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'Roadworks' Playthrough

Posted: Mon Jul 07, 2014 12:06 am
by FKODgaming
Hi everyone!

Just wanted to let you know that I'm starting a brand new playthrough! It will have the roadworks mod installed, and is at 1x speed rather than 4x speed like I have done in the past.

The playlist can be found here: http://www.youtube.com/playlist?list=PL ... ei2kJyLkew

The latest episode (20) is here: http://youtu.be/45wPnQee9oI

Any suggestions are appreciated, and thanks for watching!

Re: 'Roadworks' Playthrough

Posted: Tue Jul 08, 2014 1:40 am
by FKODgaming
Episode 2 is now Live! Entering the exciting world of Iron!

http://youtu.be/-BC27qv2j14

Thanks for watching

Re: 'Roadworks' Playthrough

Posted: Wed Jul 09, 2014 5:39 am
by FKODgaming
Episode 3 is now live here http://youtu.be/c-CXJvd9b5k

More standard expansion (copper, red science, ect), but I do start implementing the 'cobble stone' feature of the mod. Good stuff!

Re: 'Roadworks' Playthrough

Posted: Thu Jul 10, 2014 7:19 pm
by FKODgaming
Episode 4 is live and can be found here: http://youtu.be/RDP1s4UGccY
Green science factory and fighting off some biter waves.

Re: 'Roadworks' Playthrough

Posted: Sun Jul 13, 2014 5:32 am
by FKODgaming
Episode 5 is now up here: http://youtu.be/ATKEQ6gAXdo

Pretty standard defensive type stuff

Re: 'Roadworks' Playthrough

Posted: Mon Jul 14, 2014 5:45 am
by FKODgaming
After a little bit of technical difficulty, Episode 6 is live here: http://youtu.be/d9g1fAKSw7M

Concrete factory setup, and engine factory.

Re: 'Roadworks' Playthrough

Posted: Wed Jul 16, 2014 9:36 pm
by FKODgaming
The latest installment is currently live here: http://youtu.be/kmMrtv7Xm-A

Let me know if you have any suggestions or improvements that can be made!

Thanks for watching.

Re: 'Roadworks' Playthrough

Posted: Fri Jul 18, 2014 7:08 am
by FKODgaming
Latest installment is here!

http://youtu.be/SxtlzBgrHA0

Thanks for watching!

Re: 'Roadworks' Playthrough

Posted: Sat Jul 19, 2014 1:44 pm
by FKODgaming
Episode 9 is live right now!

http://youtu.be/dWZxykUzheM

Thanks for watching

Re: 'Roadworks' Playthrough

Posted: Thu Jul 24, 2014 10:12 am
by FKODgaming
Latest episode can be found here: http://youtu.be/dNuhiiyGG9w

Sorry about the video being clipped. I had messed with some settings to improve my framerate, and Didn't realize it clipped the video until I was editing. The video should still be watchable though. :-/

Re: 'Roadworks' Playthrough

Posted: Thu Jul 24, 2014 12:16 pm
by -root
Cool!

Question, how come you've bothered with auto loading of your turrets? Its cool and everything, but i find that i normally smash through the tech tree to lasers as quick as I can and that normally doesn't leave enough time for building the infrastructure required for it. Especially considering that infrastructure then becomes obsolete the moment you get lasers? Is it to reduce overall power consumption?

Re: 'Roadworks' Playthrough

Posted: Fri Jul 25, 2014 2:06 am
by FKODgaming
It's mostly out of laziness and the fact that I often forget to load my turrets and then end up getting a hole in my defenses. A happy little side effect is that I can focus on other tech other than rushing to lasers, because the turrets are actually quite effective if you keep them loaded and research them a little bit. They're also a lot cheaper to produce than lasers.

It's just kind of becoming a personal preference thing for me. Not saying it's a better way to go, but definitely works for my style of play.

Re: 'Roadworks' Playthrough

Posted: Fri Jul 25, 2014 8:07 am
by -root
Yeah, i did start thinking about it and those reasons are ones I suspected might be the case.

Certainly, the "cheapness" of the turrets is a really good thing. Metal plates only as opposed to a whole slew of things.

Re: 'Roadworks' Playthrough

Posted: Fri Jul 25, 2014 10:16 pm
by FishSandwich
I used gun turrets in my 0.9.8 playthrough, all the way around the perimeter with a belt and inserters to automatically feed them(I think about 50, maybe 60 turrets?) They were still useful even when I had laser turrets, so I left them there. Even against big biters, they did a decent amount of damage when fully upgraded. Although it was unnecessary with the laser turrets there, they did help.

Re: 'Roadworks' Playthrough

Posted: Sat Jul 26, 2014 12:22 am
by -root
Also save a lot on power requirements. For example, the spike load of massed laser banks is quite huge. Mixing in some gun turrets would reduce that spike a great deal which would be very helpful if you are having power issues.

Re: 'Roadworks' Playthrough

Posted: Sun Jul 27, 2014 2:07 am
by FKODgaming
Looking back at it, Fish, I think i got the belt idea from you, lol.

Re: 'Roadworks' Playthrough

Posted: Sun Jul 27, 2014 4:40 am
by FKODgaming
The latest episode (#11) can be found here: http://youtu.be/dKYXEQ5oRJw

Setting up solid fuel production, and integrating it into the system.

Thanks for watching!

Re: 'Roadworks' Playthrough

Posted: Mon Jul 28, 2014 3:04 am
by FKODgaming
Latest episode is live NOW!

I do have a question from the viewers. Should I do a somewhat long pipeline, or a conveyor belt system for my oil transportation.

Thanks for the support!

Re: 'Roadworks' Playthrough

Posted: Mon Jul 28, 2014 4:30 am
by -root
Belts. Ends up being cheaper in the long run and you can modularize it better when you get logistics robots.

Re: 'Roadworks' Playthrough

Posted: Mon Jul 28, 2014 11:04 am
by FishSandwich
Depends how far and how much risk would be involved (biters will attack belts, but not underground pipes)

If it's very far away, I'd set up a train system to deliver. If it's near to the base I'd just do it with underground pipes.