![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
From a functional viewpoint, this is absolutely brilliant in a different way, as it should significantly cleanup and simplify the tutorial/NPE, among other things. I look forward to seeing how this works out, but it sounds promising!
At the end of the campaign, Compilatron should e.g. be destroyed, run out of batteries, stop receving instructions and deactivate, etc.Omnifarious wrote: Fri Sep 28, 2018 5:28 pm I think this is nifty, and a really great solution to a bunch of tutorial mode problems.
My main worry is that it will take away from the lonely castaway feeling of the game. And it's only a worry, a point of concern. I'm not saying that you shouldn't do it, just that you should consider this change by applying a few different lenses to how you view the game and possibly adjusting accordingly.
As I said, it really helps out with making the tutorial missions be a lot more cohesive and sensible. And I can also see how Compilatron might work as an early game robot who is both useful, and so painful to use that construction robots are still a big win. Having something else tediously place all the buildings one-by-one, something that is constrained to move on land, is almost as bad as having to do it yourself.
They should change it to look more like HAL. And he schould definitively say things like "I'm sorry. I'm afraid I can't do that." But i'm sure someone will do a mod for that...Unknow0059 wrote: Sat Sep 29, 2018 10:33 pm Unless he cares what we think, i'm not sure the pixel display that is his face should be blurry.
You realise that the reason the rest of the image is high quality is the same reason the plastic bits of a Commadore 64 aren't pixelated in real life? Because the display is a display in-game and the rest of it is not a display on-game? I mean...Unknow0059 wrote: Sat Sep 29, 2018 10:33 pm Unless he cares what we think, i'm not sure the pixel display that is his face should be blurry.
It stands out because the rest of the image is of such high quality.
This. Also, two words: Swimming biters. Or, at least, the biter equivalent of some mob that can traverse water long enough to find more land and settle on it. Coastal defenses would be a great way to balance this out; just get a mini-artillery that sinks their boats before they reach dry land. IT'S BRILLIANT!Saunis wrote: Sat Sep 29, 2018 12:12 pm Unit AI really need some tweaking.
My map have a lot of water. Actually there's too much water for enemy AI.
And there's bitters in islands that request paths all time but they can't execute them. So when there are a lot of them, they start make my ups go really low.
I hope, than you could fix this in 0.17.
Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water).
One of the currently missing functionalities on modding side is any access to biter expansion plans/events. I wanted to change how new bases are created when biters migrate in RSO and there is no good way to do that (unless one would rescan whole map constantly looking for new bases).abregado wrote: Sun Sep 30, 2018 10:25 amRecommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water).
This would be mod agnostic as the scripts can be in the scenario.
After 0.17 is out, there will be even more options to make this better.
I'm surprised this does not exist yet...
One biter turns a tile of deep water to shallow water or a tile of shallow water to walk-able terrain, but this kills the biter?abregado wrote: Sun Sep 30, 2018 10:25 am Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water).
This would be mod agnostic as the scripts can be in the scenario.
After 0.17 is out, there will be even more options to make this better.
I'm surprised this does not exist yet...
Like a completely polluted starting city for the childs? And where is the original goal of starting a rocket to get back? I don't say that your plot is a great starting point. But Factorio is purposefully setup in a different way.Horatio wrote: Sun Sep 30, 2018 5:11 pm Then there is a clear meaning and we have something to fight for.