Search found 148 matches

by Tev
Sat Sep 05, 2015 8:29 am
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39977

Re: Accumulators are too cheap

Problem with accumulators has little to do with cost. It has everything to do with the fact that solar power works all day every day, without fail. There is no randomness to solar power like there is in real life, so once it is set up it works forever. There are many more issues with energy storage...
by Tev
Fri Sep 04, 2015 2:46 pm
Forum: Gameplay Help
Topic: More Aggressive Biters
Replies: 7
Views: 14755

Re: More Aggressive Biters

Produce more polution. (use less solars)

Spread out more, maybe with some mods for that, like RSO (easier defence at start, much harder in lategame with your wiiiiiide perimeter).
by Tev
Fri Sep 04, 2015 2:24 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 39977

Accumulators are too cheap

I feel (and have seen many share that) that solar/accu for power generation and lasers for defence are way too easy. But both laser turrets and solar panels are fairly expensive and have major drawbacks (huge spikes in power consumption / working only in day). Both are more or less fixed by accumula...
by Tev
Fri Sep 04, 2015 2:10 pm
Forum: Balancing
Topic: [0.12] Top-tier Combat robots should be permanent and personal
Replies: 7
Views: 20687

Re: [0.12] Top-tier Combat robots should be permanent and personal

Destroyer robots already last long enough to take out 3 large nests*, and are by far fastest way to do that. And are way more convenient than soon-to-be-nerfed turret creep. Imo they're fine, and they become relevant right after you finish research (behemoths), so they also fill the role of "pe...
by Tev
Tue Sep 01, 2015 7:48 am
Forum: Show your Creations
Topic: New Rail Layout
Replies: 23
Views: 20422

Re: New Rail Layout

your only benefit - some minor space savings. I wonder how many people actually tried doing double header system . . . those "minor" space savings save quite a bit of hassle. Switching system mid-game is always PITA. So you have to make a decision early. And minor savings in time (serious...
by Tev
Mon Aug 31, 2015 2:50 pm
Forum: Show your Creations
Topic: New Rail Layout
Replies: 23
Views: 20422

Re: New Rail Layout

Boogieman14 wrote:One very big downside of double headed trains and a no-loop design is that you'll be severely limiting train throughput in busy stations.
You can make your busy stations one-way only. So this isn't really downside of double headed trains.
by Tev
Sat Aug 29, 2015 12:23 pm
Forum: News
Topic: Friday Facts #101 - The players are real people
Replies: 96
Views: 62001

Re: Friday Facts #101 - The players are real people

It's different to strategically subsidize based on the actual situation at hand and it's different to subsidize story-driven games. There is no point in the latter. EU does things like that. They like to subsidize random projects and regulate random products. They trample the market without realizi...
by Tev
Tue Aug 04, 2015 12:30 am
Forum: Implemented Suggestions
Topic: Character logistic slots 5, 6, 7 ... (lategame research)
Replies: 5
Views: 2926

Character logistic slots 5, 6, 7 ... (lategame research)

Simply add some expensive tech that adds more slots, in the same vein as you can expand your robot follower count ad nauseam. If there isn't some coding/performance problem with it I don't see why not - currently you can only manage as many slots as your toolbelt has, and requesting multiple stored ...

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