Search found 282 matches

by abregado
Tue Mar 12, 2019 1:43 pm
Forum: Outdated/Not implemented
Topic: No loader/Red Assembler, Electricity only objective.
Replies: 3
Views: 1766

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 not if they did not ...
by abregado
Tue Mar 12, 2019 1:30 pm
Forum: Implemented Suggestions
Topic: The Hamster, The Wheel, And Creativity
Replies: 2
Views: 2207

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 before this ...
by abregado
Tue Mar 12, 2019 1:15 pm
Forum: Implemented Suggestions
Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
Replies: 12
Views: 8381

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.
by abregado
Tue Mar 12, 2019 1:12 pm
Forum: Implemented Suggestions
Topic: [0.17.7] Not-tutorial
Replies: 3
Views: 2380

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 ...
by abregado
Tue Mar 12, 2019 12:32 pm
Forum: Campaign / Scenario suggestions
Topic: [0.17.5] It's not hard folks... >.>
Replies: 5
Views: 2952

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 ...
by abregado
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: 4935

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 ...
by abregado
Tue Mar 12, 2019 12:21 pm
Forum: Outdated/Not implemented
Topic: No loader/Red Assembler, Electricity only objective.
Replies: 3
Views: 1766

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 art design ...
by abregado
Tue Mar 12, 2019 12:18 pm
Forum: Campaign / Scenario suggestions
Topic: [0.17.8] Ship Reactor Destruction Should Go Nuclear
Replies: 1
Views: 1183

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 ...
by abregado
Tue Mar 12, 2019 12:15 pm
Forum: Campaign / Scenario suggestions
Topic: Valley of death
Replies: 2
Views: 1929

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.
by abregado
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: 2459

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 ...
by abregado
Tue Mar 12, 2019 12:05 pm
Forum: Campaign / Scenario suggestions
Topic: New Player Experience Improvements
Replies: 3
Views: 1575

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
by abregado
Tue Mar 12, 2019 12:02 pm
Forum: Campaign / Scenario suggestions
Topic: Do you like hordes ? Over 11k
Replies: 3
Views: 2155

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 ...
by abregado
Tue Mar 12, 2019 11:59 am
Forum: Campaign / Scenario suggestions
Topic: Tutorial approach
Replies: 3
Views: 1784

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 the player ...
by abregado
Tue Mar 12, 2019 11:54 am
Forum: Campaign / Scenario suggestions
Topic: New players - share your tutorial / campaign experience
Replies: 13
Views: 6221

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 ...
by abregado
Mon Mar 11, 2019 10:15 am
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 10028

Re: [0.17.3] Campaign Experience and Suggestions

MoleOnDope wrote: Tue Mar 05, 2019 9:35 am making it an entirely different experience
Thanks for your very well thought out post.
by abregado
Fri Mar 01, 2019 5:00 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 45604

Re: [0.17.1] intro too hard

elendiastarman wrote: Fri Mar 01, 2019 3:54 am One huge thing he has that I don't is an automatic supply line for his turrets.
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.
by abregado
Fri Mar 01, 2019 4:32 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 45604

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 ...
by abregado
Fri Mar 01, 2019 4:24 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 45604

Re: [0.17.1] intro too hard

roothorick wrote: Fri Mar 01, 2019 4:15 am More like >200%.
Well i said it reaches 100% at that point... I never said it didnt go above 100% :roll:
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.
by abregado
Thu Feb 28, 2019 1:31 pm
Forum: Not a bug
Topic: [0.17] Compalitron destroyed my assembler (drove over it)
Replies: 5
Views: 2641

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.

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