Search found 340 matches

by CDarklock
Tue Mar 05, 2019 4:24 am
Forum: Outdated/Not implemented
Topic: [0.17.2] Tutorial seems very difficult
Replies: 34
Views: 11747

Re: [0.17.2] Tutorial seems very difficult

ManaUser wrote: ↑
Tue Mar 05, 2019 2:47 am
CDarklock wrote: ↑
Mon Mar 04, 2019 11:30 pm
I was thinking of Starcraft the whole time through that mission. It really felt like the Starcraft campaign.
They even added creep to the spawners. :P
Which, please tell me, they are not doing to prevent the "turret creep" strategy... why, exactly?
by CDarklock
Tue Mar 05, 2019 2:03 am
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 9305

Re: Some thoughts on 0.16 -> 0.17

once you can casually sprawl solar panels make power irrelevant, and nuclear power is kinda op due to the advance refining thinggy. I am still overly confused by solar and nuclear. I feel like the ratio of panels and accumulators is complicated, so I don't want to do the maths to work it out, but I...
by CDarklock
Tue Mar 05, 2019 12:42 am
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 6382

Re: [0.17.5] Personal Bots Delayed Construction

It's possible that the job of constructing that specific entity was given to a bot that was low on power and chasing you across the map, thereby delaying the deployment. I get that a lot. I'll blueprint something, and watch my bots run out to place it, and they'll ignore like... one belt. Then a co...
by CDarklock
Mon Mar 04, 2019 11:30 pm
Forum: Outdated/Not implemented
Topic: [0.17.2] Tutorial seems very difficult
Replies: 34
Views: 11747

Re: [0.17.2] Tutorial seems very difficult

I see your point here and I welcome the idea of an artificial kind of campaign, a la RTS campaigns like Warcraft III's that are completely different from a skirmish game. I was thinking of Starcraft the whole time through that mission. It really felt like the Starcraft campaign. However, as much as...
by CDarklock
Mon Mar 04, 2019 11:05 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65279

Re: Friday Facts #284 - 0.17 experimental

I would like to stress that it is tutorial. A tutorial. Fundamentally, it's futile to argue with the playerbase about what something is, so this is going to end up being right. Once enough people insist that this is what this part of the game is, and it can either do a good job or a bad one, but it...
by CDarklock
Mon Mar 04, 2019 10:45 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 9305

Re: Some thoughts on 0.16 -> 0.17

Ranakastrasz wrote: ↑
Mon Mar 04, 2019 9:43 pm
I wonder how many people will stop considering efficiency modules worthless now?
I certainly never saw the point of them in 0.16, but I sure as hell do now.
by CDarklock
Mon Mar 04, 2019 9:27 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 9305

Re: Some thoughts on 0.16 -> 0.17

But what about the easy way - killing all biters in pollution range. Good luck with that :) Seriously, it's harder than it used to be. I was starting to think this was better than setting up a perimetre, in 0.16, but it's so much harder in 0.17 that I'm back to walls and turrets. Until you get heav...
by CDarklock
Mon Mar 04, 2019 9:21 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 31902

Re: Version 0.17.4

it is assumed that, during normal gameplay, you will have at least enough smelters running to feed your research production. That would be the way I played the campaign the first time, when I didn't know anything about what was coming or when. I've talked extensively about that. I had a total of se...
by CDarklock
Mon Mar 04, 2019 8:34 pm
Forum: Balancing
Topic: There are not enough options vs bases early game
Replies: 28
Views: 10332

Re: There are not enough options vs bases early game

Currently, by far the best strategy to eliminate enemy bases is to turret creep. Problem is, that it seems to the only viable way to of eliminating bases until tanks, basically. Which is far too long. I see your point, but I also think it's meaningful to have the biter bases as an effectively intra...
by CDarklock
Mon Mar 04, 2019 7:26 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65279

Re: Friday Facts #284 - 0.17 experimental

Xuhybrid wrote: ↑
Mon Mar 04, 2019 7:17 pm
That's a lot of assumptions with no basis.
Where?
by CDarklock
Mon Mar 04, 2019 4:46 pm
Forum: Not a bug
Topic: [0.17.4] Biters Spawning In Cleared and Secured Areas
Replies: 15
Views: 8512

Re: [0.17.4] Biters Spawning In Cleared and Secured Areas

BlueTemplar wrote: ↑
Mon Mar 04, 2019 4:35 pm
Huh, I don't think that I've seen the expansion groups do that in 0.16? Or is that because they will attack if stopped by walls?
I kind of feel like the devs are sitting there waiting for us to figure out all the ways biters are nastier in 0.17
by CDarklock
Mon Mar 04, 2019 4:43 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 30972

Re: Waterfill

eventually you might run out of Water. Well, yes, given an infnite amount of time... a sufficiently dedicated player might theoretically mine enough stone to make enough landfill to run all the way across the entire world filling in every single source of water, on purpose, because he is crazy . Th...
by CDarklock
Mon Mar 04, 2019 4:36 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65279

Re: Friday Facts #284 - 0.17 experimental

is there enough info for a new player to guess what a "strong enough" defense is? If he overdoes the defense, would he fail? I've raised that issue as a suggestion, because I was unclear about it myself. What does "strong enough" actually mean ? I feel like it's okay to guess to...
by CDarklock
Mon Mar 04, 2019 3:52 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 9305

Some thoughts on 0.16 -> 0.17

Let me begin by saying that I am entering this with a basic mindset: the direction of the game is correct . It doesn't matter whether I think it should be going some other direction or not, so I haven't invested any time or energy in what direction I think it should be going. The game has changed th...
by CDarklock
Mon Mar 04, 2019 1:03 pm
Forum: Implemented Suggestions
Topic: Saved research progress should be shown before continuing research
Replies: 18
Views: 5924

Re: [0.17.4] Show Progress of Partially Researched Tech

Opsse wrote: ↑
Mon Mar 04, 2019 12:50 pm
I agree, visual feedback is important to make it clear that the progression is not lost.
+1, it's been news to me that it isn't. I've often wished I could cancel research on something to crank out something else real quick, and apparently I can, I just didn't know I could.
by CDarklock
Mon Mar 04, 2019 12:41 pm
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7272

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

The point is, that if you need the research and choose not to do Military Science (which was Developer's intention, that Military Science should be purely optional and not needed for a world without biters), then you should have everything non combat available. But you can use power armour for comb...
by CDarklock
Mon Mar 04, 2019 1:44 am
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7272

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

<NO_NAME> wrote: ↑
Mon Mar 04, 2019 1:27 am
Personal roboport is almost unusable without the reactor.
All kinds of stuff is completely unusable without the right research. This is literally complaining that you don't want to do the research on what you want, but you still want it.
by CDarklock
Sun Mar 03, 2019 11:31 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.4] "q" does not respect slot filter when returning item
Replies: 2
Views: 1833

Re: [0.17.4] "q" does not respect slot filter when returning item

I think a strong argument can be made that this is clearly what you wanted to happen, regardless of the filter.
by CDarklock
Sun Mar 03, 2019 11:27 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65279

Re: Friday Facts #284 - 0.17 experimental

Mike5000 wrote: ↑
Sun Mar 03, 2019 10:51 pm
Potential buyers are supposed to magically guess
I'll just leave this here.
defenses.png
defenses.png (5.1 KiB) Viewed 5695 times
by CDarklock
Sun Mar 03, 2019 9:39 pm
Forum: Not a bug
Topic: [0.17.x]Can't find the axes?
Replies: 2
Views: 674

Re: [0.17.x]Can't find the axes?

Once you research the technology, you automatically double your mining speed. You don't have to make one or carry it around.

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