Search found 204 matches

by slay_mithos
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...
by slay_mithos
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.
by slay_mithos
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^^
by slay_mithos
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.
by slay_mithos
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...
by slay_mithos
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 ...
by slay_mithos
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.
by slay_mithos
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.
by slay_mithos
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^^
by slay_mithos
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 ...
by slay_mithos
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.
by slay_mithos
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...
by slay_mithos
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.
by slay_mithos
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.
by slay_mithos
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...
by slay_mithos
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...
by slay_mithos
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...
by slay_mithos
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...
by slay_mithos
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 ...
by slay_mithos
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.

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