Search found 204 matches

by Hexicube
Thu Mar 03, 2016 6:05 pm
Forum: Balancing
Topic: Balancing research speed - marginally decreasing lab efficiency
Replies: 14
Views: 32763

Re: Balancing research speed - marginally decreasing lab efficiency

I'm on the fence for changing research speed, purely because I find myself on both sides of the issue depending on how I'm playing. I have two games: - First game; I've automated science production and I'm burning through it all, 12 labs are burning through packs like no tomorrow - Second game; I'm ...
by Hexicube
Thu Mar 03, 2016 5:32 pm
Forum: General discussion
Topic: Performance comparison for CPUs
Replies: 68
Views: 50359

Re: Performance comparison for different computer setups

Version: 12.20 Specs: OS: Win 7 Premium CPU: i5-3570 (Ivy Bridge) @ 3.4GHz GPU: GTX 970 RAM: 2x8GB DDR3 @ 2200MHz Storage: 500GB SSD (Samsung 850 EVO) Result: UPS: ~23400 FPS: ~23.4 PC needs to be re-installed at some point, been meaning to migrate my installation onto the aforementioned SSD the gam...
by Hexicube
Thu Mar 03, 2016 5:14 pm
Forum: Balancing
Topic: Make Spawners scale with Evolution Factor
Replies: 15
Views: 20512

Re: Make Spawners scale with Evolution Factor

Instead of health increases for higher tier spawners, maybe it should get higher resistances and a slight boost to regen so that weaker guns flat-out don't damage it enough to get past regen?
by Hexicube
Thu Mar 03, 2016 5:09 pm
Forum: Balancing
Topic: Biters: The Relentless Problem
Replies: 13
Views: 4125

Re: Biters: The Relentless Problem

Sure : even I know how to do it :) Bue when I talk about the game, I always think "Vanilla". Because I'm against the idea that mods are a must have for a pleasant experience. I'm usually the same, but at the same time I think it's excusable in EA where you can suggest changes to balance w...
by Hexicube
Thu Mar 03, 2016 5:06 pm
Forum: Ideas and Suggestions
Topic: Console contrast improvement (it's hard to read right now)
Replies: 19
Views: 7828

Re: Console contrast improvement (it's hard to read right now)

The font already has a black border to allow reading it on practically any background, but maybe it could be thicker. Personally, I could read it fine.
by Hexicube
Thu Mar 03, 2016 7:52 am
Forum: Implemented Suggestions
Topic: Chain-able train stations
Replies: 5
Views: 3508

Re: Chain-able train stations

This is already in the game - if you have multiple stops with the same name, a train will select the closest available one (actual routing is a bit more complicated, but that's the basics of it). What you usually end up doing is slapping a lot of stops with the same name on parallel tracks, and cal...
by Hexicube
Thu Mar 03, 2016 3:29 am
Forum: Implemented Suggestions
Topic: Chain-able train stations
Replies: 5
Views: 3508

Chain-able train stations

It'd be nice for more active rail networks to be able to specify that a single train station has multiple stop points available for use, as currently there's no way for a train to work around the fact the destination is occupied. Since it would only be used for more active networks, it should probab...
by Hexicube
Wed Mar 02, 2016 2:22 pm
Forum: Balancing
Topic: Biters: The Relentless Problem
Replies: 13
Views: 4125

Re: Biters: The Relentless Problem

Just manage your pollution if you don't manage your pollution THIS is the problem. Boolean state in everything about biters. You doing everything silent and fast OR you gonna be overwhelmed. This is not a challenge, this is punishment. You can overcome this hive with brute force OR you cannot. Beca...
by Hexicube
Wed Mar 02, 2016 11:10 am
Forum: Ideas and Suggestions
Topic: Power supply/demand/storage chart in power panel
Replies: 4
Views: 2398

Power supply/demand/storage chart in power panel

A more generalized chart showing only the total power consumption (ignoring accumulators), total power production (ignoring accumulators), and current accumulator charge would be very useful for analysing the state of power generation and storage over the long term. It would help with planning out f...
by Hexicube
Wed Mar 02, 2016 7:17 am
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 600378

Re: Accumulator / Solar panel ratio

This result only apply when solar energy is the only source of electricity production. Otherwise, other sources of electricity production will have the priority on accumulators. In this case, accumulator can provide a temporary increase in power when needed (for instance for laser turret during an ...
by Hexicube
Tue Mar 01, 2016 9:23 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 195374

Re: Solar panels less of a no-brainer

I stand by my position that solar power in it's current state might be somewhat boring but is not broken or overpowered. Not by a long shot. I wouldn't be surprised if you did not find the motivation to read through this entire thread. For more details on the bulk of my position on this just read m...
by Hexicube
Tue Mar 01, 2016 8:55 pm
Forum: Balancing
Topic: Biters: The Relentless Problem
Replies: 13
Views: 4125

Re: Biters: The Relentless Problem

I don't understand how people have such huge issues with biters, I've played literally two games and only the second suffered attacks because it was with another person who was polluting so much you could call him a first world country. Just manage your pollution, and deal with the spawners nearby e...
by Hexicube
Tue Mar 01, 2016 4:21 pm
Forum: Outdated/Not implemented
Topic: Option to enable linear interpolation on scaled sprites
Replies: 2
Views: 1268

Re: Option to enable linear interpolation on scaled sprites

Just realised there's actually a config option for this (multisampling-level), perhaps it should show in the options in-game too?
by Hexicube
Tue Mar 01, 2016 2:31 pm
Forum: Multiplayer
Topic: [EU] Looking for players with 50-100hrs experience
Replies: 10
Views: 4013

Re: [EU] Looking for players with 50-100hrs experience

Blazku wrote:I would be interested in playing Vanilla+RSO. But by my estimates i already have 300+ hours in the game.
That should be fine if you're not the type to impose build styles on others. Feel free to add me on skype, same name as here.
by Hexicube
Tue Mar 01, 2016 2:04 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 195374

Re: Solar panels less of a no-brainer

As someone who recently bought the game, and jumped straight to solar power and double efficiency 2 modules in everything (it's the best strategy for avoiding biter attacks from what I can tell), I agree that it needs a change on the grounds it's incredibly boring. However, I don't feel like solar p...
by Hexicube
Tue Mar 01, 2016 7:07 am
Forum: Outdated/Not implemented
Topic: Option to enable linear interpolation on scaled sprites
Replies: 2
Views: 1268

Option to enable linear interpolation on scaled sprites

I've noticed in some cases zooming completely destroys the appearance of some sprites, most notable indicator arrows. Quick tests in graphics editing software showed that using even the most basic interpolation (linear) had a huge effect compared to not using it, and the GPU load should be basically...
by Hexicube
Tue Mar 01, 2016 5:58 am
Forum: Multiplayer
Topic: [EU] Looking for players with 50-100hrs experience
Replies: 10
Views: 4013

Re: [EU] Looking for players with 50-100hrs experience

Kane wrote:RSO and no Farl :P?
I'm aiming for a practically vanilla feel, resources being frequent but not particularly valuable is my only gripe with the base game and RSO fixes that.
by Hexicube
Tue Mar 01, 2016 5:40 am
Forum: Multiplayer
Topic: [EU] Looking for players with 50-100hrs experience
Replies: 10
Views: 4013

[EU] Looking for players with 50-100hrs experience

Got the game a few days ago, looking for some semi-new people to play with in order to discover good building strategies in a more organic fashion (no doing it a certain way because it's consensus). Ideally you should have voice comms (skype or teamspeak) but this is not required, at the very least ...
by Hexicube
Mon Feb 29, 2016 12:59 pm
Forum: Modding interface requests
Topic: Get item position on belt
Replies: 7
Views: 2538

Re: Get item position on belt

Just realised I was a little unclear. When I was referring to the lane length, I meant the length in the single tile the item is on, not the entire path.
by Hexicube
Mon Feb 29, 2016 12:38 pm
Forum: Modding interface requests
Topic: Get item position on belt
Replies: 7
Views: 2538

Re: Get item position on belt

I'm adding an entity that splits each belt channel off to a different side, to fill in the gap of belt-based splitters that's only filled by the underground belt trick (which I view as mechanical exploitation and also suspect may be removed at any time). It currently functions fine, but items basica...

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