But there's nothing in tooltip too.kovarex wrote:Pollution is directly dependent on the power consumption, so the effectivity module should minimize pollution for sure.
Thx for answers!
But there's nothing in tooltip too.kovarex wrote:Pollution is directly dependent on the power consumption, so the effectivity module should minimize pollution for sure.
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.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? ^^
two things please,kovarex wrote:It is not. Enemies should be able to get to the spot where they want to expand.APXEOLOG wrote:1. Enemy turret just spawned inside of my base instead of 4 Solar Panels... Is this normal?
Enemy expansion inside the player base was disabled for 0.7.1 anyway.
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 lolDakkanor 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.
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.FreeER wrote: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 lolDakkanor 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.
Actually ...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.
You can have a look at data/base/prototypes/map-settings.lua (in the enemy_expansion section). The whole thing works as follows: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.
Oopa starcraft style ^^slpwnd wrote:then they die and buildings appear
everything has already been done in starcraftNirahiel wrote:Oopa starcraft style ^^slpwnd wrote:then they die and buildings appear
And thanks again, will try this when i'm back home from workkovarex wrote: Yes, or you can call this onethis will remove 1000 pollution on every chunk every tick (instead of the default 0.6).Code: Select all
game.mapsettings.pollution.ageing=1000
A fix for a problem that's already been fixed in .7.1RawCode 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.
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 followingTrucario wrote:When will be possible to add a wall door?