Search found 98 matches

by mudcrabempire
Sat Feb 20, 2021 7:02 pm
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 1747

Re: [1.1.5] slow stickers - player and spidertron

If you run in a very small circle, your average velocity is 0, so the spit will be aimed at where you are (and hit). If you run in a larger circle, the aim will be off the mark, but still closer than without averaging your velocity (probably?, i didn't go through all scenarios). At least it should m...
by mudcrabempire
Sat Feb 20, 2021 4:06 pm
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 1747

Re: [1.1.5] slow stickers - player and spidertron

I agree that acid pools are kind of OP, especially their stacking slow and since vehicles don't have the characters dodging ability i would very much welcome some sort of change. As far as i'm concerned the change could be to have spitters/worms use the character speed averaged over the last half-se...
by mudcrabempire
Fri Feb 19, 2021 12:23 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 5454

Re: Efficiency Module Scaling

One of the challenges with finding a place for efficiency modules is that their only effects are to reduce energy consumption and pollution production. Both issues can alternatively be dealt with by building more power plants and more defenses. The only situation in which I see efficiency modules b...
by mudcrabempire
Sat Jan 09, 2021 3:02 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 33
Views: 3508

Re: Game optimization and playability

At first and second readings, you appear to be saying that Factorio won't ever be optimised enough until a saved game can be expanded until either the player's death of old age, or the universe winds down enough to make life as we know it impossible, whichever comes first. I wouldn´t strictly say i...
by mudcrabempire
Sat Jan 09, 2021 2:03 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 33
Views: 3508

Re: Game optimization and playability

I´ve seen a few answers saying basically "Improving performance won´t do since then people will just build bigger factories until they hit performance again". I would like to argue that this is not true. Building a factory takes time. Building a bigger factory takes more time. Humans have ...
by mudcrabempire
Sat Jan 09, 2021 3:07 am
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 27
Views: 2434

Re: Armour & Gun quickbar location question

Counterpoint: The right side was already cluttered with stuff, map, entity info, so might as well keep all the stuff there and have a full free screen to the left.

And I saw the option to move it to the quickbar. Didn´t do it for me.
by mudcrabempire
Fri Jan 08, 2021 9:54 pm
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 27
Views: 2434

Re: Armour & Gun quickbar location question

+1

Please Please PLEEEEEASE give me a checkbox to move the Armor/Gun quickbar to the right again. Bonus points for explaining the reason for moving it.
Please.
by mudcrabempire
Sat Dec 26, 2020 1:38 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 5724

Re: Factorio is two games: pre and post robots.

As far as I understand, the prime reason that throws you off of testing your theories yourself is that you simply lack the finger skill required to keep up with your thoughts. Have you thought about writing a bot to do that for you? Building a factory is basically just executing a very elaborate scr...
by mudcrabempire
Sun Dec 20, 2020 3:53 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 2914

Re: Come up with new infinite research

Military research may not be theoretically infinitely usefull, but in practice, reaching that point (killing behemots with anything with one shot) will not happen anytime soon. On biter-heavy maps, upgrading damage can heavily reduce the effort you need to put into defending your territory as well a...
by mudcrabempire
Mon Sep 14, 2020 9:32 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 8652

Re: I can't beat it...

I don't think it's worth on this kind of map. I mean eventually you'll need to clean up some bases, however @jodokus31 made a valid point, that w/ this map, pollution will just spread further, so it doesn't really matter that much. On this map you'll need to clean up quite a huge section to get eno...
by mudcrabempire
Fri Sep 11, 2020 7:47 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 8652

Re: I can't beat it...

Attacking spawners might be the answer. Although I am not certain exactly which bases to destroy to make the waves smaller. Looking for some input here as I am running around so frantically that I rarely spend time watching how enemy bases behave. Not to mention I haven't played as much since Wube ...
by mudcrabempire
Wed Sep 02, 2020 3:29 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 8652

Re: I can't beat it...

I started playing Marathon Death World version 1.0 with default settings. I managed to launch the first rocket in 94 hours. I don't know if it's fast or not, but it's harder to play than a regular game. I... hope that it's harder. I'm an enthusiastic MD player too, but I always use regular terrain....
by mudcrabempire
Fri Aug 28, 2020 6:14 pm
Forum: Ideas and Suggestions
Topic: Disable construction near enemies/fire
Replies: 12
Views: 586

Re: Disable construction near enemies/fire

I can see why you'd want to be able to disable construction near enemies, especially since you can do this with your personal roboport. But instead I think it might be best to program construction bots to have a sense of self-preservation; To have them avoid enemies instead of charging blindly into...
by mudcrabempire
Mon Aug 24, 2020 7:47 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 5674

Re: Defence economy balance

Have you considered that you missed the point completely? Apparently I have missed the point completely. I don't get why these parameters need adjustment, and why weapons need balance at all. It would ruin my fun if all weapons were made to effectively cost the same. Forgive me. It's just an easy t...
by mudcrabempire
Mon Aug 24, 2020 7:38 pm
Forum: Ideas and Suggestions
Topic: Disable construction near enemies/fire
Replies: 12
Views: 586

Disable construction near enemies/fire

As the title says, I would like an option to disable robot-based construction/repair for entities that have enemies/fire nearby. Construction robots have 100 hp and no reasonable resistances or dodging protocols. Sure, 85% fire resistance, but spending several seconds construction in a fully fueled ...
by mudcrabempire
Mon Aug 24, 2020 6:35 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 5674

Re: Defence economy balance

Red ammo is equally or more resource-efficient if ~0.76*D < R < ~1.76*D With D: Damage of yellow ammo including all modifiers. R: Flat resistance of target. With expensive recipes the window is roughly 0.84 - 1.68. Considering the defense of all enemies the respective ranges where red ammo is worth ...
by mudcrabempire
Mon Aug 24, 2020 5:18 pm
Forum: Balancing
Topic: Defence economy balance
Replies: 60
Views: 5674

Re: Defence economy balance

Going by your metric of "support continuous fire" it does seem a bit messed up. Question though, do you use yellow or red magazines? Because reds are way more expensive in terms of dmg/resources (in all but some edge cases). What I'm not sure about is whether that metric does the problem j...
by mudcrabempire
Tue Aug 18, 2020 5:19 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 406899

Re: Accumulator / Solar panel ratio

[Koub] this is drifting to off topic. The thread is about solar to accumulator ratio, not the power to ressource ratio of solar vs other power generation. You might be looking for this thread , where sugn things have already been discussed. Sorry. On the topic: Step1: Define "perfect" in ...
by mudcrabempire
Fri Aug 14, 2020 8:34 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 406899

Re: Accumulator / Solar panel ratio

Solar is the ultimate in resource to power ratio: In the "perfect" ratio it gives you 42kW per solar cell for 0 resources (amortized over time). You see with solar there is some initial investment but after that power is simply free. Every other power source requires a constant influx of ...
by mudcrabempire
Thu Aug 13, 2020 4:59 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 406899

Re: Accumulator / Solar panel ratio

Meh, ratios in the honor they deserve but on the solar panel/accumulator ratio I've kinda given up. Space optimization is kind of whatever, since if you need high power per space, you simply don't use solar. I'm also fairly certain that solar is not the way to go for a good resource to power ratio. ...

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