Search found 109 matches
- Mon Sep 14, 2020 9:32 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 30501
Re: I can't beat it...
I don't think it's worth on this kind of map. I mean eventually you'll need to clean up some bases, however @jodokus31 made a valid point, that w/ this map, pollution will just spread further, so it doesn't really matter that much. On this map you'll need to clean up quite a huge section to get eno...
- Fri Sep 11, 2020 7:47 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 30501
Re: I can't beat it...
Attacking spawners might be the answer. Although I am not certain exactly which bases to destroy to make the waves smaller. Looking for some input here as I am running around so frantically that I rarely spend time watching how enemy bases behave. Not to mention I haven't played as much since Wube ...
- Wed Sep 02, 2020 3:29 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 30501
Re: I can't beat it...
I started playing Marathon Death World version 1.0 with default settings. I managed to launch the first rocket in 94 hours. I don't know if it's fast or not, but it's harder to play than a regular game. I... hope that it's harder. I'm an enthusiastic MD player too, but I always use regular terrain....
- Fri Aug 28, 2020 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 26
- Views: 6360
Re: Disable construction near enemies/fire
I can see why you'd want to be able to disable construction near enemies, especially since you can do this with your personal roboport. But instead I think it might be best to program construction bots to have a sense of self-preservation; To have them avoid enemies instead of charging blindly into...
- Mon Aug 24, 2020 7:47 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37625
Re: Defence economy balance
Have you considered that you missed the point completely? Apparently I have missed the point completely. I don't get why these parameters need adjustment, and why weapons need balance at all. It would ruin my fun if all weapons were made to effectively cost the same. Forgive me. It's just an easy t...
- Mon Aug 24, 2020 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 26
- Views: 6360
Disable construction near enemies/fire
As the title says, I would like an option to disable robot-based construction/repair for entities that have enemies/fire nearby. Construction robots have 100 hp and no reasonable resistances or dodging protocols. Sure, 85% fire resistance, but spending several seconds construction in a fully fueled ...
- Mon Aug 24, 2020 6:35 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37625
Re: Defence economy balance
Red ammo is equally or more resource-efficient if ~0.76*D < R < ~1.76*D With D: Damage of yellow ammo including all modifiers. R: Flat resistance of target. With expensive recipes the window is roughly 0.84 - 1.68. Considering the defense of all enemies the respective ranges where red ammo is worth ...
- Mon Aug 24, 2020 5:18 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37625
Re: Defence economy balance
Going by your metric of "support continuous fire" it does seem a bit messed up. Question though, do you use yellow or red magazines? Because reds are way more expensive in terms of dmg/resources (in all but some edge cases). What I'm not sure about is whether that metric does the problem j...
- Tue Aug 18, 2020 5:19 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 628496
Re: Accumulator / Solar panel ratio
[Koub] this is drifting to off topic. The thread is about solar to accumulator ratio, not the power to ressource ratio of solar vs other power generation. You might be looking for this thread , where sugn things have already been discussed. Sorry. On the topic: Step1: Define "perfect" in ...
- Fri Aug 14, 2020 8:34 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 628496
Re: Accumulator / Solar panel ratio
Solar is the ultimate in resource to power ratio: In the "perfect" ratio it gives you 42kW per solar cell for 0 resources (amortized over time). You see with solar there is some initial investment but after that power is simply free. Every other power source requires a constant influx of ...
- Thu Aug 13, 2020 4:59 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 628496
Re: Accumulator / Solar panel ratio
Meh, ratios in the honor they deserve but on the solar panel/accumulator ratio I've kinda given up. Space optimization is kind of whatever, since if you need high power per space, you simply don't use solar. I'm also fairly certain that solar is not the way to go for a good resource to power ratio. ...
- Thu Aug 13, 2020 4:29 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 108962
Re: Friday Facts #359 - Crash site: The beginning
Oh man, you guys. That crashed ship looks so good! But one tiny nitpick I have is the dirt underneath it. The state of the ground tells us the story about how the ship crashed. Like, not just "a ship crashed here" but how the crash played out. etc. +painting. As someone with a hopefully d...
- Sat Jul 04, 2020 10:30 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 20499
Re: Friday Facts #354 - Launch party and HR power switch
On the topic of HR graphics, I got to get this off my chest: Increasing the resolution is NOT equal to increasing the visual technology level (e.g. updating a low-res wooden club to a high-res steel sword). I know that I'm not in charge of design, and frankly, it's not my game, so as long as the dev...
- Sun Jun 28, 2020 11:16 am
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 21675
Re: Friday Facts #353 - Trailer update
Can't say that I don't appreciate good graphics, but I gotta say.
I really loved the old bulky biters.
And seing those old locomotive graphics ... ... They just have something the current ones don't.
I really loved the old bulky biters.
And seing those old locomotive graphics ... ... They just have something the current ones don't.
- Fri Jun 12, 2020 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Idea for fluid mixing
- Replies: 0
- Views: 527
Idea for fluid mixing
An idea to try cleaning up the fluid(non)mixing mess. At least a bit. For all buildings with a fluid inlet/outlet (the outlet is more important) introduce two states: connected and disconnected. State can be different for each outlet/inlet for buildings with multiple ones. An outlet/inlet in the &qu...
- Sat May 16, 2020 4:52 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28792
Re: Friday Facts #347 - New hope demo levels
The New Hope demo levels/tutorial is fine, except that it begs the question of Backstory. Who was here before us? ---> Why another engineer, of course. And apparently a foolish one. Where is/are they now? ---> Dead? Can we locate/rescue them? ---> Haven't seen any necromancy in Factorio, but maybe ...
- Fri May 15, 2020 2:21 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28792
Re: Friday Facts #347 - New hope demo levels
I wonder how hard it would be to have the construction drones throw grenades to clear trees But... but... all that valuable, valuable wood. :( I actually use it btw. Wooden poles forever (plus some big ones for large distances). So while it's a funny idea, it would need to be somehow controllable s...
- Wed May 06, 2020 3:34 pm
- Forum: Balancing
- Topic: Destroyers require a buff
- Replies: 9
- Views: 4682
Re: Destroyers require a buff
It won't happen. Destroyers are not misbalanced, they are conceptually not suited as a final solution to combat. As long as there are nukes and artillery, destroyers will never be a reasonable choice for biter killing. Combat robots are cheap to research, therefore provide you with a temporary boost...
- Tue Apr 14, 2020 4:52 pm
- Forum: Balancing
- Topic: Deathworld shouldn't be about time race
- Replies: 8
- Views: 6259
Re: Deathworld shouldn't be about time race
Playing against biters is always a race against time. Increasing the difficulty in any way forces you to race harder, forcing you to build "ugly but effective". It's just the way the game works. The experience you're probably looking for is marathon (since everything is more expensive the ...
- Tue Mar 31, 2020 2:06 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 21978
Re: Efficiency Module Scaling
Eff. Module 1 -> -30% power consumption Eff. Module 2 -> -90% power consumption Eff. Module 3 -> -110% power consumption I once proposed more. It has been discussed before and I'm pretty sure it's a known "issue". Issue in "" because I'm also pretty sure that a large amount of p...