Search found 204 matches
- 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 ...
- 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...
- 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?
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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?
- 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
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.Blazku wrote:I would be interested in playing Vanilla+RSO. But by my estimates i already have 300+ hours in the game.
- 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...
- 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...
- 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
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.Kane wrote:RSO and no Farl ?
- 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 ...
- 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.
- 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...