Heads up biters, it's an invasion

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Dark_star
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Heads up biters, it's an invasion

Post by Dark_star »

It's not just the design, but how you use it.
Staying alive, seed.png
Staying alive, seed.png (486.93 KiB) Viewed 12157 times
Staying alive, The start .png
Staying alive, The start .png (700.86 KiB) Viewed 12157 times
Staying alive, Now.png
Staying alive, Now.png (2.03 MiB) Viewed 12157 times
end stats.png
end stats.png (580.51 KiB) Viewed 12056 times
viewing bottom to top
END-S.png
END-S.png (3.83 MiB) Viewed 12056 times
END-mid -lab.png
END-mid -lab.png (4.15 MiB) Viewed 12056 times
END-production area.png
END-production area.png (4.19 MiB) Viewed 12056 times
END-mid small solar farm.png
END-mid small solar farm.png (3.79 MiB) Viewed 12056 times
END-northwest.png
END-northwest.png (3.89 MiB) Viewed 12056 times
now using for test ideas
Last edited by Dark_star on Sat Feb 07, 2015 2:16 am, edited 1 time in total.

dee-
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Re: Heads up bitters, it's an invasion

Post by dee- »

It's full of red :shock:

What are the straight thin red edges? Some sort of radar/view range artifact?

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Re: Heads up bitters, it's an invasion

Post by Dark_star »

Not sure, started early in game, I believe it's cause by generation of possible bitter locations just out side of sight range, like before map discovery.
once character/radar starts seeing them they get created & start moving (maybe game version of (quantum uncertainty principle), can be there, seeing it causes it to be there or not)

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Thomasnotused
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Re: Heads up bitters, it's an invasion

Post by Thomasnotused »

dee- wrote:It's full of red :shock:

What are the straight thin red edges? Some sort of radar/view range artifact?
When the radar maps out a chunk, it shows all things in it, even the biters, which are what the little red dots are.
I have no idea what I'm doing.

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Re: Heads up biters, it's an invasion

Post by Talguy »

What's with the wooden boxes?

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Re: Heads up bitters, it's an invasion

Post by Dark_star »

SuicidalKid wrote:
dee- wrote:It's full of red :shock:

What are the straight thin red edges? Some sort of radar/view range artifact?
When the radar maps out a chunk, it shows all things in it, even the biters, which are what the little red dots are.
think the reference is about the straight line artifact of biters

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Re: Heads up biters, it's an invasion

Post by Dark_star »

Talguy wrote:What's with the wooden boxes?
lots of trees = cheap wooden walls, protects stone walls/guns
also they act as dragon teeth (delays biters, guns/lasers work longer at range)
and keep spitters out range of guns,
(spitters love to pick 1 gun on corner, they line in arc & blow it away, stops this tactic)
they cause biters to bunch up allowing quicker next target selection by guns
Note: This can be use to direct attack from weak point,
Example, in the most south MAP-S, follow line outer boxes , couple boxes are out of line
this was done to direct biters towards guns, later lasers.
I could done more, But once move to solar from steam, attacks drop off,
and I was need for other things.
And with robots they can be replace easily, even have AM making them.
Note without lots trees this can not work. have fun

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Xterminator
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Re: Heads up biters, it's an invasion

Post by Xterminator »

Dark_star wrote:
Talguy wrote:What's with the wooden boxes?
lots of trees = cheap wooden walls, protects stone walls/guns
also they act as dragon teeth (delays biters, guns/lasers work longer at range)
and keep spitters out range of guns,
(spitters love to pick 1 gun on corner, they line in arc & blow it away, stops this tactic)
they cause biters to bunch up allowing quicker next target selection by guns
Note: This can be use to direct attack from weak point,
Example, in the most south MAP-S, follow line outer boxes , couple boxes are out of line
this was done to direct biters towards guns, later lasers.
I could done more, But once move to solar from steam, attacks drop off,
and I was need for other things.
And with robots they can be replace easily, even have AM making them.
Note without lots trees this can not work. have fun
Very interesting tactic! I never really thought of doing that to be honest, I think I will employ this idea in my current play through as I have tons of trees. :D Great base and such BTW!
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Re: Heads up biters, it's an invasion

Post by Dark_star »

Really like your experimentally PvP, bet Dev's are very interested, thanks to you both good job.
side issue why not hide a turret or 2 on path thru the woods Fish likes to take,
once placed very hard to remove (if they have ammo)
He keep going for your oil/water/coal ???
but suspect Fish's problems from last raid will slow him down a bit.
can not wait for tank v tank
Good luck

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Xterminator
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Re: Heads up biters, it's an invasion

Post by Xterminator »

Dark_star wrote:Really like your experimentally PvP, bet Dev's are very interested, thanks to you both good job.
side issue why not hide a turret or 2 on path thru the woods Fish likes to take,
once placed very hard to remove (if they have ammo)
He keep going for your oil/water/coal ???
but suspect Fish's problems from last raid will slow him down a bit.
can not wait for tank v tank
Good luck
Thanks, I am glad your enjoying it! :) Your right I definitely should of hid turrets in trees by where he walks lol
A for tank vs tank... Unfortunately I don't think that will happen until the 2v2 version we do, as the current series is coming to an end very soon. Expect even more epicness in the 2v2 series! :D
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Re: Heads up biters, it's an invasion

Post by Kairus101 »

Very nice map dude - Had my first ever Factorio win on it:
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