Search found 184 matches

by KoblerMan
Wed Nov 14, 2018 8:03 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

For some weird reason I feel more for the biters than I do for that feminist in that red red game. Well, yes, nobody likes feminists. The 2nd/3rd wave feminists are women who don't like expressing love for their families with anything other than words, or who are women who want to be men while keep...
by KoblerMan
Wed Nov 14, 2018 7:54 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

RobertTerwilliger wrote:
Sat Nov 10, 2018 8:14 am
absurdness
absurdity
RobertTerwilliger wrote:
Sat Nov 10, 2018 8:14 am
Nazis didn't consider themselves "bad", right?
Godwin's Law. You get nothing, you LOSE! Good day, sir!
by KoblerMan
Mon Nov 12, 2018 8:48 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

Naturally, the more detailed any insect model gets, the more disturbing it's going to look. You can't really avoid that. You are missing the part - despite quoting it - where I mentioned that real insects rarely bother me. Being more realistic is not likely to be the problem here. We're getting int...
by KoblerMan
Fri Nov 09, 2018 8:09 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

I think that to feel some guilt there should be neutral biters in the nest. No attackers, or things like "the family" ... responsible for breeding the "warriors" of the nest ... maybe. Like an ant colony. I do like this idea a lot. I think overall, bug nests are just too plain. ...
by KoblerMan
Fri Nov 09, 2018 8:00 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

lol these biters look even more disgusting than the previous looking ones, massacres continues with out any hard feelings. if you planned to have them cute, I'm sorry these are not it for me. on the plus side they still look like bugs and i can continue to call them as such. must squish all the bug...
by KoblerMan
Fri Nov 09, 2018 7:43 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

Well, I think this marks the first FFF where I read it and thought "I guess I will be making a mod to revert this entire FFF". Not because the models are bad or the underlying idea is wrong. But simply because the new models trigger such revulsion that I would not be able to tolerate havi...
by KoblerMan
Fri Nov 09, 2018 7:26 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46503

Re: Friday Facts #268 - The modern Biter

I have to say, I really enjoyed watching the "Diggy" scenario. It reminds me a lot of Dwarf Fortress; I'm just imagining the real-estate potential of having something like that implemented in the game, and having a multilayered base with connected defenses and power grids. Think of undergr...
by KoblerMan
Sun Sep 30, 2018 8:05 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51764

Re: Friday Facts #262 - Hello my name is: Compilatron

Unit AI really need some tweaking. https://i.imgur.com/5CefCzY.jpg My map have a lot of water. Actually there's too much water for enemy AI. And there's bitters in islands that request paths all time but they can't execute them. So when there are a lot of them, they start make my ups go really low....
by KoblerMan
Sat Sep 29, 2018 12:27 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51764

Re: Friday Facts #262 - Hello my name is: Compilatron

also i noticed the red assembler... tier 4 assemblers? I highly doubt that. If you look at the context of the screenshot, it wouldn't make sense for such a high tier assembler to be there. My guess was more along the lines of, "Oh, they're color coding the Tier 1 assembler now." Speaking ...
by KoblerMan
Sun Sep 16, 2018 5:34 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 114932

Re: Friday Facts #260 - New fluid system

Interesting FFF! Great write up. We are still considering using different pipes for different shapes, which would allow two parallel separate pipes etc. Please do add this feature, flow control is a mod which adds these and it truly does improve fluid handling, especially in the later part of the g...
by KoblerMan
Sun Sep 16, 2018 5:02 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 114932

Re: Friday Facts #260 - New fluid system

Actually, reading a few of these posts, I had a question. what about "pipe" based entities (in this case, it's a storage tank) that have an input connection and an output connection that are basically just a pipe to force a flow direction? 1. You didn't let me write my contribution to the...
by KoblerMan
Sun Sep 16, 2018 4:53 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 114932

Re: Friday Facts #260 - New fluid system

Here's a fun challenge for you: No power network allowed. If two poles make a wire connection, you have to disconnect them with shift-click. The result is that instead of an electricity network, you now have a sprawling steam pipe network with steam engines and turbines all over your factory. It's ...
by KoblerMan
Sun Sep 16, 2018 6:49 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59761

Re: Friday Facts #258 - New autoplace

A game that can't stay fun in vanilla without mods... is by definition... Broken. That is almost certainly why most players bail before oil, and only about 10% get to launch the rocket. It is because for those that enjoy factorio for its *design* aspects the things that reduce and eliminate tedium ...
by KoblerMan
Sun Sep 16, 2018 5:23 am
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

But how any AI attack, including worm "artillery" attack would not be an auto -attack ? Ok, again, you're just being nit picky and getting into semantics, but I'll clarify and spell it out for you. By auto-attacks, what I mean are attacks SUCH AS ones that get carried out by basic combat ...
by KoblerMan
Sat Sep 15, 2018 3:29 am
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Let me tell you guys EXACTLY what I mean, so that we can hopefully come to a consensus about worm/spitter attacks and put this to rest. Right now, if you load up Factorio, worms and spitters both have mechanically identical attacks (same animation, same projectile sprite, same speed, same curvature)...
by KoblerMan
Sun Sep 09, 2018 2:04 am
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Also note that you can give units orders while the game is paused, so if you wanted to waste a ton of time then you could avoid almost all tower damage (although that's not exactly practical, for various reasons). But therein lies the problem: the player is avoiding damage by using WASD to dodge pr...
by KoblerMan
Sat Sep 08, 2018 11:41 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Planetary Annihilation is... not great. TA has 3D terrain (and AFAIK game engine?), but still displays them as 2D sprites. That's probably why Spring could grow from a simple TA replay player to a full-blown 3D game engine. I'm well aware that PA is "not great". I'm just sad to see it wen...
by KoblerMan
Sat Sep 08, 2018 10:43 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

I'm a huge consistency freak, which is why evading basic attacks in physics-based RTS games feels cheap to me. I grew up playing StarCraft, so you will see some bias here. StarCraft and its successors didn't need a physics engine, because much like my opinion on Factorio, it doesn't add anything to ...
by KoblerMan
Sat Sep 08, 2018 10:27 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

I don't think it's even that complicated, or planned as a "feature" to begin with. "Homing boulders" have been in video games long since the days of Age of Empires, and are especially prominent in the real-time strategy genre where consistency of attacks are key. In order for da...
by KoblerMan
Sat Sep 08, 2018 10:20 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 40948

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

If you could make entire attacks miss by out-microing your opponent in an RTS, it would break the game and be incredibly frustrating as you say, but often times this is simply how the game engine handles attacks. I don't think, it would be game-breaking or frustrating. It would be great if we could...

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