Search found 101 matches
- Tue Jan 14, 2014 8:37 pm
- Forum: Gameplay Help
- Topic: Is there any way to dissable peaceful mode?
- Replies: 7
- Views: 8657
Re: Is there any way to dissable peaceful mode?
I just extended the answer. It was already said that you can switch peacefulmode, but to prevent further questions, I pointed everyone at what to look ^_^
- Tue Jan 14, 2014 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4478
Re: Bot interface?
I know. That's why I said it will not bring you money.
Spent months on grobots and didn't actually make anything truly worthy. But learned some bycicles.
Spent months on grobots and didn't actually make anything truly worthy. But learned some bycicles.
- Tue Jan 14, 2014 6:34 am
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4478
Re: Bot interface?
I mean that I write bot that will play instead of me. I write bot that develops base (i suppose without actual player character or with it), or I write bot that manages spawners and biters. Bot means program/rules/guidelines that uses some interface provided by game to manage the logic on how units ...
- Tue Jan 14, 2014 5:59 am
- Forum: Gameplay Help
- Topic: Is there any way to dissable peaceful mode?
- Replies: 7
- Views: 8657
Re: Is there any way to dissable peaceful mode?
Check on wiki for lua code. Basically, you have access to some methods/parameters in-game that you can modify. More-over that's some small programming language that you can use in both scripts/mods and console.
- Tue Jan 14, 2014 5:57 am
- Forum: Gameplay Help
- Topic: Console Command List?
- Replies: 5
- Views: 6551
Re: Console Command List?
Am I right that console commands are just part of LUA code?
- Tue Jan 14, 2014 5:56 am
- Forum: Gameplay Help
- Topic: Picking up everything in game takes so long
- Replies: 11
- Views: 14059
Re: Picking up everything in game takes so long
Haven't seen BP yet, but wonder if we will be able to move buildings on same territory. Like mark one group to be picked-up and replaced as needed.
- Tue Jan 14, 2014 5:54 am
- Forum: Gameplay Help
- Topic: How are you supposed to take down these biters bases?
- Replies: 3
- Views: 6200
Re: How are you supposed to take down these biters bases?
A several fields of solar stations and accumulators and LT FTW!!!
- Tue Jan 14, 2014 5:47 am
- Forum: General discussion
- Topic: What mods do you guys feel are worth using?
- Replies: 6
- Views: 6929
Re: What mods do you guys feel are worth using?
I wonder why not guys add mods as part of game? That would be much easier for both: experienced and newbie players. You just open mods section and instead of just turn-on/turn-off u also get update/download mod and, probably, rating. Last one actually adds part of online stuff, but downloading and d...
- Tue Jan 14, 2014 5:36 am
- Forum: Ideas and Suggestions
- Topic: Bot interface?
- Replies: 9
- Views: 4478
Bot interface?
Just a matter of fun. How about doing 1 of 2 things (both better). Or even 3: 1) interface for implementing bots for player side 2) interface for implementing bots for environment side 3) zerg-vs-zerg bot game 4) ok. probably human vs environment bots challenge I don't think that will bring you a lo...
- Thu Jan 09, 2014 9:45 pm
- Forum: Ideas and Suggestions
- Topic: Mobile miners / Bucket Wheel Excavator / Open cut mining
- Replies: 4
- Views: 2748
Re: Mobile miners?
Something like that, I just didn't mean to alter landscape. Just to have a single output point for a whole field of resource. Not to fill it with stationary drills, but to put a miner that will move around and dig everything.
- Thu Jan 09, 2014 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Mobile miners / Bucket Wheel Excavator / Open cut mining
- Replies: 4
- Views: 2748
Mobile miners / Bucket Wheel Excavator / Open cut mining
Slow mobile miners as addition to original drills.
And addition to that one: heavy load trucks. (or internal provider chest for bots)
And addition to that one: heavy load trucks. (or internal provider chest for bots)
- Thu Jan 09, 2014 10:17 am
- Forum: Implemented Suggestions
- Topic: Display range for turrets
- Replies: 11
- Views: 6829
Re: Display range for turrets
I'd say create same several views for all different parameters as you have now for debug info. The only thing is to make these channels configurable. probably add dynamic amount of those channels. So that in one case I see all stuff factories produce, but do not see bots, on other I see bots, on oth...
- Thu Jan 09, 2014 10:07 am
- Forum: Implemented Suggestions
- Topic: Exponential growth of enemies based on distance from start
- Replies: 4
- Views: 2700
Exponential growth of enemies based on distance from start
Not sure this is for now, but what I'd like to see. 1) having an option to build automatic battle bots 2) growth of enemy forces based on distance from starting location Basically this would be more the feature for those liking unlimited resources, kind of test for throughput and default limit for t...
- Mon Jan 06, 2014 7:14 pm
- Forum: Ideas and Suggestions
- Topic: little terraforming device
- Replies: 18
- Views: 11298
Re: little terraforming device
Well, this point comes from the fact that we have only crawlers. That will make it more fun to defend. I don't know why, but at this point I see the game as pure strategy and even more -- as pure defense game. All this stuff with running around with bots is really annoying imho. Ideally I want to au...
- Mon Jan 06, 2014 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Infinite resource game mode
- Replies: 6
- Views: 4084
Re: Infinite resource game mode
A robot picks up the chest with timed nuclear bomb and put it near biters nest...
- Mon Jan 06, 2014 6:34 pm
- Forum: Ideas and Suggestions
- Topic: little terraforming device
- Replies: 18
- Views: 11298
Re: little terraforming device
Terraforming would be really nice. Just thought of it a min ago and found this thread. As an option for walls and bugs (those crawly ones), to make it even harder for developers: walls can have height, terrain can have height. you can move terrain from one place to another (like dig, put on transpor...
- Sun Jan 05, 2014 5:16 am
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 52131
Re: Are bitters too hard to kill in end game?
hm... my 5 cents again...
I can automate everything, but why can't I automate hunt for spawners and alien artifacts?
I can automate everything, but why can't I automate hunt for spawners and alien artifacts?
- Sun Jan 05, 2014 5:09 am
- Forum: Implemented Suggestions
- Topic: [0.8.4++] Player as requester/provider chest
- Replies: 13
- Views: 13120
Re: [0.8.4++] Player as requester/provider chest
Your explanation is a bit strange but let me see if I understod it correctly. You want to be able to reserve any inventory slot to conatin only certain items similar as you can do with your hotbar using Middle-Mouse button. yes. You also want to be able to speciffy desired amount of items for such ...
- Sun Jan 05, 2014 5:03 am
- Forum: Ideas and Suggestions
- Topic: Long-range bots alternative
- Replies: 25
- Views: 14257
Re: Long-range bots alternative
Good one, but:ssilk wrote: Ardagan wrote:What is wanted is: possibly expensive on energy, possibly using coal (though according to bots existence, pure energy sounds more logical), low-load long-range avia-transfer.
Use the car.
I can't automate car.
- Sun Jan 05, 2014 5:02 am
- Forum: Gameplay Help
- Topic: Energy shield damage distribution
- Replies: 5
- Views: 5026
Re: Energy shield damage distribution
IMHO that should be considered a bug... or explicitly pointed in wiki/game.