Search found 199 matches

by Hexicube
Sun Mar 20, 2016 1:45 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 80441

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

One thing that baffles me is that Misanthrope naturally accepts the fact that rails are no longer marked as player built. I see no explicit checks for this sort of thing, so I've got no idea why it actually works properly, but it does and I see in the logs that rails aren't being considered a targe...
by Hexicube
Sat Mar 19, 2016 9:30 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 80441

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Oh ok, that would explain if over a full cycle from peaceful>normal>expansion, if I don't kill any hive, then % globally decrease? Experimenting showed that evolution decreases at a notable rate during any phase other than peaceful and normal. It'll hover at around 30%, assuming the only factor is ...
by Hexicube
Sat Mar 19, 2016 5:19 am
Forum: Ideas and Suggestions
Topic: Conveyor belts optional using electricity
Replies: 60
Views: 11291

Re: Conveyor belts optional using electricity

1. If I knew it was in the game from the start, I would have complained almost immediately because it would either be unrealistically power intensive or pointless to have that requirement. I don't believe you. I don't think you would have given it a second thought. I don't think anyone would. An el...
by Hexicube
Sat Mar 19, 2016 4:23 am
Forum: Ideas and Suggestions
Topic: Conveyor belts optional using electricity
Replies: 60
Views: 11291

Re: Conveyor belts optional using electricity

If it was in the game from the start you wouldn't consider it tedium. It would just be a matter of providing an electrical device with electricity (I know... what a bizarre concept!). The fact is, you already have electricity pylons touching most, if not all of your conveyer belts so there would be...
by Hexicube
Sat Mar 19, 2016 3:30 am
Forum: Ideas and Suggestions
Topic: Conveyor belts optional using electricity
Replies: 60
Views: 11291

Re: Conveyor belts optional using electricity

Conveyor belts would require such a minute amount of power that it would be pointless to even include such a system. The point would be to show that they require power and you need to do something to provide it, just like everything else in the game (except water pumps, which also need to be addres...
by Hexicube
Sat Mar 19, 2016 2:22 am
Forum: Ideas and Suggestions
Topic: Conveyor belts optional using electricity
Replies: 60
Views: 11291

Re: Conveyor belts optional using electricity

Conveyor belts would require such a minute amount of power that it would be pointless to even include such a system. According to wikipedia a certain 17km belt in constant use (1 ton every 4 seconds) is using 1.8MW to power the entire belt. Judging by the player model, each belt piece in game is pro...
by Hexicube
Sat Mar 19, 2016 2:02 am
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 13119

Re: Overpowered strategies

Accumulator charge, discharge, and retention should be changed to account for this, and make them less godly. Values should be modable too really. A typical NiMH battery takes 150% electricity to charge, discharge can be anywhere from a 20% to 100% efficiency, depending on current draw. They also h...
by Hexicube
Sat Mar 19, 2016 12:27 am
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5942

Re: Gun turrets working without eletricity

To prevent turret creep : make it that alien spawners also spawn some kind of goo like zerg hives produce in starcraft, on which you can't build. Lots of it, so that you can't get anywhere close enough to destroy the spawners or worms with turrets. As long as it fades after destroying bases and doe...
by Hexicube
Fri Mar 18, 2016 9:47 pm
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5942

Re: Gun turrets working without eletricity

20kW is an incredibly small price to pay per turret (the specific value is up for debate though), and chances are you'll already have power poles in place for the inserters that put ammo in the turrets. So why introduce it then? I mean, it won't really make turret creep much harder (only a bit) and...
by Hexicube
Fri Mar 18, 2016 9:25 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 13119

Re: Overpowered strategies

...which is that Solar Power is absolutely boring and uninspired and at the same time overpowered too because there is no downside except high initial investment (which is no downside with infinite resources) and huge need of space (which is also infinite). Steam running on solid fuel is also infin...
by Hexicube
Fri Mar 18, 2016 7:00 pm
Forum: Ideas and Suggestions
Topic: Making trains and robots more needed
Replies: 4
Views: 1105

Re: Making trains and robots more needed

Bots are already ridiculous as it is (I'm experimenting with a no-logistics playthrough so I don't end up with boring solutions to interesting problems; construction bots are still fair game though), I'd rather not see them made mandatory by nerfing belts when belts are fine as it is. You're also su...
by Hexicube
Fri Mar 18, 2016 5:50 pm
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5942

Re: Gun turrets working without eletricity

Having to mix turret and panel placement is a lot harder than spamming a bunch of turrets, bearing in mind you'll have to place a power pole to connect the turrets. Either way, it makes it harder to use a strategy which is arguably broken. You could use blueprints, but you can do that already with ...
by Hexicube
Fri Mar 18, 2016 5:44 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 14919

Re: [0.12.X] Biter-Friendly Rails

You can always build miniature outposts at junctions with some laser turrets to keep the signals safe. :P I intentionally left signals and stations out, those have collision boxes and lights on them whilst rails are inert ground pieces. That way, there's still some challenge to getting a long distan...
by Hexicube
Fri Mar 18, 2016 5:22 pm
Forum: General discussion
Topic: ARM architecture
Replies: 30
Views: 32621

Re: ARM architecture

Make it so that the biter movement starting is handled by the host, which signals for a biter to move (which will jump ahead according to lag compensation) a set time after the path is worked out (or after all clients signal they've worked out a path), and only allow a certain amount of work to go ...
by Hexicube
Fri Mar 18, 2016 5:08 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 13119

Re: Overpowered strategies

Battery swapping will just swap the problem to solar panels being far too complicated in comparison to steam. You end up with accumulators being considered a pointless resource drain (just use hot water storage instead), laser turrets being replaced with gun turrets instead of a mixture (because amm...
by Hexicube
Fri Mar 18, 2016 4:21 pm
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5942

Re: Gun turrets working without eletricity

The thing is you need at least some way to defend your base even in case of power shortage. Laser will not work without current, but I think it's OK for gun turrets (I agree, not realistic, but acceptable gameplay wise). Perhaps they should have a decently large power storage and a small but consta...
by Hexicube
Fri Mar 18, 2016 4:16 pm
Forum: General discussion
Topic: Why use trains?
Replies: 26
Views: 38011

Re: Why use trains?

I have somewhere between 400 and 500 hours of gameplay, and have never needed trains badly enough to actually try and figure how to actually do it. The countless how-to's, help topics about deadlocks, chain signals and all that stuff just discourage me to even try. My opinion might be biased howeve...
by Hexicube
Fri Mar 18, 2016 3:23 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 80441

Re: [MOD 0.12.20+] Misanthrope 0.2.4 -- Better Biter Mechanics

Is the mod working right regarding evolution progression? How can I end up with almost the same % at the start and then at the end of 900 seconds of 'peace' with a 0.40% increase per minute? Evolution should have gain 6% if my maths are right. But it is increasing by perhaps 0.5% over the whole per...
by Hexicube
Fri Mar 18, 2016 2:38 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 14919

Re: [0.12.X] Biter-Friendly Rails

Stops are still edible, the gif didn't properly show that off.
by Hexicube
Fri Mar 18, 2016 4:29 am
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5942

Re: Gun turrets working without eletricity

The thing is you need at least some way to defend your base even in case of power shortage. Laser will not work without current, but I think it's OK for gun turrets (I agree, not realistic, but acceptable gameplay wise). Perhaps they should have a decently large power storage and a small but consta...

Go to advanced search