In 0.17?
Or are you using your 0.16 expectations?
Either, really: I went back to the tutorial armed with my foreknowledge of how the scenario works, and set up something about 20 times more polluting. Won without a hitch, and the waves were actually smaller.
To clarify: I always played a very conservative, low-pollution style, which means I expect I won't see much of a difference in freeplay: the bug fix increasing the strength of the enemy attacks shouldn't really affect me much, since my pollution was already very low by the time it reached the bug spawners.
It absolutely does base waves on pollution. Pollution drives biter production in the campaign, and the amount of pollution per unit is reduced as research progresses. It's basically ( pollution * research * C ).
O RLYwhich means a conservative player trying to reduce pollution is going to get absolutely destroyed.
I know these languages so I could say.ChrislyBear wrote: ↑Sun Mar 03, 2019 2:35 pm I don't know if this is the right place to ask this, but is it possible to make the Hanzi (the chinese logograms) less bold? They are really overwhelming in the server list.
Edit: Maybe they're Japanese kanji, I don't know.
20190303143614_1.jpg
the new worms:
You called your image "minimal.jpg", which shows that you know exactly what you were doing.CDarklock wrote: ↑Sun Mar 03, 2019 2:38 pmO RLY
minimal.png
That base has a pollution rating of 27 after I pull down the assemblers and start research. My kill count at the end? 62. Granted, it took... a long time.
finished.png
But given what I know now... I could do it faster. I ended that campaign with hundreds of resources sitting there idle, just in case, that I didn't actually need to gather. I don't think I actually need turret speed, which means 300 science packs don't need to be spent. And while I did have electric drills and inserters, I didn't need or use those either. That's another 150 research I don't need to do. The only thing I need over and above what the campaign actively forces... is walls. And honestly, I don't think I really needed those either. In the end, I had one slightly damaged wall, which basically means only one biter made it there.
EDIT: I can also honestly say that 50 hours of the campaign has taught me more about this game than 200 hours in freeplay.
That would be the way I played the campaign the first time, when I didn't know anything about what was coming or when. I've talked extensively about that. I had a total of seven electric mining drills, six furnaces, two boilers, and four steam engines. I was running two labs off a daisy-chain from a single red science assembler, and had a double-thick wall on each side of the base, along with an initial six turrets.
completely agree ... that intro mission was nice for a "veteran" (i once tested version 0.6 or 0.7, "invented" a main bus of 3 belts that connected all assemblers and that could do everything and thus was bored and quit, restarted and bought the game when 0.13 was about to be released and have 10k+ hours until now) because you had to learn something different, but it gives a completely false impression about what factorio really is for most players (maybe except those who play deathworld with maximum settings?), and it teaches the wrong things to new players (at least concerning preparation for normal freeplay).