Search found 89 matches

by mudcrabempire
Mon Sep 14, 2020 9:32 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 82
Views: 4231

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: 82
Views: 4231

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: 82
Views: 4231

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: 422

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: 28
Views: 1420

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: 422

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: 28
Views: 1420

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: 28
Views: 1420

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 justice. As...
by mudcrabempire
Tue Aug 18, 2020 5:19 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 375529

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 such a way...
by mudcrabempire
Fri Aug 14, 2020 8:34 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 375529

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 resources ...
by mudcrabempire
Thu Aug 13, 2020 4:59 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 375529

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. ...
by mudcrabempire
Thu Aug 13, 2020 4:29 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 33457

Re: Friday Facts #359 - Crash site: The beginning

Oh man, you guys. That crashed ship looks so good! But one tiny nitpick I have is the dirt underneath it. The state of the ground tells us the story about how the ship crashed. Like, not just "a ship crashed here" but how the crash played out. etc. +painting. As someone with a hopefully decent gras...
by mudcrabempire
Sat Jul 04, 2020 10:30 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 5971

Re: Friday Facts #354 - Launch party and HR power switch

On the topic of HR graphics, I got to get this off my chest: Increasing the resolution is NOT equal to increasing the visual technology level (e.g. updating a low-res wooden club to a high-res steel sword). I know that I'm not in charge of design, and frankly, it's not my game, so as long as the dev...
by mudcrabempire
Sun Jun 28, 2020 11:16 am
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 5940

Re: Friday Facts #353 - Trailer update

Can't say that I don't appreciate good graphics, but I gotta say.
I really loved the old bulky biters.
And seing those old locomotive graphics ... :o :geek: :oops: ... They just have something the current ones don't.
by mudcrabempire
Fri Jun 12, 2020 8:44 pm
Forum: Ideas and Suggestions
Topic: Idea for fluid mixing
Replies: 0
Views: 118

Idea for fluid mixing

An idea to try cleaning up the fluid(non)mixing mess. At least a bit. For all buildings with a fluid inlet/outlet (the outlet is more important) introduce two states: connected and disconnected. State can be different for each outlet/inlet for buildings with multiple ones. An outlet/inlet in the "di...
by mudcrabempire
Sat May 16, 2020 4:52 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6369

Re: Friday Facts #347 - New hope demo levels

The New Hope demo levels/tutorial is fine, except that it begs the question of Backstory. Who was here before us? ---> Why another engineer, of course. And apparently a foolish one. Where is/are they now? ---> Dead? Can we locate/rescue them? ---> Haven't seen any necromancy in Factorio, but maybe ...
by mudcrabempire
Fri May 15, 2020 2:21 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6369

Re: Friday Facts #347 - New hope demo levels

I wonder how hard it would be to have the construction drones throw grenades to clear trees But... but... all that valuable, valuable wood. :( I actually use it btw. Wooden poles forever (plus some big ones for large distances). So while it's a funny idea, it would need to be somehow controllable s...
by mudcrabempire
Wed May 06, 2020 3:34 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 1280

Re: Destroyers require a buff

It won't happen. Destroyers are not misbalanced, they are conceptually not suited as a final solution to combat. As long as there are nukes and artillery, destroyers will never be a reasonable choice for biter killing. Combat robots are cheap to research, therefore provide you with a temporary boost...
by mudcrabempire
Tue Apr 14, 2020 4:52 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 1440

Re: Deathworld shouldn't be about time race

Playing against biters is always a race against time. Increasing the difficulty in any way forces you to race harder, forcing you to build "ugly but effective". It's just the way the game works. The experience you're probably looking for is marathon (since everything is more expensive the biters eff...
by mudcrabempire
Tue Mar 31, 2020 2:06 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 18
Views: 2436

Re: Efficiency Module Scaling

Eff. Module 1 -> -30% power consumption Eff. Module 2 -> -90% power consumption Eff. Module 3 -> -110% power consumption I once proposed more. It has been discussed before and I'm pretty sure it's a known "issue". Issue in "" because I'm also pretty sure that a large amount of players/modders/devel...

Go to advanced search