggestions
Topic: Failed bases with hostile turrets\ruins
Replies: 3
Views: 2149

Failed bases with hostile turrets\ruins

In order to get players to adventure out into the wilderness, how about placing hostile abandoned bases with turrets, mazelike alien ruins, failed colonies, and randomly generated quest locations. The player would see them on the map and have the option of trying to raid them for resources. Turrets ...

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