Some 0.17.6 changes in the campaign
Some 0.17.6 changes in the campaign
I'm not 100% sure these weren't in an earlier version, this is just where I noticed them. They don't seem to be in the changelog.
First, logistics is now researchable in the second area, around the same time you're asked to research Active Defence and build a turret. So rejoice, you can get your undergrounds and splitters.
Second... logistics science is researchable at the same time. This seems like a bug, since it's the technology you have to research to complete the scenario. I did, of course, research it immediately to see what happened. I got no full attack waves. Just the occasional two-biter raids.
I spent some time researching other stuff before placing and loading my turret. Once I got to the production challenge, on completion, it just straight-up completed the scenario with no biter attacks at all. I had just over half my previous "minimum kill" run, in a much shorter timeframe. (This is the fastest I've ever successfully finished the campaign.)
I'm going to mess around a little more and see what else I can find. I originally started this run to check whether the game ever explains power (it doesn't), whether pollution is still displayed on the map and in tooltips (it is), and whether reducing production during the attacks will help lower the difficulty (I couldn't test this because I got no attacks).
But it is Mardi Gras, and I have got hurricanes to drink and jambalaya to eat, so I'm probably not going to make another cut at this for a while yet.
First, logistics is now researchable in the second area, around the same time you're asked to research Active Defence and build a turret. So rejoice, you can get your undergrounds and splitters.
Second... logistics science is researchable at the same time. This seems like a bug, since it's the technology you have to research to complete the scenario. I did, of course, research it immediately to see what happened. I got no full attack waves. Just the occasional two-biter raids.
I spent some time researching other stuff before placing and loading my turret. Once I got to the production challenge, on completion, it just straight-up completed the scenario with no biter attacks at all. I had just over half my previous "minimum kill" run, in a much shorter timeframe. (This is the fastest I've ever successfully finished the campaign.)
I'm going to mess around a little more and see what else I can find. I originally started this run to check whether the game ever explains power (it doesn't), whether pollution is still displayed on the map and in tooltips (it is), and whether reducing production during the attacks will help lower the difficulty (I couldn't test this because I got no attacks).
But it is Mardi Gras, and I have got hurricanes to drink and jambalaya to eat, so I'm probably not going to make another cut at this for a while yet.
Re: Some 0.17.6 changes in the campaign
Is Compilatron still killing our buildings?
Re: Some 0.17.6 changes in the campaign
Fraking toasters!
In 0.17.04 he not only run over them but also builds the automated iron mine over the one built by me.
Also, run over a turret if placed in a nice spot on a cliff near south-east entrance.
The turret was expendable, the fat stack of ammo on the other hand...
Re: Some 0.17.6 changes in the campaign
I was building walls into a chest in the second area. A quick count told me I needed about 200 walls. As it was getting close, I was hovering near the chest to collect the walls when I had enough. Compy came over to tell me a miner was out of fuel or something, and ran over my chest full of walls.
This is probably why they gave him so many hit points.
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Re: Some 0.17.6 changes in the campaign
Hmm. Have him force-place a blueprint, remove the stuff in the way, and put it in a chest.
Anything in his way is kept, and you can see what he is going to do before he does it.
Plus, as a robot, you get to see blueprints in action early. Not something you get to mess with til later, but would be cool.
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Hurray, Logistics FTW.
Anything in his way is kept, and you can see what he is going to do before he does it.
Plus, as a robot, you get to see blueprints in action early. Not something you get to mess with til later, but would be cool.
-----
Hurray, Logistics FTW.
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Re: Some 0.17.6 changes in the campaign
I have more frequent problems with him randomly running over my stuff.Ranakastrasz wrote: ↑Wed Mar 06, 2019 2:42 pm Hmm. Have him force-place a blueprint, remove the stuff in the way, and put it in a chest.
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Re: Some 0.17.6 changes in the campaign
That does seem mildly inconvenient, yes.
I understand this is a large part of the reason why they have flying robots in the game.
Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
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Re: Some 0.17.6 changes in the campaign
Just don't destroy what he drives over. Compy is special and can drive over anything without affecting it.Ranakastrasz wrote: ↑Wed Mar 06, 2019 2:52 pm Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
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Re: Some 0.17.6 changes in the campaign
yea, I guess that works too. Just that his design, well....Ranakastrasz wrote: ↑Wed Mar 06, 2019 2:52 pm Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
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Re: Some 0.17.6 changes in the campaign
Have him not immediately destroy stuff, but just bump against it for a while, slowly damaging it, until the player gets the point ?
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Re: Some 0.17.6 changes in the campaign
We have literally had toys that know to drive around what they just bumped into since the 1960s.BlueTemplar wrote: ↑Wed Mar 06, 2019 3:13 pm Have him not immediately destroy stuff, but just bump against it for a while, slowly damaging it, until the player gets the point ?
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Re: Some 0.17.6 changes in the campaign
I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
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Re: Some 0.17.6 changes in the campaign
BlueTemplar wrote: ↑Wed Mar 06, 2019 3:26 pm I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
Have him fly/phase through, deconstruct then reconstruct, or teleport. This after he decides there is no path, obviously.Ranakastrasz wrote: ↑Wed Mar 06, 2019 2:52 pm Not really sure how to fix this. Make him fly, let him teleport if he gets stuck for 1 second, and have him path "properly".
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Re: Some 0.17.6 changes in the campaign
IMHO bumping/breaking would be less weird...
(Also teaches the player that you usually want to leave some space to move around...)
(Also teaches the player that you usually want to leave some space to move around...)
Last edited by BlueTemplar on Wed Mar 06, 2019 3:30 pm, edited 1 time in total.
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Re: Some 0.17.6 changes in the campaign
Yea, but you just rejected that.BlueTemplar wrote: ↑Wed Mar 06, 2019 3:26 pm I know, but it doesn't solve the problem that can happen if he cannot drive around something, or if he wants to place something where there's already a player building/belt/insterter/whatever...
But yes, it would be less weird. Hence why I think he ought to fly.
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Re: Some 0.17.6 changes in the campaign
No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
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Re: Some 0.17.6 changes in the campaign
Yep. Hence why if pathfinding fails it should teleport/fly or something.BlueTemplar wrote: ↑Wed Mar 06, 2019 3:31 pm No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
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Re: Some 0.17.6 changes in the campaign
There's plenty of space to move around, he just happens to think he should be right where my stuff is for no good reason.BlueTemplar wrote: ↑Wed Mar 06, 2019 3:29 pm IMHO bumping/breaking would be less weird...
(Also teaches the player that you usually want to leave some space to move around...)