Search found 300 matches

by Marconos
Fri May 29, 2015 8:04 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 70589

Re: Friday Facts #88 - Combinators

Very nice and powerful ... we can make some awesomely complex items.

Now if they game just allowed us to have a blueprint set that we could pass between games and an in game binder with pages to store them all in ...... ;)
by Marconos
Thu May 21, 2015 4:50 pm
Forum: Balancing
Topic: balancing the tank (and other small things)
Replies: 18
Views: 23507

Re: balancing the tank (and other small things)

The tank needs a complete rework to be functional at this time. I love the look and feel, just needs to actually tank damage and deliver some. I'm looking forward to how the actually do balance it out.
by Marconos
Wed May 13, 2015 1:05 am
Forum: News
Topic: Friday Facts #85 - Sales Stats
Replies: 49
Views: 35915

Re: Friday Facts #85 - Sales Stats

Well, multiplayer had an effect on two more sales I know of. Got two friends into the game because of it. So my one became three ... now to get a few more!!!

Love the updates, great to see how you guys are progressing and doing things.
by Marconos
Sat May 02, 2015 11:14 pm
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 38323

Re: Friday Facts #84 The wedding day preprations

Tbh I prefer large groups of enemys too. A few big ones looks kinda silly. (looks silly in my mind when thinking about it) I agree with this ... of course, I'm not adverse to the idea of 100+ of the big ones coming at one time. That could be interesting. Keep up the great work guys. Love the game.
by Marconos
Fri Apr 10, 2015 9:46 pm
Forum: News
Topic: Friday Facts #81 - Chain signals
Replies: 43
Views: 39962

Re: Friday Facts #81 Chain signals

Really really looking forward to having these chain signals .... having said that, really looking forward to get my current clients project done so I can get back to playing!!

Keep up the great work.
by Marconos
Wed Apr 08, 2015 11:30 pm
Forum: Ideas and Suggestions
Topic: Add toggleable grid and show Turret ranges
Replies: 6
Views: 6048

Re: Add toggleable grid and show Turret ranges

I agree with the original poster. Having to go through a funky debug menu to turn a grid on and off is cumbersome and not professional level code. Add a quick hotkey or give us a way to add some items to our own custom hotkeys. Turret ranges would be great to see on map to proper show coverage in an...
by Marconos
Sat Mar 21, 2015 8:54 pm
Forum: Balancing
Topic: Logistic Requests set back to 1 by default
Replies: 2
Views: 3876

Logistic Requests set back to 1 by default

I'm hoping this meets with other peoples thinking as well. I'm getting very frustrated in my current game where I have the production of all items that I need automated. The problem I run into is I need 1 chemical plant, 20 pieces of pipe, 10 underground pipes + a few other items. I request the item...
by Marconos
Sat Mar 14, 2015 2:38 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 40031

Re: Version 0.11.18

Increased rail car capacity ..... force placing blueprints, I cried tears of joy!!!

In all seriousness, great update. Keep them coming, the game is already great and getting better with each update.
by Marconos
Sat Mar 07, 2015 6:21 pm
Forum: Balancing
Topic: Slow drilling experiment
Replies: 5
Views: 11103

Re: Slow drilling experiment

I find this concept of your extremely interesting. It's the dead opposite of bigger / faster and really gives an entirely different approach to the game. Better or worse, I'm not sure but I'm very intrigued by it.
by Marconos
Fri Mar 06, 2015 9:58 pm
Forum: News
Topic: Friday Facts #76 - MP inside out
Replies: 52
Views: 47515

Re: Friday Facts #76 - MP inside out

Really enjoyed this. The lock step model is something that I hadn't considered in how information is passed between clients and makes a lot of sense.

Great post, keep them coming.
by Marconos
Fri Mar 06, 2015 7:11 pm
Forum: Ideas and Suggestions
Topic: Display reason for player death
Replies: 6
Views: 1388

Re: Display reason for player death

Khyron wrote:Player Arumba was never killed because he never leaves the base.
He is quite one in the series.
by Marconos
Thu Mar 05, 2015 11:36 pm
Forum: Ideas and Suggestions
Topic: Display reason for player death
Replies: 6
Views: 1388

Display reason for player death

This really applies more in multiplayer than single player but would be nice to have. 1. Player Steejo was killed by a train 2. Player Bentham was killed by Shen 3. Player Shen was put 6' under by spitters etc. You could have some real fun with these but not making them serious. I would think it wou...
by Marconos
Wed Mar 04, 2015 10:19 pm
Forum: News
Topic: Friday Facts #75 - False hopes
Replies: 34
Views: 35914

Re: Friday Facts #75 - False hopes

Look at games that have longevity, real longevity. They all are multiplayer. Do you think a game like minecraft would be anywhere near what it is today without multiplayer? That is where things are at today, wind the clock back 15 years to when I was a kid (okay 20+ ) and single player was all that ...
by Marconos
Wed Mar 04, 2015 4:30 pm
Forum: News
Topic: Friday Facts #75 - False hopes
Replies: 34
Views: 35914

Re: Friday Facts #75 - False hopes

IMO, getting multiplayer right is one of the most critical parts of the game. Getting it right can make or break the game, ie it should be discussed. Without solid multiplayer the game loses out on soooooo much.
by Marconos
Tue Mar 03, 2015 11:55 pm
Forum: Show your Creations
Topic: Better train loading system
Replies: 17
Views: 29796

Re: Better train loading system

Great information, I will be making some design changes. I'm going to have to process over a million iron / minute (not to mention copper) and this may be better then the bot methods I was looking at.
by Marconos
Tue Mar 03, 2015 1:12 am
Forum: Ideas and Suggestions
Topic: Distribution of robots
Replies: 7
Views: 21494

Re: Distribution of robots

Well, I don't know how others are doing, but this suggestion will solve the issues: I transport often things only in one direction, the robots then will gather in the surroundings of of the destination. Another issue is, that you have a train station vs. some kind of continuous craft. The train sta...
by Marconos
Mon Mar 02, 2015 10:15 pm
Forum: Ideas and Suggestions
Topic: Distribution of robots
Replies: 7
Views: 21494

Re: Distribution of robots

I'm not a fan of the idea. Simpler to just assign robots to a named network, done. Let the user balance out the bots. If I want to put 10k bots in a spot where I only need 100 let me. Don't control me. IMO, you cannot separate this from the named logistics networks, the two go hand in hand and requi...
by Marconos
Mon Mar 02, 2015 2:03 pm
Forum: Ideas and Suggestions
Topic: A delete button.
Replies: 2
Views: 747

Re: A delete button.

Feed the wood into your coal lines for your boilers and furnaces. You can ask run your "diesel" trains on six power. It's what I use mine up on.
by Marconos
Mon Mar 02, 2015 3:40 am
Forum: Ideas and Suggestions
Topic: Overlapping Logistic Network II
Replies: 21
Views: 23447

Re: Overlapping Logistic Network II

I agree with most here. 1) Simple named networks (new research item, 1 level) 2) no new chests, you can just assign them to a network and service levels 3) smart inserters work with logic of items in any network (like the different circuit networks) The only change I would suggest to this is allow m...
by Marconos
Sat Feb 28, 2015 1:28 am
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 27142

Re: Rocket Defense Assembling Facility

Had to give up on the above world. Resource patches were WAY too small and emptied too fast to even give a shot at a 60RD factory. I'm trying to figure out how to generate a map with enough oil to generate 60 RD / hour and all I can say is that I don't think it's possible with the current game optio...

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