It does not make aliens more interesting. There's just more aliens.aRatNamedSammy wrote:set your map to very large enemy base, very frequent and very rich... ..... welcome to bitter land..and try to survive.....just to try to make any simple expansion is a challenge
Search found 344 matches
- Thu Jul 07, 2016 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Alien Expansion - Aliens need to Produce Something.
- Replies: 10
- Views: 5275
Re: Alien Expansion - Aliens need to Produce Something.
- Thu Jul 07, 2016 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Alien Expansion - Aliens need to Produce Something.
- Replies: 10
- Views: 5275
Re: Alien Expansion - Aliens need to Produce Something.
It is not a balancing suggestion. Aliens being hard or easy is not necessarily the same thing as 'interesting'. Indeed I overread the part with "It would be interesting if aliens has to work for their strength and build actual bases. ". I'll move it back and changed the topic.. And I coul...
- Thu Jul 07, 2016 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Alien Expansion - Aliens need to Produce Something.
- Replies: 10
- Views: 5275
Re: Alien Expansion
Well, that is ... taste. And it depends on your skills. So I move it to balancing and point to https://forums.factorio.com/viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios and https://forums.factorio.com/viewtopic.php?f=80&t=16592 Game Setup, Game Configu...
- Thu Jul 07, 2016 1:37 am
- Forum: Ideas and Suggestions
- Topic: Alien Expansion - Aliens need to Produce Something.
- Replies: 10
- Views: 5275
Alien Expansion - Aliens need to Produce Something.
I find...aliens...BORING. They have no logistical requirement to speak of and they spawn infinite aliens from basically nothing. There is no thinking other than, bomb their nests, stop them from spawning. It would be interesting if aliens has to work for their strength and build actual bases. i woul...
- Wed Jul 06, 2016 3:08 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999086
Re: Factorio Roadmap for 0.12 + 0.13
Dwarf Fortress crazy?kovarex wrote: Oh my, you really want us to get crazy
- Wed Jul 06, 2016 3:07 pm
- Forum: News
- Topic: Friday Facts #145 - 0.13 experimental is out
- Replies: 62
- Views: 30101
Re: Friday Facts #145 - 0.13 experimental is out
hello team factorio, i was waiting for the 0.13 but where is the ship... You turn around, editing what exist again and again... few add than a map menu, the train color, skins but all was old... where is the end you was talk about, disappeared in the meander of steam money ? you want more developme...
- Tue Jul 05, 2016 11:28 pm
- Forum: General discussion
- Topic: Is this a terror game?
- Replies: 14
- Views: 6350
Re: Is this a terror game?
See you as incapable of playing, because you're more innocent than your 12 years old sister(presumably, you're older)?
- Tue Jul 05, 2016 2:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Which Mod Should I Do?
- Replies: 3
- Views: 1238
Re: Which Mod Should I Do?
5 votes, and the majority is for strategic air command with 3 votes, the other two votes go to RPG system.
Nobody wants explody accumulators yet....
Nobody wants explody accumulators yet....
- Tue Jul 05, 2016 12:46 pm
- Forum: Mod portal Discussion
- Topic: GitHub link is public
- Replies: 3
- Views: 4675
Re: GitHub link is public
Who fricking care?
- Mon Jul 04, 2016 10:37 pm
- Forum: Ideas and Suggestions
- Topic: Don't require factorio_version to be changed when not needed
- Replies: 34
- Views: 7762
Re: Don't require factorio_version to be changed when not needed
And your arguments are right and correct for WoW, but are going completely over the facts, history and happenings for Factorio. :) Well let's leave WoW aside then and focus on the original question: should we allow the player to override the version check or not? Since they can override it anyway, ...
- Sun Jul 03, 2016 9:59 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999086
Re: Factorio Roadmap for 0.12 + 0.13
How would this work? Does this mean you'll write a new game engine from scratch?or Factorio II, who knows. We might also start working on the AI instead
- Sun Jul 03, 2016 12:09 am
- Forum: Ideas and Requests For Mods
- Topic: Which Mod Should I Do?
- Replies: 3
- Views: 1238
Which Mod Should I Do?
Basically, I am getting tired of working on my primary mod MagneticFloor(automatic traffic system with magnetic levitation as a theme), so I need to release some steam by working on something else. I got three ideas at the moment. Subsystem Damage - When you destroy an accumulator, it blows up, dama...
- Sat Jul 02, 2016 1:41 am
- Forum: Ideas and Suggestions
- Topic: Don't require factorio_version to be changed when not needed
- Replies: 34
- Views: 7762
Re: Don't require factorio_version to be changed when not needed
While most useful mods (even ones which have been abandoned by the original author) will eventually get updated, not having a "try to load outdated mods" button seems like an incredibly annoying restriction -- at least while the new version is still "experimental". Doubly so whe...
- Thu Jun 30, 2016 10:54 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40328
Re: [MOD 0.12.x]MagneticFloor 0.0.7
Working on updating the mod to 0.13.x series here.
I was working on something else but the new 0.13.x required more than just changing some stuff around for compatibility but also a slight rewrite(which incidentally make it more compatible with multiplayer)
I was working on something else but the new 0.13.x required more than just changing some stuff around for compatibility but also a slight rewrite(which incidentally make it more compatible with multiplayer)
- Mon Jun 27, 2016 3:51 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 49907
Re: Friday Facts #144 - The gfx report
Compiler crashing or new bugs found?cube wrote:nope ... it's because of various crashes during the buildfregate84 wrote:building of 0.13 in progress.... On crowdin (translation system), the game was build 4 times in past 30 mn.
I imagine 4 times because : windows, linux, mac OS & serveur version...
- Sun Jun 26, 2016 3:36 am
- Forum: Questions, reviews and ratings
- Topic: Community Concerns regarding mod licenses
- Replies: 12
- Views: 4803
Re: Community Concerns regarding mod licenses
If somebody doesn't want to give something to me, this same thing won't become mine after some time it hasn't been used. Same thing for a mod. Every mod author has the right to do whatever he wants with his creation.It's the kind of things you earn when you create something. That's the cultural nor...
- Sat Jun 25, 2016 9:18 pm
- Forum: Questions, reviews and ratings
- Topic: Community Concerns regarding mod licenses
- Replies: 12
- Views: 4803
Re: Community Concerns regarding mod licenses
Modders who do care about licenses and understand rarely choose restrictive licenses as non distribution, non change, ... It happens, but it's rare. And for those who don't care, devs have stated back during 0.10.x version iirc that there would be a default license for any mod not having a specific...
- Sat Jun 25, 2016 7:19 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387410
Re: Development and Discussion
I wish I have someone to do my gfx for me.Tindrith wrote:The worst part about developers is that they keep showing you mouth watering images to make the waiting even more unbearable.
- Sat Jun 25, 2016 4:04 am
- Forum: Questions, reviews and ratings
- Topic: Community Concerns regarding mod licenses
- Replies: 12
- Views: 4803
Re: Community Concerns regarding mod licenses
At the very least a special rule that if a mod is abandoned by the maker for a period of more than x amount of months, then the mod is opened to the community as the whole reason and existence of these mods is to build the community. Don't think that's actually legal. Just my two cents. Not trying ...
- Sat Jun 25, 2016 12:41 am
- Forum: Questions, reviews and ratings
- Topic: Community Concerns regarding mod licenses
- Replies: 12
- Views: 4803
Re: Community Concerns regarding mod licenses
If you want to evangelize the issues to modders, be my guests, but I don't feel like arguing with people and pestering them. It's....too much use of my energy you know? I do agree that copyright restriction on modification and distribution is harmful and force the community to constantly reinvent th...