Search found 7 matches
- Wed Dec 13, 2017 4:39 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 76892
Re: Friday Facts #220 - The best Friday Facts ever
I keep checking Steam, and keep seeing no new Download information. It's Wednesday in Australia already. :) But no 0.16 yet -- they usually release on Monday/Tuesday so this is a bit enervating (as in, I am too weary to continue with my existing 0.15 game because I'm excited about 0.16 being just h...
- Mon Dec 11, 2017 1:57 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84669
Re: Friday Facts #219 - Cliffs
... ... About AI attacking cliffs.. As I understood it, there will be special explosives to remove cliffs, which would basically mean that it is invulnerable to other attacks or those special explosives wouldn't be necessary. ....Sort of. I think you've missed what I was saying. If the AI cannot de...
- Mon Dec 11, 2017 11:55 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84669
Re: Friday Facts #219 - Cliffs
... ... About AI attacking cliffs.. As I understood it, there will be special explosives to remove cliffs, which would basically mean that it is invulnerable to other attacks or those special explosives wouldn't be necessary. ....Sort of. I think you've missed what I was saying. If the AI cannot de...
- Mon Dec 11, 2017 10:47 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84669
Re: Friday Facts #219 - Cliffs
Devs mentioned that cliffs are just walls. So the AI will walk around it to get to the turret behind it just like with walls. But if you have a long wall segment then the AI attacks the wall. Will it also attack cliffs? Or is there a gap in the cliffs often enough to never trigger that behaviour? Y...
- Mon Dec 11, 2017 9:40 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84669
Re: Friday Facts #219 - Cliffs
Cliffs in Factorio are an exciting and terrifying concept to me. Whilst I'm excited for it, as I think it's very implementable in Factorio's current state. However, what concerns me is the game A.I.; pathfinding to be specific. Has there been any trials with biter A.I.? If so, does the A.I. make add...
- Wed Nov 29, 2017 8:11 am
- Forum: Technical Help
- Topic: On using outboard audio output
- Replies: 2
- Views: 1386
Re: On using outboard audio output
Hi posila, Thank you for your time replying to this issue. The requirement to use DS for XP support makes complete sense, and upon researching FMOD in more detail, I'm sure it'll solve my audio issues, as well as a few related issues I've read about on this forum (though mainly affect laptop users i...
- Mon Nov 27, 2017 10:44 am
- Forum: Technical Help
- Topic: On using outboard audio output
- Replies: 2
- Views: 1386
On using outboard audio output
After playing Factorio for some months now, I've always used my desktop computer, which also happens to be set up for low-latency audio recording/playback via a firewire recording interface. Of course I use my audio interface for general purpose playback and, of course, for Factorio. The issue is th...