Search found 282 matches
- Tue Mar 12, 2019 1:43 pm
- Forum: Outdated/Not implemented
- Topic: No loader/Red Assembler, Electricity only objective.
- Replies: 3
- Views: 1551
Re: No loader/Red Assembler, Electricity only objective.
During focus testing we did have preplaced "blue electric area" around the generator. Testers never detected why it was there, or even why they should place structures next to it. Later we would have had to teach "place poles to extend that range" anyway, and I expect they would ...
- Tue Mar 12, 2019 1:36 pm
- Forum: Campaign / Scenario suggestions
- Topic: [planned] Allow Compilatron to deal with being attacked
- Replies: 4
- Views: 1688
- Tue Mar 12, 2019 1:30 pm
- Forum: Implemented Suggestions
- Topic: The Hamster, The Wheel, And Creativity
- Replies: 2
- Views: 1856
Re: The Hamster, The Wheel, And Creativity
Thanks for the story! It was en enjoyable read. I really tried to do something different with this tutorial. I hope it did not trigger you quite as much as other tutorials. It is nice to see you enjoyed the second area where the player can "show me what you know". Actually the version befo...
- Tue Mar 12, 2019 1:15 pm
- Forum: Implemented Suggestions
- Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
- Replies: 12
- Views: 7475
Re: [0.17.0] Tutorial: "Feeder" vs. "Loader"
I expect the new Loader art, plus being able to actually call it a Feeder will solve this problem.
During focus testing we used an underground belt and players intuitively knew what they had to do. The Loader is less suitable only because of how it looks currently.
During focus testing we used an underground belt and players intuitively knew what they had to do. The Loader is less suitable only because of how it looks currently.
- Tue Mar 12, 2019 1:12 pm
- Forum: Implemented Suggestions
- Topic: [0.17.7] Not-tutorial
- Replies: 3
- Views: 1918
Re: [0.17.7] Not-tutorial
Ok, here I go. I wont address every point, as some are just clear that I need to change them, and others are already planned to be dealt with. There's no real incentive or suggestion to research other techs - obviously I knew they were there, but a new player just following the objectives probably w...
- Tue Mar 12, 2019 12:32 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.5] It's not hard folks... >.>
- Replies: 5
- Views: 2528
Re: [0.17.5] It's not hard folks... >.>
[*]I feel like it's going to destroy my stuff again, so I don't wanna build too much while doing this 50 copper plate and 50 iron gear task. Luckily, I have lots of time today. ^w^ This was my biggest concern with Compilatron destroying stuff. Lets see if we cant make it detect what you have done a...
- Tue Mar 12, 2019 12:28 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 4252
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
I think many of these problems will be solved when we have the final art for the special structures. These will not look like their vanilla counterparts, but have some similar elements. They will also look like they cannot be removed. The other issues should be solved when the Assembling machine GUI...
- Tue Mar 12, 2019 12:21 pm
- Forum: Outdated/Not implemented
- Topic: No loader/Red Assembler, Electricity only objective.
- Replies: 3
- Views: 1551
Re: No loader/Red Assembler, Electricity only objective.
We did try to use normal structures. During focus testing, players were confused when there are normal looking structures that they cannot remove. The existing "special structures" have placeholder graphics and will eventually look like chunks of your crashed spaceship. It is part of the a...
- Tue Mar 12, 2019 12:18 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.8] Ship Reactor Destruction Should Go Nuclear
- Replies: 1
- Views: 1039
Re: [0.17.8] Ship Reactor Destruction Should Go Nuclear
We actually tried this is a previous version. However, during focus testing many players wanted to return to the site, as it was now biter free. The biters setting up bases had a 100% success rate of getting the player to move on :D Dont worry about explosions, the full length campaign will have som...
- Tue Mar 12, 2019 12:15 pm
- Forum: Campaign / Scenario suggestions
- Topic: Valley of death
- Replies: 2
- Views: 1636
Re: Valley of death
The scenario did not expect you to kill all the biters. You need to place the turrets close to the area with water for it to trigger.
- Tue Mar 12, 2019 12:11 pm
- Forum: Outdated/Not implemented
- Topic: 0.17 Campaign Observations and Commentary (Handcrafting, Cliffs, and a sidenote on difficulty)
- Replies: 3
- Views: 2197
Re: 0.17 Campaign Observations and Commentary (Handcrafting, Cliffs, and a sidenote on difficulty)
Lacking the ability to craft intermediate parts by hand and being physically forced to build assemblers? Was very good for breaking bad habits. To the point where I'm honestly sad it ended as early as it did. Actually, the version just before 0.17 release had no hand crafting the entire time, but w...
- Tue Mar 12, 2019 12:05 pm
- Forum: Campaign / Scenario suggestions
- Topic: New Player Experience Improvements
- Replies: 3
- Views: 1382
Re: New Player Experience Improvements
please try the first half of the scenario again, but at the beginning run this command in the console.
/c compi wait_time 0.001
Most of what you suggested is already there but it was not shown as the scenario thought you did not need it
/c compi wait_time 0.001
Most of what you suggested is already there but it was not shown as the scenario thought you did not need it
- Tue Mar 12, 2019 12:02 pm
- Forum: Campaign / Scenario suggestions
- Topic: Do you like hordes ? Over 11k
- Replies: 3
- Views: 1822
Re: Do you like hordes ? Over 11k
Splitting the ammo on two fronts wasn't that necessary to promote automation, I think. I want to agree, but evidence has shown that a lot of people who should know better did not automate and subsequently were overrun. I will be making it more clear that you SHOULD automate, but I wont be forcing it.
- Tue Mar 12, 2019 11:59 am
- Forum: Campaign / Scenario suggestions
- Topic: Tutorial approach
- Replies: 3
- Views: 1542
Re: Tutorial approach
During focus testing we discovered that having the lists "upside down" caused the testers to read much more thoroughly. Having the tasks in the order they need to be completed led to participants NOT reading, but instead just completing one after another. Seeing as we are trying to teach t...
- Tue Mar 12, 2019 11:54 am
- Forum: Campaign / Scenario suggestions
- Topic: New players - share your tutorial / campaign experience
- Replies: 13
- Views: 5250
Re: New players - share your tutorial / campaign experience
after that things went kinda smooth until the game wanted me to make green circuits. So in order to make them I needed copper wire and iron plates (or was it iron gears? I dont remember). But I couldnt make copper wire on my own so I needed another assembler to make them. I couldnt make another ass...
- Mon Mar 11, 2019 10:15 am
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 8515
Re: [0.17.3] Campaign Experience and Suggestions
Thanks for your very well thought out post.
- Fri Mar 01, 2019 5:00 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 37890
Re: [0.17.1] intro too hard
Yes, this also limits the number of rounds that are lost when a turret explodes. A lot of fail states will come from losing 200 rounds in a turret. I'm working on a fix for that.elendiastarman wrote: ↑Fri Mar 01, 2019 3:54 amOne huge thing he has that I don't is an automatic supply line for his turrets.
- Fri Mar 01, 2019 4:32 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 37890
Re: [0.17.1] intro too hard
2. Change the final science to making something demo-specific that really angers the biters. That'll telegraph that things are going to get harder as you progress along the technology progress so the player knows to expect it. It'll also keep from teaching bad habits for freeplay in potentially mak...
- Fri Mar 01, 2019 4:24 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 37890
Re: [0.17.1] intro too hard
Well i said it reaches 100% at that point... I never said it didnt go above 100%
New version will have a rework of the algo which will be smoother and only kick you in the butt if you try to be either lazy or rush through with 30 labs... or something.
- Thu Feb 28, 2019 1:31 pm
- Forum: Not a bug
- Topic: [0.17] Compalitron destroyed my assembler (drove over it)
- Replies: 5
- Views: 2300
Re: [0.17] Compalitron destroyed my assembler (drove over it)
as far as Compilatron is concerned it is a zero sum game. It destroyed something and built something.
I will add something so that it refunds you like it does with the Feeder quests.
I will add something so that it refunds you like it does with the Feeder quests.