Version 0.7.0

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APXEOLOG
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Re: Version 0.7.0

Post by APXEOLOG »

kovarex wrote:Pollution is directly dependent on the power consumption, so the effectivity module should minimize pollution for sure.
But there's nothing in tooltip too.

Thx for answers!

wrtlprnft
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Re: Version 0.7.0

Post by wrtlprnft »

Another question: is the pollution figure in the tooltip measured in pollution produced per amount of energy used, or pollution produced per time (when the machine is operating at full capacity)? If it's the former, efficiency modules will naturally reduce pollution.

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Re: Version 0.7.0

Post by kovarex »

It is pollution per time, and yes effectivity modules decrease pollution.

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Nova
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Re: Version 0.7.0

Post by Nova »

The whole pollution system reminds me of "Super energy apocalypse" (pretty nice flash game)


I don't know how the "base expand" thing works, but maybe this is an idea: Some creeper (builders?) go to a place, wait a few seconds (10?) and then a


In my opinion, the game is much to hard. I play the second campain, first mission on normal, and am not able to go inside the enemy base. Every time i approach it, ca. 15 creeper come out of the base and attack me. I and 4 Turrets (walled in with pipes) are needed to stop them. After the battle i want to walk again in the base - every creeper is respawned - what the heck? I will try to come from the left inside the base, don't know if this works...
But maybe i'm just bad in factorio, or makes the easy mode such a big difference? ^^
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kovarex
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Re: Version 0.7.0

Post by kovarex »

Nova wrote:The whole pollution system reminds me of "Super energy apocalypse" (pretty nice flash game)


I don't know how the "base expand" thing works, but maybe this is an idea: Some creeper (builders?) go to a place, wait a few seconds (10?) and then a


In my opinion, the game is much to hard. I play the second campain, first mission on normal, and am not able to go inside the enemy base. Every time i approach it, ca. 15 creeper come out of the base and attack me. I and 4 Turrets (walled in with pipes) are needed to stop them. After the battle i want to walk again in the base - every creeper is respawned - what the heck? I will try to come from the left inside the base, don't know if this works...
But maybe i'm just bad in factorio, or makes the easy mode such a big difference? ^^
We didn't playtest these missions with the new settings to be honest, and we also found out, that the creeper evolution isn't turned off in this mission.
We already made some changes in this mission (less spawners, turned evolution off, fixed the bug that creepers destroy the chest with the computer you should get, enabled some ammo upgrades, etc.)

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Re: Version 0.7.0

Post by Dakkanor »

kovarex wrote:
APXEOLOG wrote:1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal?
It is not. Enemies should be able to get to the spot where they want to expand.
Enemy expansion inside the player base was disabled for 0.7.1 anyway.
two things please,
firstly could you give a general explanation to the logic of how the enemy base expansion is intended to work? i.e what factors you use to calculate new areas for the biters bases.

and secondly, would it be possible to add in an option to choose how rapidly and aggressively the biters bases expand?
i just got killed trying to clear out some biters which spawned in an open area near my power generation zone which i hadn't set up with turrets because it was protected by a water barrier and i would love an option to restrict spawning near my infrastructure. biters getting into my base because of poor planning i can deal with, having my base destroyed from the inside because i left room for expansion in a closed off area just feels like i'm being punished for trying to plan ahead.

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FreeER
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Re: Version 0.7.0

Post by FreeER »

Dakkanor wrote:having my base destroyed from the inside because i left room for expansion in a closed off area just feels like i'm being punished for trying to plan ahead.
ouch, sounds like the biters should have a fourth form (hive queen) that has to be escorted to the new base area before it is established lol. Then at least you have a chance of stopping it from occurring close by if you use alot of turrets everywhere xD...hmm that reminds me of starcraft which reminds me of zerg rushes lol
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Dakkanor
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Re: Version 0.7.0

Post by Dakkanor »

FreeER wrote:
Dakkanor wrote:having my base destroyed from the inside because i left room for expansion in a closed off area just feels like i'm being punished for trying to plan ahead.
ouch, sounds like the biters should have a fourth form (hive queen) that has to be escorted to the new base area before it is established lol. Then at least you have a chance of stopping it from occurring close by if you use alot of turrets everywhere xD...hmm that reminds me of starcraft which reminds me of zerg rushes lol
i actually really like that idea, it stops enemy bases springing up in the undefended center as long as the outside of the base is secure.

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Re: Version 0.7.0

Post by Nirahiel »

Dakkanor wrote: i actually really like that idea, it stops enemy bases springing up in the undefended center as long as the outside of the base is secure.
Actually ... :roll:
I defend my base even from the inside :D

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Re: Version 0.7.0

Post by slpwnd »

Dakkanor wrote: two things please,
firstly could you give a general explanation to the logic of how the enemy base expansion is intended to work? i.e what factors you use to calculate new areas for the biters bases.

and secondly, would it be possible to add in an option to choose how rapidly and aggressively the biters bases expand?
i just got killed trying to clear out some biters which spawned in an open area near my power generation zone which i hadn't set up with turrets because it was protected by a water barrier and i would love an option to restrict spawning near my infrastructure. biters getting into my base because of poor planning i can deal with, having my base destroyed from the inside because i left room for expansion in a closed off area just feels like i'm being punished for trying to plan ahead.
You can have a look at data/base/prototypes/map-settings.lua (in the enemy_expansion section). The whole thing works as follows:
1. The algorithm keeps the set of possible candidate places.
2. These are selected to be "not too close from the existing enemy bases" (min_base_spacing), "not too far from the enemy bases" (max_expansion_distance) and not too close to the player's structure (min_player_base_distance - this is new in 0.7.1).
3. The cooldown (expansion_cooldown) governs when the expansion happens. At the moment it comes out to be +- once in 15 minuts on medium sized maps. But we will have to playtest it more, since this gets more frequent for bigger factories.
4. One of the possible locations is selected and a group of biters is sent there.
5. They walk around the place for a while and then they die and buildings appear.

So the update in 0.7.1 is that the expansion is going to avoid players structures, meaning that enemies will not try to build bases inside your factory. Which I agree is more annoying than fun.

Nirahiel
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Re: Version 0.7.0

Post by Nirahiel »

slpwnd wrote:then they die and buildings appear
Oopa starcraft style ^^

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Re: Version 0.7.0

Post by cube »

Nirahiel wrote:
slpwnd wrote:then they die and buildings appear
Oopa starcraft style ^^
everything has already been done in starcraft :-)
I have no idea what I'm talking about.

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Re: Version 0.7.0

Post by Imp0815 »

kovarex wrote: Yes, or you can call this one

Code: Select all

game.mapsettings.pollution.ageing=1000
this will remove 1000 pollution on every chunk every tick (instead of the default 0.6).
And thanks again, will try this when i'm back home from work :D

EDIT:
I try'd it out and it works and now i realized that was not my problem there are just stupid random wandering hordes that marauder my Railroad :/

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Re: Version 0.7.0

Post by Dakkanor »

would it be possible to extend the electric system stats?
i often want to know what %of each power item is utilized, what the max utilization for power and consumption, total accumulator energy capacity ect ect.

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Re: Version 0.7.0

Post by ssilk »

Like so:

Image?
Circle-diagram

Would be useful, because currently you only see the absolute numbers....
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RawCode
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Re: Version 0.7.0

Post by RawCode »

it will be nice if something similar to dune concrete plates added.

devices placed on concrete plate floor have some bonuses and no enemy unit may spawn on concrete floor.

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Re: Version 0.7.0

Post by n9103 »

RawCode wrote:it will be nice if something similar to dune concrete plates added.

devices placed on concrete plate floor have some bonuses and no enemy unit may spawn on concrete floor.
A fix for a problem that's already been fixed in .7.1
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Re: Version 0.7.0

Post by Trucario »

When will be possible to add a wall door?

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FreeER
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Re: Version 0.7.0

Post by FreeER »

Trucario wrote:When will be possible to add a wall door?
I would say never, though I'm not a dev. You do realize that adding any type of door (that isn't trapped with explosives or lasers) will, pretty much by definition, WEAKEN your walls? Besides, how hard is it to mine a single wall and replace it behind you, which is pretty much how you'd open a door and shut it behind you...or lay some land mines in front of the walls that you go through often. If you have a horde of enemies behind you why not try placing something down that they have to go around? or heading towards some turrets (which should be able to fire from behind your walls) or even extending your walls in a few places with a maze to walk through with turrets capable of firing on any enemies following
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Re: Version 0.7.0

Post by kovarex »

I think, that the gate could get to the game eventually.
If not for the functionality itself, it would add nice feeling of completenessand interactivity of your base.

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