Expansion Candidate Radar
Moderator: ickputzdirwech
Expansion Candidate Radar
A second-tier radar unit which shows Expansion Candidate chunks within a large radius.
Possibly could be unlocked along with Alien Technology, understanding the bugs better.
Turning the debug option on seems a bit cheaty to me and overpowered in that it shows them everywhere, even though it's very useful.
Possibly could be unlocked along with Alien Technology, understanding the bugs better.
Turning the debug option on seems a bit cheaty to me and overpowered in that it shows them everywhere, even though it's very useful.
- bobingabout
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Re: Expansion Candidate Radar
What is an Expansion Candidate chunk?
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Re: Expansion Candidate Radar
A chunk where biters can create a new basebobingabout wrote:What is an Expansion Candidate chunk?
Within 5 chunks but no closer than 3 in unmodded factorio.
There is an option to show them in the F4 debug overlays
Re: Expansion Candidate Radar
Why do you need this?Colossus wrote:A second-tier radar unit which shows Expansion Candidate chunks within a large radius
Cool suggestion: Eatable MOUSE-pointers.
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Re: Expansion Candidate Radar
I feel that anything labeled as a "debug" option is meant for debug, not legitimate gameplay. I do feel that it is a useful tool that with the right settings would work well as an item. Even if later research enabled current radars to show the chunks in their revealed area I think it would be a good idea.ssilk wrote:Why do you need this?
Re: Expansion Candidate Radar
Hm. Many options in the debug are useful information.
There is this thread: https://forums.factorio.com/forum/vie ... map#p72285
It's for me clear, that not only the map should have layers, also the world; the ALT-view extended.![Smile :)](./images/smilies/icon_e_smile.gif)
There is this thread: https://forums.factorio.com/forum/vie ... map#p72285
It's for me clear, that not only the map should have layers, also the world; the ALT-view extended.
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: Expansion Candidate Radar
That's interesting. Yes, more options for map and world-view would be better, but certain things in debug are a bit too powerful to give the player directly as a map layer. The expansion chunks are one that I would like to see as a layer rather than a debug option, but I don't think it should show the state of all revealed map tiles as it does now, thus the idea for a radar and radius.
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Re: Expansion Candidate Radar
Okay, so if I understand this correctly... you want a radar, that shows where an enemy can extend their base into?
That's definitey not the first peice of information I'd be interested in...
That's definitey not the first peice of information I'd be interested in...
Re: Expansion Candidate Radar
Revealing AI behavior is pretty damn cheaty. Dev tools shouldn't be a thing in regular play.
Re: Expansion Candidate Radar
I think its a great idea!
The expansion chunks are really useful to see, but you're right that its not gameplay friendly to have it as a debug option.
Having it as a new radar system, maybe a equipment version too for mobile chunk revealing would be really nice, and balanced too. Making it a more late game tech (maybe with alien packs) can negate some of the 'overpowered' sentiment, after studying the aliens for a long time its only natural you would begin to be able to create techniques like this
The expansion chunks are really useful to see, but you're right that its not gameplay friendly to have it as a debug option.
Having it as a new radar system, maybe a equipment version too for mobile chunk revealing would be really nice, and balanced too. Making it a more late game tech (maybe with alien packs) can negate some of the 'overpowered' sentiment, after studying the aliens for a long time its only natural you would begin to be able to create techniques like this
Re: Expansion Candidate Radar
Easier solution ... fix biters so that they can expand to anywhere that they can get to. Only stay away from active powered equipment. Beyond that they can expand right beside your rail line etc. So every chunk is expansion, no radar needed, just walls ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Expansion Candidate Radar
Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13.
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Re: Expansion Candidate Radar
Nerfing them is simple as setting base building to 0 but I guess that is annoying because then they build on tracks and suchOxyd wrote:Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13.
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Re: Expansion Candidate Radar
Yes, exactly – this is too simple. We need to do something a little bit smarter.Kane wrote:Nerfing them is simple as setting base building to 0 but I guess that is annoying because then they build on tracks and suchOxyd wrote:Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13.
Re: Expansion Candidate Radar
i never used the victory pole thing was and still am too lazy to place oneOxyd wrote:Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13.
![Laughing :lol:](./images/smilies/icon_lol.gif)
but yes it is kinda cheating placing a item and blocking the biters from building
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Re: Expansion Candidate Radar
maybe only take into account the production and military buildingsOxyd wrote:
Yes, exactly – this is too simple. We need to do something a little bit smarter.
or allow expansion into the chunk but they first go to destroy the pole. That would defeat the victory poles
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Re: Expansion Candidate Radar
This could be pretty taxing I feel though. Since Victory Poles can be anything people would just place more and more down as time went on. I assume calculation wise would be quite high scanning always for things to attack.ratchetfreak wrote:maybe only take into account the production and military buildingsOxyd wrote:
Yes, exactly – this is too simple. We need to do something a little bit smarter.
or allow expansion into the chunk but they first go to destroy the pole. That would defeat the victory poles
Re: Expansion Candidate Radar
Whether the biter code changes and victory poling is no longer viable, or if victory poling turn into setting up "strategic" defense outposts, I still think some late game research into biter behavior and a way to counteract and predict their expansion and attacks, whether as a radar or something else would be very helpful to counteract the destructive neighbors.
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Re: Expansion Candidate Radar
Not really, turn off distance to player made structure in the check but instead when telling to spawn new base they will first attack and destroy the structures in range.Kane wrote:This could be pretty taxing I feel though. Since Victory Poles can be anything people would just place more and more down as time went on. I assume calculation wise would be quite high scanning always for things to attack.ratchetfreak wrote:maybe only take into account the production and military buildingsOxyd wrote:
Yes, exactly – this is too simple. We need to do something a little bit smarter.
or allow expansion into the chunk but they first go to destroy the pole. That would defeat the victory poles
For more intelligence you can have them avoid heavily fortified areas (where a lot of biters have lost their lives) or only try to attack there when the attacking force is judged strong enough.
Re: Expansion Candidate Radar
If you plan to nerf it please give this some thought too:Oxyd wrote:Yes, we did talk about nerfing victory poles just today. Hopefully we'll be able to get that in 0.13.
In my current game i got so fed up by the biter mechanics that i wanted to stop playing. Only using victory poling brought the fun back.
Now maybe to explain that better i should mention that I am using (like many) the RSO mod to make trains a viable option and also natural evolution to make fighting a little more fun.
Whenever biters cross any rails in my huge rail network to build a new base on the other side they destroy at least some power lines and often enough some rails as well which resulted in me being entirely busy with fixing power and rails between my main base and my outposts so that building new outposts, expanding or actually doing the fun things in this game: tweaking my base and my factories and making it bigger became no option anymore at all.
My Railnetwork is way way too big to wall off entirely and the waves of biters are way too huge as well for a somewhat ressource-realistic wall/gun (or laser) combo to actually succeed in defending it without being overrun.
Without victory poling i cant realize the huge factory i have in mind without using the peaceful mode - and that isnt fun either.
I dont mind fighting the biters. I just like to create my own frontier and safe zones so i can focus on what is fun and not run back and forth fixing things without having time to creating anything new.