Search found 77 matches
- Tue Feb 26, 2019 8:41 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155255
Re: Friday Facts #283 - Prepare to Launch
Just because people don't finish the game, doesn't mean they have lost. Losing happens when the biters are literally shrinking your base and you are not able to hold them back anymore. I imagine almost all of the people who never launched a rocket walked away becoming bored and/or overwhelmed by the...
- Tue Feb 26, 2019 2:16 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155255
Re: Friday Facts #283 - Prepare to Launch
I find it odd that so few people play at a level which includes the possibility of losing?
I die from biters more than 75% of the time and love that I fail.
I die from biters more than 75% of the time and love that I fail.
- Mon Feb 25, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155255
Re: Friday Facts #283 - Prepare to Launch
^^^^^ I agree with this ^^^^^
I played with the new science recipes and I think the game is in a pretty good place.
I played with the new science recipes and I think the game is in a pretty good place.
- Sun Feb 24, 2019 6:15 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155255
Re: Friday Facts #283 - Prepare to Launch
Wow! There are a lot of changes to biters: no more stuck biters, belts look almost useless in comparison to the past for messing with them. I always thought that solution was gamey and am glad to see it minimized. The fact that spawners used to absorb WAY MORE pollution than the number of biters the...
- Fri Jul 20, 2018 10:28 pm
- Forum: General discussion
- Topic: No trees... truly means... no trees.
- Replies: 4
- Views: 5058
Re: No trees... truly means... no trees.
I couldn't get the mod to install properly. I just went back to having the minimal amount of trees. The instructions on this forum for installing mods doesn't work for me. I followed them to the T.
- Thu Jul 19, 2018 12:45 am
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 18318
Re: Whats your current game goal?
To launch a rocket on vanilla deathworld/marathon, with 100% desert, very small starting position, maxed biter nests, minimum settings on trees, and only 3 oil wells or less within a decent range of my base. I find that once I have enough oil the game is easy as you can just laser the shit out of th...
- Thu Jul 19, 2018 12:35 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31424
Re: Aren't construction bots available too late?
I literally have never built a bot for anything in this game. They seem like cheating to me and this game is already ridiculously easy. So I guess any changes wouldn't affect me at all?
- Thu Jul 19, 2018 12:32 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 103559
Re: Map Generation and Ecology
I purposefully play on all desert maps, very small starting position, maxed out biter nests, with with minimal trees, marathon/deathworld to increase difficulty to the maximum in the base game with no mods. At this setting I often have a hard time getting to blue science and I love it. I need these ...
- Thu Jul 19, 2018 12:23 am
- Forum: General discussion
- Topic: No trees... truly means... no trees.
- Replies: 4
- Views: 5058
No trees... truly means... no trees.
I thought if I made the game have no trees to increase difficulty to the max that there would still be some dead logs on the ground. But actually there are no trees at all... dead, alive, logs on the ground, tooth picks, tongue depressors, nothing. I don't think I can play without any telephone pole...
- Tue Jul 17, 2018 1:20 pm
- Forum: Gameplay Help
- Topic: A question about radar.
- Replies: 8
- Views: 10516
Re: A question about radar.
I have over 500 hours in game. It is amazing how little I understood about this game until I set the difficulty at maximum. At lower difficulty it never seemed to matter. It is too bad that the radar doesn't have a scan close option so you can set up a couple to scan for enemy bases and let the othe...
- Mon Jul 16, 2018 11:50 pm
- Forum: Gameplay Help
- Topic: A question about radar.
- Replies: 8
- Views: 10516
A question about radar.
I am playing the game solo on marathon/deathworld with a very small starting position in the desert. Needless to say I am looking for a challenge and I finally got one. However, I am getting attacked frequently from spawner bases that are popping up nearby but that do not show up on radar. When I ex...
- Fri Feb 02, 2018 4:06 pm
- Forum: General discussion
- Topic: PVP Duplicate starting entities? Not at all actually.
- Replies: 5
- Views: 2710
Re: PVP Duplicate starting entities? Not at all actually.
Mirrored maps? 0.16 introduced this new world generator so that we don't need mirrored maps or copied starting areas. Mirroring the map is the worst idea I have ever read. Starting resources can be copied over. I personally agree that they should contain oil, but it takes away from the fun of going...
- Wed Jan 24, 2018 11:15 pm
- Forum: General discussion
- Topic: PVP Duplicate starting entities? Not at all actually.
- Replies: 5
- Views: 2710
PVP Duplicate starting entities? Not at all actually.
I want to thank the developers for recognizing that PVP really needs equal starting conditions for a balanced game to occur. The duplicate starting entities option that was included in the 0.16.16 unfortunately falls way short. Unless the map generator is not working properly, both teams get a small...
- Wed Jan 24, 2018 8:11 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373976
Re: Friday Facts #225 - Bots versus belts (part 2)
My opinion is PLEASE nerf the bots. I used them a few times and now only play without them. They are game breaking and ruin the Factorio experience IMHO. I agree with everything that was said in both of the belts vs bots news releases. This will become even more important now that PVP is becoming a ...
- Fri Dec 22, 2017 6:18 pm
- Forum: General discussion
- Topic: Science crafting times changed? or a bug?
- Replies: 2
- Views: 1110
Re: Science crafting times changed? or a bug?
I can't believe I never noticed this before. However, this is the first time I tried precisely balancing research labs which do not have these variations (except for tech of course) with the machines that make the potions in the first place. Usually I just balance the machines with each other. As lo...
- Fri Dec 22, 2017 4:19 pm
- Forum: General discussion
- Topic: Science crafting times changed? or a bug?
- Replies: 2
- Views: 1110
Science crafting times changed? or a bug?
I am running version 0.16.6. My reds in the assembly machine are taking 10 seconds the tooltip still says 5. My greens are taking 8 seconds the tooltip still says 6. I am playing a deathworld map and had the research cost multiplier set at 2. However, neither of those should cause this issue. So has...
- Fri Dec 22, 2017 2:45 pm
- Forum: Multiplayer
- Topic: What is the status of PVP in factorio as of 0.16?
- Replies: 0
- Views: 803
What is the status of PVP in factorio as of 0.16?
I have never found the aliens to be a good challenge in this game and with .16 it seems the density of their lairs at the map spawn has gone way down even on max settings. Even on Deathworld the game seems way too easy. This is why I desire a true opponent. That requires PVP multiplayer become a rea...