Search found 204 matches
- Thu May 01, 2014 5:17 pm
- Forum: Ideas and Suggestions
- Topic: New enemy system suggestion
- Replies: 6
- Views: 2166
Re: New enemy system suggestion
That's good for experienced players, but also a great way to have the early game possibly way harder for new players. I mean, flyers or ranged would mean that wall+ turret would get way less effective, for example, and if it's related to what tribes are near your base, it can really screw you big ti...
- Thu May 01, 2014 5:09 pm
- Forum: Ideas and Suggestions
- Topic: multiplayer
- Replies: 7
- Views: 2670
Re: multiplayer
please, oh please, no friend list.
All the more if the game is eventually going to be on steam.
All the more if the game is eventually going to be on steam.
- Thu May 01, 2014 4:49 pm
- Forum: General discussion
- Topic: Having a bit of a problem categorizing the game
- Replies: 8
- Views: 3645
Re: Having a bit of a problem categorizing the game
Just use "sandbox", it's the closest you can get with single word denominations^^
- Thu May 01, 2014 4:25 pm
- Forum: General discussion
- Topic: The new trailer
- Replies: 27
- Views: 9923
Re: The new trailer
I love this trailer, it is obvious that you spent a lot of time to make it work, and it really represent the game well.
- Thu May 01, 2014 4:21 pm
- Forum: Modding help
- Topic: How to strengthen the enemies?
- Replies: 8
- Views: 3623
Re: How to strengthen the enemies?
The second part of my post was something I didn't try, so it might not work like I expect it to, but here is how I saw it: local biter_list = {} local biters = {} -- you will want this into your mod's GLOB, or something similar function biterHealth(biter){ return biters[biter].max_health --do your m...
- Wed Apr 30, 2014 11:06 pm
- Forum: Modding help
- Topic: How to strengthen the enemies?
- Replies: 8
- Views: 3623
Re: How to strengthen the enemies?
Why not try to integrate into dytech's system? While it might not be a perfect solution, but it seems like a good place to start. Or was it that you don't know how to force bitters to grow in strength? In which case, I'd either go for an increase of damage, health and resistances during runtime via ...
- Mon Apr 28, 2014 9:12 pm
- Forum: Implemented Suggestions
- Topic: Expedite the translation of all the languages
- Replies: 8
- Views: 2360
Re: Expedite the translation of all the languages
The problem with fan translation is that it can take quite a while before reaching decent quality, and the devs would still be accountable for any offensive content.
On the other hand, professional translators cost an arm (per line), so indies often can't afford decent ones.
On the other hand, professional translators cost an arm (per line), so indies often can't afford decent ones.
- Mon Apr 28, 2014 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Car Turrets and Electric Cars!
- Replies: 3
- Views: 1616
Re: Car Turrets and Electric Cars!
Also, mods already add the turret car (f-mod, if I remember correctly), so it's definitely feasible within the game already.
- Mon Apr 28, 2014 5:25 pm
- Forum: Ideas and Suggestions
- Topic: use powers of 2 for logistics
- Replies: 15
- Views: 5878
Re: use powers of 2 for logistics
Let's just stick to Fibonacci numbers^^
- Sun Apr 27, 2014 3:53 pm
- Forum: Gameplay Help
- Topic: Im dumb
- Replies: 5
- Views: 3465
Re: Im dumb
Its the same as all other weapons, spacebar when enemy is near. If you're trying to fire manually(like at a chest or trees) you can target with your mouse and press the c key. Shotguns are different from the gun in that they shoot if you press space, it's a projectile weapon that will hit anything ...
- Sun Apr 27, 2014 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Audio warning when enemies attack
- Replies: 8
- Views: 4943
Re: Audio warning when enemies attack
If you make this, please also make it a separate option in the menu.
- Sun Apr 27, 2014 12:04 pm
- Forum: News
- Topic: Factorio Facts #31
- Replies: 34
- Views: 31928
Re: Factorio Facts #31
This is great news indeed! This is exactly what we were trying to achieve all the time. To make it interesting and complex enough to hook people, but not complicated too much so new players will not be discouraged. You did quite a good job at the balance, I think. I'm one of those dwarf fortress, e...
- Sun Apr 27, 2014 11:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Car leaves blue markers in map on chunk borders
- Replies: 2
- Views: 958
Re: [0.9.8] Car leaves blue markers in map on chunk borders
This.
It's relatively small, but it can make the map a tad bit harder to read in a few cases.
More of a graphical glitch than a bug, but yeah.
It's relatively small, but it can make the map a tad bit harder to read in a few cases.
More of a graphical glitch than a bug, but yeah.
- Sun Apr 27, 2014 11:56 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52012
Re: [MOD 0.9.x] Telelogistics v0.1.0
oh, you are right, sorry.
Played way too much 0.8.8 and I didn't notice the change.
In which case your 16MW is way lower than what I envisioned.
Played way too much 0.8.8 and I didn't notice the change.
In which case your 16MW is way lower than what I envisioned.
- Sun Apr 27, 2014 11:46 am
- Forum: Ideas and Suggestions
- Topic: A little bit about water
- Replies: 12
- Views: 5808
Re: A little bit about water
I am totally against that idea, because it would just end up being a way to push players to rush solar power, not having much choices in the matter. I personally like that you can choose to either use coal and pollute a lot, or go solar, for a higher base and space cost, but less pollution. If you p...
- Sun Apr 27, 2014 1:53 am
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 18065
Re: Conveyor Belt Router
Hi, If you check Quill's stream 2/4 at 20.30m he makes a T connection and all the cole goes to the left side of the belt. He misses it, but it might be a nice trick to use. Don't know if this is usefull or not..... Cheers from Holland Well, that's basically the way to force specific things on a spe...
- Sun Apr 27, 2014 1:45 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52012
Re: [MOD 0.9.x] Telelogistics v0.1.0
First, I also prefer the exponential curve, it lets you have a relatively low cost at low distance, while getting really pricey for long distances. As for the maxes, 256 tiles is nice, but 16MW per use might be too high, even if it was able to move a full stack at a time. Now, I'm not the best perso...
- Sun Apr 27, 2014 1:11 am
- Forum: Spread the Word
- Topic: Names of Possible YTers to approach
- Replies: 16
- Views: 19536
Re: Names of Possible YTers to approach
Also, if you want this game to be covered correctly, you need people that are going to put enough time into it to at least know how to start and play, which goes right against people like simon and lewis (yogscast)'s way of showing things. There is relatively little "woah" in this game (ap...
- Sat Apr 26, 2014 10:24 pm
- Forum: Gameplay Help
- Topic: Help with worm clearing and deconstruction.
- Replies: 6
- Views: 4132
Re: Help with worm clearing and deconstruction.
Worms: robots are your saving grace, along with piercing rounds. Disruptor capsules make the worm target them, leaving you time to bring destruction and the combat ones add to your damage output. Logistic: if you are using passive provider chests instead of active ones, the logistic bots should not ...
- Sat Apr 26, 2014 12:59 pm
- Forum: Gameplay Help
- Topic: Two installations? (One at work and at Home)
- Replies: 3
- Views: 2580
Re: Two installations? (One at work and at Home)
for those not wanting to play through internet, it's also completely possible to play off an usb drive too, because after the loading part, only the save/load actually need access to the disk.