Search found 282 matches
- Sun Dec 30, 2018 1:21 am
- Forum: Spread the Word
- Topic: Better Demo
- Replies: 15
- Views: 8278
Re: Better Demo
DISCLAIMER: Im here to answer questions about the new Demo. Ive read and considered your off topic opinions (and read your post history) so for further discussion I recommend moving non-demo comments to the relevant Suggestion and Feedback boards so we can discuss them. I do have a question regardin...
- Sat Dec 29, 2018 3:43 pm
- Forum: Spread the Word
- Topic: Better Demo
- Replies: 15
- Views: 8278
Re: Better Demo
The demo will change quite a lot before 1.0 and I'm excited to gather more opinions once it is available. The main reason to change the demo is simply that players can try the game for as long as they want without paying for it and only buy in if they are convinced it is for them. We should help the...
- Sat Dec 29, 2018 5:28 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152765
Re: Friday Facts #275 - 0.17 Science changes
Anyway, moving from a Watsonian PoV to a Doylist PoV : just in the previous FFF there was a lengthy explanation on how going for more realism would result in a worse game. (In that particular case, too CPU-intensive to stand larger bases.) Thanks for the link, I now have two new ways to use the wor...
- Sat Dec 29, 2018 4:51 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152765
Re: Friday Facts #275 - 0.17 Science changes
If you are going to call the first two science packs "Automation" and "Logistics", consider how this affects the new player experience together with the Automation and Logistics research. Automation 1/2 only requires Automation science packs, which makes sense, but then there is...
- Sat Dec 29, 2018 4:30 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152765
Re: Friday Facts #275 - 0.17 Science changes
Why have recipes produce 2x and 3x science packs? Why not make 1x pack but the research cost 2x or 3x cheaper? Seems more straightforward than recipes producing multiples It just seems an unnecessary extra multiplier factor to use in your head when computing research cost from resources that can be...
- Sat Dec 15, 2018 11:50 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32724
- Sat Dec 15, 2018 11:46 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32724
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Also I'd advise that you inform the proofreading company you choose that they have to you play the game and not just go over the strings, since some translations are not always literal (due to lack of equivalent words in the target language; or when the equivalents would be ambiguous or not make se...
- Sat Dec 15, 2018 10:46 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32724
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Sadly asking players to look where you tell them does not work, otherwise we wouldn't need the cutscenes at all. What you have seen in the FFF is still very work in progress, and the cutscene shown was not one that is actually used. In most of the cutscenes I have added to the tutorial so far I alwa...
- Thu Nov 22, 2018 12:36 pm
- Forum: Mods
- Topic: [0.16] Colonial Charter beta version
- Replies: 5
- Views: 3109
Re: [0.16] Colonial Charter beta version
Nice mod so far. The production chain is self-contained and interesting. I just wanted to point out one issue with using multiple chance based products in a recipe as you are doing with colonists currently. The chance of each product being created is deteremined separately for each possible product....
- Fri Oct 26, 2018 3:03 pm
- Forum: Off topic
- Topic: Dev heading to Korea (ROK)
- Replies: 0
- Views: 4736
Dev heading to Korea (ROK)
I'm heading home to Melbourne, Australia very soon and will be stopping in the Republic of Korea (South Korea) on my way home. I would very much like to meet some local video game developers (independent or otherwise) and fans of the game. I will be in Busan from the 12th until the 18th for the GSTA...
- Sat Oct 20, 2018 12:11 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53773
Re: Friday Facts #265 - Nomenclature & Steam networking
However, I would put your (developers) own judgment first - us players like keeping things the same and won't have thought through all the exact inconsistencies between terms as much as you obviously have. Yes, developers will have the last word in this. Yes, developers will have to think through a...
- Fri Oct 19, 2018 7:35 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53773
Re: Friday Facts #265 - Nomenclature & Steam networking
Seems everyone is getting into this. The results I added to the form are just the answers that I collected from the ~10 youtube videos i watched, and the answers from people around the office. Nothing scientific about it really, especially as I wrote the thing at 1am. They are not "candidates f...
- Fri Oct 19, 2018 2:44 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53773
Re: Friday Facts #265 - Nomenclature & Steam networking
If you didnt get enough form action for one week here is another that happened to be posted on reddit 11 hours ago
https://www.reddit.com/r/factorio/comme ... different/
also... 12 minutes 140 responses... just sayin
https://www.reddit.com/r/factorio/comme ... different/
also... 12 minutes 140 responses... just sayin
- Fri Oct 19, 2018 2:32 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53773
Re: Friday Facts #265 - Nomenclature & Steam networking
Form link fixed. Amazing how many people tried in the few minutes it took Klonan to run down to my desk.
- Tue Oct 02, 2018 8:28 am
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 17547
Re: 0.17 Unit & AI additions
Edit: Also, a flag to prevent units from attacking blocking trees and other obstacles would be nice. I couldn't make a unit without an attack, so I tried making one with 0 damage but it gets stuck endlessly attacking trees for no damage. Thanks for the detailed reply. There are a lot of good points...
- Sun Sep 30, 2018 10:37 am
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 17547
Re: 0.17 Unit & AI additions
The goal was to make the player walk a short distance (10-40ish tiles) towards an entity. As far as i understand currently i can't use ai commands on a player character, but i imagine the ability might come in handy in the campaign, i.e. for cutscenes. Would that be a reasonable request? ;) I cant ...
- Sun Sep 30, 2018 10:25 am
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51943
Re: Friday Facts #262 - Hello my name is: Compilatron
https://i.imgur.com/5CefCzY.jpg Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water). This would be mod agnostic as the scripts can be in the s...
- Fri Sep 28, 2018 10:22 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51943
Re: Friday Facts #262 - Hello my name is: Compilatron
oh boy looks like ill never leave the NPE modes anymore <3 i also really like the idea of having him in freeplay as an additional player entity that might wander off a chunk or two at times? Well, the NPE *may* also feature some sort of limited freeplay (for demo users) so you might not have to lea...
- Fri Sep 28, 2018 10:20 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51943
Re: Friday Facts #262 - Hello my name is: Compilatron
My main worry is that it will take away from the lonely castaway feeling of the game. And it's only a worry, a point of concern. I'm not saying that you shouldn't do it, just that you should consider this change by applying a few different lenses to how you view the game and possibly adjusting acco...
- Mon Sep 24, 2018 9:09 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 40433
Re: Friday Facts #261 - Performance + New player interaction
realistically the lack of balance in the tutorial left me with playing a heavily unbalanced game until i learned this way would be better. luckily your game can be played that way as it will just work, even if it doesn't work best. so that is a major plus. but i think learning the balance of some t...