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 biters ...
Search found 111 matches
- Tue Apr 14, 2020 4:52 pm
- Forum: Balancing
- Topic: Deathworld shouldn't be about time race
- Replies: 8
- Views: 8324
- Tue Mar 31, 2020 2:06 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 29057
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 players/modders ...
- Thu Mar 26, 2020 10:50 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 181764
Re: Attacking biters with turrets makes all weapons pointless
I disagree that turret creep makes weapons useless. Naturally, using some turrets to hold your back is a good idea or even mandatory in most cases.
But:
In regular mode (maybe also death world), during early game, defender bots are way better than gun turrets. Basically defender bots are cheapish ...
But:
In regular mode (maybe also death world), during early game, defender bots are way better than gun turrets. Basically defender bots are cheapish ...
- Sun Mar 22, 2020 12:52 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 130409
Re: Friday Facts #339 - Beacon HR + Redesign process
Not a fan of the redesign. Most of what I think has already been said so I'll skip to something which hopefully hasn't been said.
"It needs to be a tower in order to transmit the effect."
No it doesn't. Towers are built to tower over their surroundings, therefore being able to do whatever they do ...
"It needs to be a tower in order to transmit the effect."
No it doesn't. Towers are built to tower over their surroundings, therefore being able to do whatever they do ...
- Thu Feb 13, 2020 4:08 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 19153
Re: 0.18 DeathWorld
I keep getting the suspicion that up to a certain perimeter length, regular manual repairs and refilling with ammo takes less time than the time it takes to build these sorts of self-sustained defenses. And I also usually switch to lasers ASAP to avoid needing that kind of stuff (among other reasons).
- Thu Jan 30, 2020 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Change of starting mechanics
- Replies: 20
- Views: 6548
Re: Change of starting mechanics
So, adding a "mid-area" ?
Being able to pick your starting spot would be amazing, but I can't see it working with the way how resources (& biters) increase exponentially from the start...
Also you can kind of simulate this by just doing Escape => Restart until you find what you like ?
No the ...
- Thu Jan 30, 2020 12:09 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 293378
Re: Parrallel processing in games & applications
Idk too much but when I hear the term "multithreading" I only really think about tasks that are properly parallelizable and would therefore benefit from an arbitrary number of processors. Point in case, the factor of speed you can gain from multithreading is at most the number of cores you have, in ...
- Wed Jan 29, 2020 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Change of starting mechanics
- Replies: 20
- Views: 6548
Change of starting mechanics
This post is motivated by the (probably well known) observation that the starting area can have a rather dramatic impact on the start of the game. Especially when playing on higher difficulties it's very important to get a good start and some maps can be unplayable highly challenging due to no other ...
- Tue Jan 28, 2020 3:21 pm
- Forum: General discussion
- Topic: Where do you see the End Game
- Replies: 23
- Views: 15067
Re: Where do you see the End Game
The endgame is when your computer can't handle your world anymore.
- Mon Jan 27, 2020 7:53 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 19153
Re: 0.18 DeathWorld
I never actually use red ammo :P. The damage to resource ratio is terrible even after considering armor. The point about turtling is to always keep the defenses up to the latest tech, eg. you have to race flamer/laser before too many blues start to come. Point in case, I made it work for a DM world ...
- Mon Jan 27, 2020 5:03 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 19153
Re: 0.18 DeathWorld
Total focus on urgent automated turret, bullet, and wall production, with 5% of time/resources going towards "other".
This is your problem. Your pollution causes the biter attacks, so you build more ammo + stuff, so you create more pollution, therefor biter send larger attack waves, so you have ...
- Thu Dec 19, 2019 4:54 pm
- Forum: Multiplayer
- Topic: Suche Spieler für Factorio
- Replies: 2
- Views: 2456
Re: Suche Spieler für Factorio
Hätte grundsätzlich Interesse. Habe gute Erfahrung mit Factorio aber nicht viel mit Multiplayer also kann sein dass nicht gleich alles läuft von meiner Seite. Schreib mal ne PM wenn du Interesse hast.
Bezüglich Mods/Modus: Ich spiele in der Regel Vanille, Modus egal (gerne auch mal (marathon ...
Bezüglich Mods/Modus: Ich spiele in der Regel Vanille, Modus egal (gerne auch mal (marathon ...
- Mon Dec 16, 2019 2:39 pm
- Forum: General discussion
- Topic: How do YOU use and manage your v0.17 hotbars?
- Replies: 11
- Views: 7159
Re: How do YOU use and manage your v0.17 hotbars?
Like urza99814, the inventory in factorio is just so good that I almost never use the quickbar. I also never display more than one quickbar as it just blocks parts of the screen.
The only task that I really use the quickbar for is combat. Being good in combat requires every fractional second you ...
The only task that I really use the quickbar for is combat. Being good in combat requires every fractional second you ...
- Sun Dec 15, 2019 7:07 pm
- Forum: General discussion
- Topic: When you play island and there's no oil...
- Replies: 1
- Views: 1993
When you play island and there's no oil...
There're probably hundrets of memes for that one but I'm gonna go with this:
https://www.youtube.com/watch?v=Iqv0WEoEr5U
Also, to devs: As long as most of the island maps contain oil, I don't consider this an issue. It's actually fun if weird stuff happens every now and then
.
https://www.youtube.com/watch?v=Iqv0WEoEr5U
Also, to devs: As long as most of the island maps contain oil, I don't consider this an issue. It's actually fun if weird stuff happens every now and then
- Fri Dec 13, 2019 3:18 pm
- Forum: General discussion
- Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
- Replies: 11
- Views: 5836
Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
Also keep in mind that the factorio tank weights 10 times more than the factorio locomotive. Yes, 10 times heavier. This is the primary reason why acceleration and braking is so slow: It just takes hell of a lot of energy. Not sure how real-life tanks compare to that.
- Wed Dec 11, 2019 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Working with trains is a pain in the..
- Replies: 44
- Views: 18396
Re: Working with trains is a pain in the..
I can't really join the discussion on the technical side, since I am not familiar with that stuff, but allow me to make a conceptual contribution.
As I understand, this whole thread is about a specific code optimization to improve the performance of the game in one particular area. But as, I think ...
As I understand, this whole thread is about a specific code optimization to improve the performance of the game in one particular area. But as, I think ...
- Mon Nov 25, 2019 4:58 pm
- Forum: Ideas and Suggestions
- Topic: List of playstyle Challenges
- Replies: 15
- Views: 10655
Re: List of playstyle Challenges
The "Do not destroy biter bases" challenge. Including worms, but you probably need to turn off biter expansion.
- Fri Nov 15, 2019 10:30 pm
- Forum: General discussion
- Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
- Replies: 11
- Views: 5836
Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
The tank could be renamed Bulldozer, especially in base, but then again, nothing the con bots couldn’t handle (or if I‘ve forget to avoid the space bar, while carrying nuclear rockets). Just don’t drive near anywhere expensive, like your reactor blocks, or silo(s).
I personally prefer the term ...
- Sat Nov 09, 2019 3:07 pm
- Forum: Balancing
- Topic: More powerfull lights, better light profiles
- Replies: 6
- Views: 5556
More powerfull lights, better light profiles
In my games I basically never build lights, for the simple reason that they don't do their job well enough. As far as I understand, lights are supposed to counter the detrimental effects of darkness (due to nighttime). Why they don't do that well enough can roughly be described as follows:
-small ...
-small ...
- Fri Oct 18, 2019 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Fire resistant construction robots
- Replies: 8
- Views: 8303
Re: Fire resistant construction robots
Now, this could be partially due to having a large +320% bonus flame damage (both to turrets and to flamethrower ammo... I think they stack?)
Yeah, it is a research-dependent issue. The faster your bots are the higher the risk that they fly into the middle of an attack and the more damage the ...