Re: Balance of Marathon Death world
Posted: Tue Jul 30, 2019 3:38 pm
@OP : You might be interested with the 0.17.60 release notes, and the devs' explanations :
viewtopic.php?p=446415#p446415
viewtopic.php?p=446415#p446415
0.17.60Koub wrote: Tue Jul 30, 2019 3:38 pm @OP : You might be interested with the 0.17.60 release notes, and the devs' explanations :
viewtopic.php?p=446415#p446415
I don't know why they did it, probably because of this post.kitters wrote: Fri Aug 02, 2019 3:36 pm0.17.60Koub wrote: Tue Jul 30, 2019 3:38 pm @OP : You might be interested with the 0.17.60 release notes, and the devs' explanations :
viewtopic.php?p=446415#p446415
- Deathworld marathon preset was made a little bit easier.
Interestinng if this topic caused these changes?![]()
Now DM != D+M.
(c) Enemy evolution time factor is set to 150 (from 200), pollution factor is set to 10 (from 12). Attack cost modifier is set to 80% (from 50%).
Did you talk about this comment? Bilka = Dev? Or are there another comments why they did it? (not what exactly they did)
So, I should have roughly half the biters from pollution ?FactorioBot wrote: Thu Mar 14, 2019 6:44 pm Version 0.17.12
[...]
Minor Features[...]
- Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
- Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)
Code: Select all
1011121314
Code: Select all
>>>eNpjYBBksGbgYACCBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVW
Zgzuag0JVU3PxNVcWpeam6lblJiMVAxgwMEA03NLMrPQzeBtbgkP
w9VpKQoNbUYWYS7tCgxL7M0F10vA+OiGhebhhY5BhD+X8+g8P8/C
ANZD4CWgjAYOABVAsVggDU5JzMtjYFBwRGInSCGMTBC5B7YM6ADx
o8Zjzu2/vhix8BY3sz75aviFjsGcgDUBhMHZhAHyhNwYFBbM3cHA
DJLTBA=<<<
Or this : viewtopic.php?f=6&t=45083 ?slippycheeze wrote: Wed Aug 07, 2019 1:11 am I kind of feel like a "community map presets" mod would be a solid thing to have.
Screw building slowly, three things are important -BenSeidel wrote: Thu Jul 25, 2019 3:36 am Koub has it right: Build Slowly!
You need to keep your pollution from hitting the biter nests as much as possible. Once you have some damage & shooting speed upgrades under your belt then attack the nests. Don't attack them yourself as turrets do more damage. Don't let your turrets die, repair them... It's difficult but not impossible. Play with a friend or 2 and it becomes MUCH easier (and also more fun). Make sure you have all the resources turned up to max. I'm not sure it's possible to do on normal resource levels... Ensure you are surrounded by trees. This is the ONLY time trees are your friends. Don't be cutting them down if you can manage it. Go Green. Go directly for efficiency modules. Get solar power ASAP. Every solar panel you put down reduces the amount of pollution you are producing. Don't upgrade your assemblers unless you have the modules to put in them. Gray assemblers produce more for less energy and less pollution. Basically don't upgrade anything past tier 1. Upgrades cost resources. Resources cause pollution to be created. Pollution is bad. The ONLY exception to this is stone furnaces -> steel furnaces. Upgrade these ASAP. They produce half as much pollution per item. Ensure you can turn your base off and turn it off before the pollution gets too bad. GLHF.
...or that, yeah, since you stuck a question mark on the end. One of these is possible today without Wube doing anything, though, which informed my choice of solution.Koub wrote: Wed Aug 07, 2019 5:30 amOr this : viewtopic.php?f=6&t=45083 ?slippycheeze wrote: Wed Aug 07, 2019 1:11 am I kind of feel like a "community map presets" mod would be a solid thing to have.
Not a requirement - too much defense is a waste of resources.aka13 wrote: Wed Aug 07, 2019 12:43 pm Screw building slowly, three things are important -
1. ALWAYS have a perimeter defence set up
What about research rushing oil + flamethrowers so that you can steamroll ?aka13 wrote: Wed Aug 07, 2019 12:43 pm 3. Forget research rushing, only research military stuff you will NEED to survive, until you are able to steamroll.
Not my experience in 0.17(.0-.11)... maybe because I don't spend 90% of my resources on defense ?aka13 wrote: Wed Aug 07, 2019 12:43 pm 2. Default ressource settings and generation are bullshit. Even when you will be able to steamroll enemies, you will spend 90% of the time setting up new mining outposts. Use RSO with default settings for a fun experience, or twiddle with default ones.
Well the question is, how slowly you advance, of course. I am a rather "monumental" player, slow and unforgiving to the bitersBlueTemplar wrote: Wed Aug 07, 2019 4:13 pmNot a requirement - too much defense is a waste of resources.aka13 wrote: Wed Aug 07, 2019 12:43 pm Screw building slowly, three things are important -
1. ALWAYS have a perimeter defence set up
What about research rushing oil + flamethrowers so that you can steamroll ?aka13 wrote: Wed Aug 07, 2019 12:43 pm 3. Forget research rushing, only research military stuff you will NEED to survive, until you are able to steamroll.
Not my experience in 0.17(.0-.11)... maybe because I don't spend 90% of my resources on defense ?aka13 wrote: Wed Aug 07, 2019 12:43 pm 2. Default ressource settings and generation are bullshit. Even when you will be able to steamroll enemies, you will spend 90% of the time setting up new mining outposts. Use RSO with default settings for a fun experience, or twiddle with default ones.![]()