Search found 158 matches
- Fri Mar 08, 2019 5:45 am
- Forum: Ideas and Suggestions
- Topic: Gun turret range
- Replies: 14
- Views: 6512
Re: Gun turret range
Bullet & gun damage upgrades are critical ! Against Big Biters , the damage per shot of piercing rounds goes from 8/2*0.9=0.45 without upgrades to (8*1.6*1.6-8)*0.9 = 11.232 with the two upgrades at lvl 4 (Green+MilSci) - almost a 25-fold increase ! (And that only for resource efficiency, there...
- Wed Mar 06, 2019 10:35 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33730
Re: [0.17.1] intro too hard
You are getting offended by a statement that you are taking out of context and voluntarily applying to yourself. no, im not offended. im pissed by someoneone's idea, that many veterans lose to a tutorial/demo sounds reasonable. whoever are the veterans (me or the few people who posted before) is ir...
- Wed Mar 06, 2019 7:33 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33730
Re: [0.17.1] intro too hard
i agree with Nulluhrzehn and bayoublue. ... My expectation is that like many people, you were expecting a tutorial and played very lazy ... The old tutorial and campaign asked the player to increase production for no reason. ... ... I would say that any expert pretending to be a noob very rightfully...
- Tue Mar 05, 2019 1:12 am
- Forum: Outdated/Not implemented
- Topic: 0.17 what i wish to see in a demo
- Replies: 4
- Views: 2179
Re: 0.17 what i wish to see in a demo
2 is supposed to work (that's the other end of the autoscaling), did you have trouble with the attacks before starting the last research? i get attack after last research, without knowing 1. it is the last research and "win" after that 2. it triggers crazy biter attack 3. it scale with sc...
- Mon Mar 04, 2019 11:17 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 39917
Re: Version 0.17.5
that mining productivity is a significantly buff!
the cost went from around (5 level)^2 to 5 (level)^2
thats about 5x cheaper. (but i like the change)
to make it asymptotically equivalent, the cost should be 25x, but that seems abit expensive for low level. maybe 15x ~ 20x
the cost went from around (5 level)^2 to 5 (level)^2
thats about 5x cheaper. (but i like the change)
to make it asymptotically equivalent, the cost should be 25x, but that seems abit expensive for low level. maybe 15x ~ 20x
- Sun Mar 03, 2019 3:50 pm
- Forum: Outdated/Not implemented
- Topic: 0.17 what i wish to see in a demo
- Replies: 4
- Views: 2179
0.17 what i wish to see in a demo
(this might be in a suggestion or balancing, im not sure) i played the demo 3 times, this is what i wish to see in a demo: 1. partially built factory with destroyed rubble. (like old demo) The old demo silently teach me how to build a production line from zero knowledge, by showing examples, and le...
- Sat Mar 02, 2019 12:20 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33730
Re: [0.17.1] intro too hard
... No. The newbie is the intended audience. ... You don't. You could have worked it out on your own. It became reasonably obvious to me that ... indeed the newbie is the intended audience. find how many newbies are confused and frustrated, one special case isnt representative enough. if new demo i...
- Fri Mar 01, 2019 2:10 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33730
Re: [0.17.1] intro too hard
"Is it special, though?" newbie wins, veteran lose, isnt it a special case for the purpose of analysing the level design? "What do you do when you are having trouble with a game ? " correction: tutorial no game should have to check forum to win a tutorial. maybe except cuphead, t...
- Fri Mar 01, 2019 12:07 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33730
Re: [0.17.1] intro too hard
... This is how a noob plays : ... they had no problems with attacks ... Play and fight like and noob and everything will work out just fine. ... 1. one special case outweighs all others opinion. cherry-picking? 2. restricting one play style? am i being wrong that factorio is being loved for being ...
- Fri Dec 22, 2017 7:25 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 301460
Re: You know you play Factorio too much when...
when you see pink object, you wanna parry it... wait... wrong forum... sorry.
- Mon Dec 18, 2017 3:16 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102200
Re: 0.16 Map generation Feedback
The map generation doesn't look like perlin noise to me. Anyone know the algorithm? Anyway, i dislike the new map gen. i play on low frequency high water. No more ocean and continent, just long corridor everywhere, yucks. For me i prefer old perlin noise, and sum up all different frequency, creating...
- Fri Dec 15, 2017 6:48 am
- Forum: General discussion
- Topic: 0.16 nuclear fuel
- Replies: 3
- Views: 2970
Re: 0.16 nuclear fuel
according to viewtopic.php?f=5&t=47217
1 u-235 = 15GJ
1 rocket fuel = 0.225GJ
1 nuclear fuel = 1.21GJ
u lose near 14GJ (90.57%) energy by doing so.
1 u-235 = 15GJ
1 rocket fuel = 0.225GJ
1 nuclear fuel = 1.21GJ
u lose near 14GJ (90.57%) energy by doing so.
but u gain acceleration in vehicle
- Thu Dec 07, 2017 9:28 am
- Forum: General discussion
- Topic: infinite research in marathon (math!)
- Replies: 0
- Views: 1218
infinite research in marathon (math!)
for regular mode analysis, visit https://forums.factorio.com/viewtopic.php?f=5&t=48597 after some google search, im surprised i cant find the raw material for each science pack. so i do some calculations and share them here. 1. Oil conversion 1 gas ≈ 1.111 crude 1 light ≈ .7407 crude 1 heavy ≈ ....
- Sun Dec 03, 2017 3:42 am
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Re: Just another solar farm
thanks. and glad to know someone similar to me.
- Fri Dec 01, 2017 4:03 pm
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
- Fri Dec 01, 2017 6:20 am
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Re: Just another solar farm
"If you believe something to be true, you have to set out to disprove it." i try to use the "spiral" method just to see what it looks like (esp. in the map view), but alas i can't. i like to set water to very big. the map is more interesting, and my factory, railway has to adapt ...
- Thu Nov 30, 2017 4:24 am
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Re: Just another solar farm
@pichutarius: So about 1% power loss to save setting a destrcut planner on 6 entities. to be fair, probably more than 6 entities because if u do, u probably gonna do it in one fell swoop. but then figure out where to deconstruct without breaking the link is just another hassle. and in map view, som...
- Wed Nov 29, 2017 1:37 am
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Re: Just another solar farm
How much of the solar farm is needed just to power the roboports and radars? Using 8x8 unit in my original post, which contains 1600 solar. 1 radar uses 7.14 solar, 5 roboports use 5.95 solar, 7.14 + 5.95 = 13.1 solar, which is 0.82% of 1600 solar. I still think its not worth the hassle, but maybe ...
- Tue Nov 28, 2017 1:39 pm
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Re: Just another solar farm
Does roboport coverage matter that much? Sure you want it to build the solar farm. But if you put the farm on the side of your base, so bots normally don't go over it, then once build you don't need any ropoborts. Maybe keep them around the border to expand the farm or repair damage. But no need in...
- Tue Nov 28, 2017 8:48 am
- Forum: Energy Production
- Topic: Just another solar farm
- Replies: 15
- Views: 7373
Just another solar farm
Many posted their awesome solar farm layout, none suit my taste, so i design this myself. Let's get to the point. Goal: 1. Perfect 25:21 ratio 2. Tileable 3. Able to start from small 4. Able to construct via map view (use radar and roboport) 5. Pretty to look at (symmetric) 6. Minimize unusable spac...