Well, Fulgora sucks [Spoilers]

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BraveCaperCat
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Re: Well, Fulgora sucks [Spoilers]

Post by BraveCaperCat »

MisterDoctor wrote:
Sat Nov 09, 2024 11:05 pm
BlueTemplar wrote:
Sat Nov 09, 2024 12:50 am
MisterDoctor wrote:
Fri Nov 08, 2024 9:52 pm
But this would make the scrap sorting challenge much easier to deal with...
what challenge?
there are 12 things to find in scrap currently. 12 filter splitters, done. add a few more if you feed some of the output back into the loop.
The challenge is, because they all come from the same source, to not have any of them back up and stop the rest of the production (of course if you waste-recycle-loop, this is trivial, but we've already been over this...)
I don't know what to say here, is it a challenge or is it trivial? you are saying it's trivial, if you use the tools you are given. you are saying it's a challenge only if you ignore the tools you are given. so... it is then trivial if we are looking at the whole picture. anything is challenging if you remove enough of the tools that you have to deal with the problems.
The recycler can be used in multiple different ways, such as
Refining scrap
and
Breaking down items into their components
.

mmmPI
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Re: Well, Fulgora sucks [Spoilers]

Post by mmmPI »

BraveCaperCat wrote:
Sat Nov 09, 2024 10:23 am
There seems to have been a mod for Fulgora enemies since the release of Space Age...
looks epic !

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Re: Well, Fulgora sucks [Spoilers]

Post by Fharkas »

I loved Fugora's atmosphere the moment I arrived. The darkness, the music, the desolation, the scrap.
I hope they don't change that with enemy activity.

At least, not from the start.

The gradually awakening enemy is a good, fitting idea that preserves the initial total desolation of a failed civilization, planet.
As for the type...
- Automated, defensive turrets, outpost sounds nice but only if you need to expand far
- Disturbed vaults with swarm of creatures after x scrap mined is not bad, but you can just set up kill boxes there
- An oil-sand whale that regularly passes by, splurts some sticky, heavy sand at the buildings close to island's edge (limiting building space further) and can be only chased away, most effectively by tesla turrets and not killed
- Old, automated military factories, that create suicide drones, that go after recycling machines or EM plants specifically or accumulators - targeting specii buildings, would force the player to build differently, cluster them tightly
- Natural disasters like sandstorms, that may bring migratory birds that nests on the lightning rods, disabling them - in this case, upgrading to higher towers, so you have to defend fewer towers is a nice progression

Just a few random ideas, not sure how realistic they are gameplay, coding and balance-wise

Having infinite supplies is not a problem, not every planet has to be a different colored Nauvis. Though the distance between the islands could be increased further after the starting few, to give a better desolate, empty feeling.

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Re: Well, Fulgora sucks [Spoilers]

Post by adam_bise »

The other thing that ticks me off about fulgora's lack of enemies.. There is a long list of tools and options for players to reduce the number of enemies. You can tweak the map settings, you can tweak pollution absorption, you can nerf their evolution speed, you can turn them completely off with peaceful mode..

I like doing the opposite. I like many, many more enemies, stronger ones that attack more often. But even if I'm playing death world, no amount of tweaking the map or any other settings will amount to squat when there is nothing there to start with.

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Re: Well, Fulgora sucks [Spoilers]

Post by BraveCaperCat »

Fharkas wrote:
Tue Nov 12, 2024 12:11 pm
I loved Fugora's atmosphere the moment I arrived. The darkness, the music, the desolation, the scrap.
I hope they don't change that with enemy activity.

At least, not from the start.

The gradually awakening enemy is a good, fitting idea that preserves the initial total desolation of a failed civilization, planet.
As for the type...
- Automated, defensive turrets, outpost sounds nice but only if you need to expand far
- Disturbed vaults with swarm of creatures after x scrap mined is not bad, but you can just set up kill boxes there
- An oil-sand whale that regularly passes by, splurts some sticky, heavy sand at the buildings close to island's edge (limiting building space further) and can be only chased away, most effectively by tesla turrets and not killed
- Old, automated military factories, that create suicide drones, that go after recycling machines or EM plants specifically or accumulators - targeting specii buildings, would force the player to build differently, cluster them tightly
- Natural disasters like sandstorms, that may bring migratory birds that nests on the lightning rods, disabling them - in this case, upgrading to higher towers, so you have to defend fewer towers is a nice progression

Just a few random ideas, not sure how realistic they are gameplay, coding and balance-wise

Having infinite supplies is not a problem, not every planet has to be a different colored Nauvis. Though the distance between the islands could be increased further after the starting few, to give a better desolate, empty feeling.
What about all of the above?
adam_bise wrote:
Wed Nov 13, 2024 9:19 pm
The other thing that ticks me off about fulgora's lack of enemies.. There is a long list of tools and options for players to reduce the number of enemies. You can tweak the map settings, you can tweak pollution absorption, you can nerf their evolution speed, you can turn them completely off with peaceful mode..

I like doing the opposite. I like many, many more enemies, stronger ones that attack more often. But even if I'm playing death world, no amount of tweaking the map or any other settings will amount to squat when there is nothing there to start with.
1. Not all enemies and pollution have to be configurable that way.
2. Peaceful mode makes enemies DEFENSIVE ONLY. To turn them completely off, you should use No Enemies instead, which is a new option in 2.0.

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Re: Well, Fulgora sucks [Spoilers]

Post by BlueTemplar »

MisterDoctor wrote:
Sat Nov 09, 2024 11:05 pm
BlueTemplar wrote:
Sat Nov 09, 2024 12:50 am
MisterDoctor wrote:
Fri Nov 08, 2024 9:52 pm
But this would make the scrap sorting challenge much easier to deal with...
what challenge?
there are 12 things to find in scrap currently. 12 filter splitters, done. add a few more if you feed some of the output back into the loop.
The challenge is, because they all come from the same source, to not have any of them back up and stop the rest of the production (of course if you waste-recycle-loop, this is trivial, but we've already been over this...)
I don't know what to say here, is it a challenge or is it trivial? you are saying it's trivial, if you use the tools you are given. you are saying it's a challenge only if you ignore the tools you are given. so... it is then trivial if we are looking at the whole picture. anything is challenging if you remove enough of the tools that you have to deal with the problems.
Well, have you never told yourself (especially after your first game trying it out) : «No, I'm not doing that tactic (any more), it's too cheezy.» ?

For a Factorio example : how some people refuse to use turret push - there's even the case of a popular modpack that was so annoyed with it, they programmed in a way to punish you if you tried it ! (IIRC denying placing turrets too close to nests, and even spawning more biters if you tried ?)

(Or how even speedrunners (and you would think those would be the players with an «anything goes» mindset !) have a bunch of rules of what you are or aren't allowed to do.)
BobDiggity (mod-scenario-pack)

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Re: Well, Fulgora sucks [Spoilers]

Post by testnewbie »

Not feeling to quote the above again, but maybe MrDoctor should not see himself as the only data point to measure difficulty?
To some people reaching Space is a big challenge, to others it´s a breeze. I, personally, challenge myself with crazy lategame factories and absolutely love trains. Others see both as a nuisance or maybe to challenging.
No offense, but I will never understand why people say "I don´t like this/it´s too easy/difficult and because this is a fundamental truth for everyone else, we need to change it." This game has settings and mods for a reason. Or you can finish the game just buy following the "tips&tricks" and go slow with a lot of chaos but that´s totally fine. Play the way it´s the most fun for you." It´s that easy. :)

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Re: Well, Fulgora sucks [Spoilers]

Post by jamiechi1 »

testnewbie wrote:
Thu Nov 14, 2024 12:57 pm
Not feeling to quote the above again, but maybe MrDoctor should not see himself as the only data point to measure difficulty?
To some people reaching Space is a big challenge, to others it´s a breeze. I, personally, challenge myself with crazy lategame factories and absolutely love trains. Others see both as a nuisance or maybe to challenging.
No offense, but I will never understand why people say "I don´t like this/it´s too easy/difficult and because this is a fundamental truth for everyone else, we need to change it." This game has settings and mods for a reason. Or you can finish the game just buy following the "tips&tricks" and go slow with a lot of chaos but that´s totally fine. Play the way it´s the most fun for you." It´s that easy. :)
I agree.
I have been disabling biters/enemies for several years and have never been bored. For me, I want this game to be about building Factories. Learning to write my own mods has also helped me to eliminate any boredom.

And I use mods. Sometimes to make some things easier, and sometimes to make Factorio a bit harder.
Play it your way.

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Re: Well, Fulgora sucks [Spoilers]

Post by adam_bise »

jamiechi1 wrote:
Thu Nov 14, 2024 5:49 pm
testnewbie wrote:
Thu Nov 14, 2024 12:57 pm
Not feeling to quote the above again, but maybe MrDoctor should not see himself as the only data point to measure difficulty?
To some people reaching Space is a big challenge, to others it´s a breeze. I, personally, challenge myself with crazy lategame factories and absolutely love trains. Others see both as a nuisance or maybe to challenging.
No offense, but I will never understand why people say "I don´t like this/it´s too easy/difficult and because this is a fundamental truth for everyone else, we need to change it." This game has settings and mods for a reason. Or you can finish the game just buy following the "tips&tricks" and go slow with a lot of chaos but that´s totally fine. Play the way it´s the most fun for you." It´s that easy. :)
I agree.
I have been disabling biters/enemies for several years and have never been bored. For me, I want this game to be about building Factories. Learning to write my own mods has also helped me to eliminate any boredom.

And I use mods. Sometimes to make some things easier, and sometimes to make Factorio a bit harder.
Play it your way.
That's all well and good, I would love to have the option to "turn on enemies" but can only do so with mods, but instead of discussing mods let's talk about the paid expansion from the lens of expectations. Expansions by definition and practice in general expand on an existing game, adding to it with more features, maps, etc. When I bought the expansion and landed on Fulgora, it had not even occured to me that there might not be any enemies. I literally loaded my platform with turrets and ammo for the trip to Fulgora. I am accustomed to having all of the original features in the base game intact, and more additional features in the expansion. Having to defend yourself from enemies was an EXISTING feature that was REMOVED in half of the expo instead of expanded upon. I have all of these military items and weapons that don't even have any function anymore on Fulgora or Aquilo, and on Vulcanus there aren't any numerous enemy waves to defend against. It is kind of like eating pizza with no cheese, I am missing an ingredient.

Plus, where tf is that flying brain-like creature? The one that looked like a Starcraft overlord?

BTW I do appreciate the people who have made mods for enemies. I will check them out. It's just that I was really hoping for that Wube-level polish on new enemies for all planets.

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Re: Well, Fulgora sucks [Spoilers]

Post by BraveCaperCat »

adam_bise wrote:
Thu Nov 14, 2024 7:21 pm
jamiechi1 wrote:
Thu Nov 14, 2024 5:49 pm
testnewbie wrote:
Thu Nov 14, 2024 12:57 pm
Not feeling to quote the above again, but maybe MrDoctor should not see himself as the only data point to measure difficulty?
To some people reaching Space is a big challenge, to others it´s a breeze. I, personally, challenge myself with crazy lategame factories and absolutely love trains. Others see both as a nuisance or maybe to challenging.
No offense, but I will never understand why people say "I don´t like this/it´s too easy/difficult and because this is a fundamental truth for everyone else, we need to change it." This game has settings and mods for a reason. Or you can finish the game just buy following the "tips&tricks" and go slow with a lot of chaos but that´s totally fine. Play the way it´s the most fun for you." It´s that easy. :)
I agree.
I have been disabling biters/enemies for several years and have never been bored. For me, I want this game to be about building Factories. Learning to write my own mods has also helped me to eliminate any boredom.

And I use mods. Sometimes to make some things easier, and sometimes to make Factorio a bit harder.
Play it your way.
That's all well and good, I would love to have the option to "turn on enemies" but can only do so with mods, but instead of discussing mods let's talk about the paid expansion from the lens of expectations. Expansions by definition and practice in general expand on an existing game, adding to it with more features, maps, etc. When I bought the expansion and landed on Fulgora, it had not even occured to me that there might not be any enemies. I literally loaded my platform with turrets and ammo for the trip to Fulgora. I am accustomed to having all of the original features in the base game intact, and more additional features in the expansion. Having to defend yourself from enemies was an EXISTING feature that was REMOVED instead of expanded upon. I have all of these military items and weapons that don't even have any function anymore on Fulgora or Aquilo, and on Vulcanus there aren't any numerous enemy waves to defend against. It is kind of like eating pizza with no cheese, I am missing an ingredient.

Plus, where tf is that flying brain-like creature? The one that looked like a Starcraft overlord?

BTW I do appreciate the people who have made mods for enemies. I will check them out. It's just that I was really hoping for that Wube-level polish on new enemies for all planets.
You can use those weapons on
Gleba
and
Nauvis
. Plus gun turrets are helpful for defeating
Demolishers
on
Vulcanus
, even if they aren't as numerous as enemies on the other
Planets
.

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Re: Well, Fulgora sucks [Spoilers]

Post by BlueTemplar »

In a Vulcanus FFF :
https://factorio.com/blog/post/fff-429
About Aquilo
BobDiggity (mod-scenario-pack)

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Re: Well, Fulgora sucks [Spoilers]

Post by adam_bise »

So, enemies were removed from Fulgora because people might think it resembles Dune... really?? Don't worry about the fact that biters and spiters resemble zerglings and hydralisks. Enemies were removed from Aquilo because they slowed progress... Isnt that kind of the point? Vulcanus you kill a demo and it doesn't come back, ever... Really?? So you literally have to be asking for it AND it is a one time battle, Lovely. So the only expansion planet where you ever need automated military is Gleba? Seems like a pretty fundamental shift in the core mechanics. An unfortunately surprising one at that. This is exactly what I get for avoiding spoilers.

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