Search found 558 matches
- Fri Jun 08, 2018 10:51 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66547
Re: Friday Facts #245 - Campaign concept
And who do you suppose should pay that committee? Surely you do not suggest that people waste their whole life on this without getting paid? Unless you underestimate the workload by several orders of magnitude ofc. I think you underestimate the drive fans have to make this game better. And also you...
- Fri Jun 08, 2018 10:21 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66547
Re: Friday Facts #245 - Campaign concept
A committee should be formed to go through and rate mods as one of three categories: 1.) exclusively makes the game harder in all ways in which it changes difficulty 2.) does not affect game difficulty in any way 3.) has anything in it that can make the game easier All mods in category 1 and 2 (for ...
- Fri Jun 08, 2018 10:10 am
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 17057
Re: Early game modular armor rebalance
Collision boxes. No. Woulds make.sense, but too expensive programming wise to run. Biters have collision boxes and huge swarms of them seem to operate fine. Total Annihilation operated similar or greater numbers of collision boxes at once (hundreds, easily), way back on 1998 computers and it ran fi...
- Fri Jun 08, 2018 6:45 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24792
Re: How to fix module balance
I agree with all that. I'm on the fence about whether or not beacons should go. Maybe the important thing for the early game is to provide balance and a variety of opportunities so everything has its place. Maybe the best thing for the late game is to let megabases have as much room to expand as pos...
- Fri Jun 08, 2018 5:47 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 151498
Re: [MOD 0.16.x] Modular Armor Revamp
I might give the burner generator as many fuel slots as it takes up spaces on the grid, or use the ratio between the two to determine a good amount. If the Mk. 2 doesn't remain fueled for as long, that's fine because it generates power faster. Also, if the batteries ever fill up then it stops burnin...
- Fri Jun 08, 2018 5:36 am
- Forum: Mods
- Topic: [MOD 0.15+] Glowing Capsule
- Replies: 12
- Views: 5900
Re: [MOD 0.15+] Glowing Capsule
Howabout a module that gives you a big light radius? It could cost the same amount of power as night vision, it would simply be an alternative option.
I also think that when you unlock modular armor, you should get some modules right away instead of having to make 3+ researches to use the grid.
I also think that when you unlock modular armor, you should get some modules right away instead of having to make 3+ researches to use the grid.
- Thu Jun 07, 2018 11:12 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66547
Re: Friday Facts #245 - Campaign concept
Achievements work in modded play, they are just separate from vanilla achievements.
- Thu Jun 07, 2018 11:09 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24792
Re: How to fix module balance
Games where everything is unambiguously useful can feel more lifeless than those which have a mix of useful and useless stuff. Maybe even the slowdown capsule is okay just to taunt players into trying to find a use for it (I know I tried...). Not really, because you still have to find a strategy th...
- Thu Jun 07, 2018 8:19 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66547
Re: Friday Facts #245 - Campaign concept
I haven't launched a rocket. I could have launched one ages ago but that's not why I play the game.
- Thu Jun 07, 2018 8:13 pm
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 17057
Re: Early game modular armor rebalance
I think robots should be available early and should just be nerfed. They should take time to do each thing. When they are used to mine trees and rocks, or collect entities, they should take as long to mine it as a player takes without a tool. When they mine rocks, they shouldn't be able to carry mor...
- Thu Jun 07, 2018 8:08 pm
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 11416
Re: Enemies on Very Low, Very Small, Very Poor…
You're correct, I checked and the enemy base size setting makes no difference.Hedning1390 wrote:What I did was I generated a map with one set of settings then started a new game with the same seed but different settings and generated it again.
- Thu Jun 07, 2018 6:12 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24792
Re: How to fix module balance
You're just making every factory worse. And by doing that you'd have to rebalance all recipes otherwise people's factories would be like 90% furnaces, which isn't fun. Maybe it could work, but is it worth all that effort? Yes it will make the factories worse. I thought we were in agreement here tha...
- Thu Jun 07, 2018 5:40 am
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 17057
Re: Early game modular armor rebalance
If anything the biggest energy drain on the personal roboport is the range scaling. The robo range gets too large too quickly and your batteries get MURDERED by the constant 50-100 tile journeys that you have no way of avoiding. Shrink the range scaling by half and roboport energy consumption will ...
- Thu Jun 07, 2018 5:37 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 11416
Re: Enemies on Very Low, Very Small, Very Poor…
Once the nests are generated, changing the game's settings won't change the nests. You'd have to un-generate those chunks and then re-generate them.Hedning1390 wrote:because it has no effect on the generated nests
- Thu Jun 07, 2018 5:24 am
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24792
Re: How to fix module balance
I came up with an idea to partially solve the productivity problem! Divide the productivity bonus by the level of the output. For example, if you put them in mining drills, you get the full bonus because the ore is a level 1 product. If you put it in furnaces for making iron plates, the bonus is cu...
- Thu Jun 07, 2018 4:51 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 11416
Re: Enemies on Very Low, Very Small, Very Poor…
No, it makes a small difference. It was difficult to tell at first, but after exploring a large amount of terrain I was able to see a pretty significant difference between very small and very large. It was especially easy to tell during gameplay because it very often made the difference between havi...
- Thu Jun 07, 2018 4:35 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66547
Re: Friday Facts #245 - Campaign concept
I have a few points: 1.) Will the new HD science pack graphic be scaled down for the small versions? I much prefer the new, translucent fluid over the old opaque goop. 2.) I felt like production science was supposed to be earlier, like next to blue and military. High-tech is clearly far more advance...
- Wed Jun 06, 2018 10:56 pm
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 17057
Re: Early game modular armor rebalance
It's worth mentioning that back in 0.14 and before, the fusion reactor was same tech level as Power armor MK1, unlike now, where it's Power armor MK2 tier. Lowering the fusion reactor to just RGB science (even if gated behind Power armor MK1 tech, and still requiring lots of processing units to mak...
- Wed Jun 06, 2018 10:48 pm
- Forum: Balancing
- Topic: How to fix module balance
- Replies: 78
- Views: 24792
Re: How to fix module balance
Productivity is always inherently better than the other modules, and that's because the productivity across the entire chain becomes geometric. If you have modules that reduce the power consumption of each building by 40%, your entire factory uses 40% less power. If you have modules that give a 40%...
- Wed Jun 06, 2018 6:49 pm
- Forum: Balancing
- Topic: Early game modular armor rebalance
- Replies: 57
- Views: 17057
Re: Early game modular armor rebalance
I think the distance between PSP and fusion in terms of power per square is fine, the real problem is that the consumption needs to be fixed. Shields should be a high consumer--you can use batteries to save for the occasional combat until you get enough power generation to charge the shields directl...