I have managed to play through to blue science with these recipes, and haven't found anything terribly unbalanced. Everything is slow, as it should be
![Smile :)](./images/smilies/icon_e_smile.gif)
Thanks for the release, and
KeepOnBuilding!
I removed it because when you start a fresh map, with your recipe change, you actually lack the resources to make any iron axes at all, making a new game super-frustrating.KeepOnBuilding wrote:Hehe, didn't you like my super slow start iron axe recipe?
I have managed to play through to blue science with these recipes, and haven't found anything terribly unbalanced. Everything is slow, as it should be
Thanks for the release, and
KeepOnBuilding!
I initially perceived it as a bug, although I can see your perspective. I can predict most players would perceive it in a similar way, and I don't want to have to answer the same question over and over, as to why players can't craft anything on fresh games.KeepOnBuilding wrote:I know… I like it that way.
If I wanted a fast game, I wouldn't be playing Marathon
But of course I understand that this slow start would be a bit frustrating for most people!
KoB!
In my current map, ~200:Ackos wrote:Question:
How many green circuits per minute are you guys producing?
You are talking about this?Gus_Smedstad wrote:Not happy with the unneccessary nerf of solid fuel in 0.5.4. However, since I don't see myself playing a Marathon mod game again anytime soon, I guess this is just grousing from the sidelines.
Or something else? I believe the rest of the discussed changes to solid fuel's recipe were tabled, and only the energy change was carried through.version history wrote:- BALANCE: Solid fuel provides 10MJ of power, down from 25MJ previously
Isn't solid fuel already nerfed more harshly than other fuels? It costs 4 times as much oil as in vanilla... As it stands now, all other fuels get a 50% penalty, but solid fuel is basically getting hit with a 90% penalty due to the cost increase combined with having only 40% of vanilla yield. I'm not saying that solid fuel *shouldn't* get a harsher nerf than the other fuels (since oil is infinite by default), but this seems rather ridiculous. Heck, it could probably get away with being on equal footing with the other fuels since it has the disadvantage of not being available immediately. Of course, in the end it is still going to have a hard time competing with solar power, so I don't see solid fuel being too overpowered in any case.KeepOnBuilding wrote:Marathon nerfs the fuel value of wood, coal and other fuels. It should nerf solid fuel as well.
This change adjusts the fuel value in a similar ratio to other fuels, so is balanced in the Marathon world.
To revert this change would make solid fuel twice as strong, and therefore OP.
In some ways, forcing the early game factory with burner equipment is even more fun than some of the later stuff. I certainly can never go back to non-Marathon too!Woehler wrote:I've seen plenty of let's plays on youtube with mod packs such as bobs mods. But marathon mod is where factorio really shine. I'm only 16 hours in my marathon campaign. But this mod is already my favorite.
Other mods such as bobs mod adds complexity to the game in order to ramp up difficulty. But it also give you a LOT better tech to deal with the situations. So ultimately I feel like they become way too easy and you are quickly done.
Marathon mod doesn't add extra complexity. But it expands on what we already like in factorio and forces us to do what we like. Which is building BIG.
For crying out loud. I had a complete factory with burner drills before I even had a chance to start upgrading.
12/10 can recommend.
In theory, as long as mods do not replace or remove base game items, Marathon will be compatible in a strict sense (the game will work). Mods that also re-balance base game recipes may undo some of the changes Marathon does.Mr.YaR wrote:Hello! I've just started with Factorio and straight went into mods.
Marathon is what i <3. But some mods adding unit/building diversity also interest me in a lesser degree.
I've been quickly running mods description/forum disscussion and didn't realy get how compatible it is.
I'm familiar with modding in general but not with Factorio/Marathon mod, is the marathon mod compatible unit or building adding mods?
What degree of compatibility does it have with mods in general?
It's interesting you bring up solar and coal, because I'm in a Marathon play through of a coal-only game. I've never researched the solar or accumulator techs. According to YARM, my base is consuming something like 2500 coal a second, and I'm starting the rocket construction, have most research complete.bgirard wrote:First thanks a lot Afforess for maintaining this mod! I haven't played Marathon recently with your 0.5.4 changes but I wanted to discuss my changes to the fuel values and having completed 2 marathon games so far (one with RSO).
I originally added the fuel penalty in my v1 of the mod but I now feel like it might of been a mistake. In my opinion the fuel values are too punitive, particularly since your factory needs to operate for a -much- longer time to build the equivalent recipes. It makes it such that Marathon strictly requires running mostly on solar panel fairly early on in the tech tree and forces you to grind solar panel before your coal runs out. I think the push to solar is simply too strong with Marathon but it's possible my 2 marathon games just rolled bad coal patches. Perhaps the value of coal should be increased. Or perhaps the default richness of coal could be improved in Marathon while keeping the fuel value low. This way you still have to insert coal quickly and deal with the bandwidth (logistic cost + more belts) but you don't run out as quickly. Balancing to make solar optional (or at least not require until later on) would be an improvement. Downside of this is I'm not sure if it would conflict with RSO if Marathon also changed the ore richness.
Just my 2 cents anyways, you're the maintainer now not me