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Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 4:18 pm
by JoshLittle
you expect root to build
trains
?
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 4:30 pm
by DerivePi
Junion wrote: I wonder if its possible to use an inserter on a car or not.
Yes, cars can have inserters operate on them. As for -Root and unfinished train stations, his "track" record isn't that good (groan here). Maybe he can lay the pipe right next to the train line.
Since everything is ready, I'd like to see some more alien artifact gathering (as an aside, aren't we the alien in this setting?). Although, someone should Factoriolize the production of cars. These guys will need a lot more cars to clear out the rest of the trees!
Just remember poison (the green circle thingy) for the worms. Also note, you can poison worms without coming into range of them. Just shoot short and the area of effect will hit them. Launch three and run.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 5:58 pm
by MithrandirBooga
Junion wrote:
A general note for everyone...it might be a good idea to think about driving a car more often...if you trust yourself not to crash it, when doing stuff outside the base

.
Screw that. 2 Fusion Reactors and 5 Exoskeletons is where it's at.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 10:08 pm
by -root
JoshLittle wrote:you expect root to build
trains
?
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 11:20 pm
by FKODgaming
-root wrote:JoshLittle wrote:you expect root to build
trains
?
Well Played, Sir
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 12:36 am
by -root
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 12:54 am
by Infectum13
JoshLittle wrote:Oh infectum. That kind of episode where it is not possible without a bit of blaming
(And for those who hate long spoilers: I think it is needed here.)
.....I feel like I'm going to have to print all this out at work.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 12:57 am
by Infectum13
Xterminator wrote:HeilTec wrote:Boogieman14 wrote:... there appears to be a pretty strong
SEP field in this coop

Procrastination.png
This clearly explains the SEP effect in this series, since past, present and future 'me' are three different persons.
Ahaha so true! Love that post mate.
As for Infectum's fighting, I think Josh Little's second spoiler was really good, that is some good constructive criticism, rather than just insults.
But Infectum if you read this, don't feel too bad about being bad at combat right now. Everyone started out being bad when they first started, and I mean I can't count the number of times I completely failed at trying to kill a base. Hell anyone who watched my last several videos in this series knows I died like 3 or 4 times trying to kill a base. :p
The biters are just pissing me off at this point...
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 4:05 pm
by JoshLittle
Oh root. That is more a prank against me. Such a good idea for a prank and after you waited over 50 episodes you fuck it up like this? 6 in each direction? At the lake you could have 15-20 in two directions and the wtf-moment because of the
disappearing of a logistic network
. Man, that's lame. Go play normal episodes, pranks are not your thing.
(Don't take it too seriously, but... you really fucked it up!

)
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 5:02 pm
by DerivePi
I guess this is a moment where 2 deconstruction plans would come in handy.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 10:18 pm
by PharAway
Heya all! New member of the Hydra family here. I uploaded the recent episode so make sure you check it out! Had a blast and look forward to future episodes! Thanks for the invite guys.
https://www.youtube.com/watch?v=ipWI72agzCs
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Sep 26, 2014 4:30 pm
by JoshLittle
Hey new guy. I can't see you because your so far ... ok, not funny
So at least you can fight.
But you also can't prank.
Let's see the next time if and how you can build/micromanage

(
f.e. Copper plates are jamming on the belt. A buffer would be nice.
)
To look only at around 50 artifacts is a bit short. Additionaly 1 1/2 researches have to be done, and then the armor has to be filled with something that probably needs more of it.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Sep 26, 2014 4:39 pm
by n9103
He's also only got 20 minutes to accomplish anything.
I'd say he did pretty well considering he was basically dropped into the middle of everyone else's projects.
He also dealt with forest bases, ones no one else seemed interested in culling.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sat Sep 27, 2014 1:55 am
by Infectum13
Episode 66 - A "Little" Post
Some quick fixes around the factory, and a bit of a chat today.
http://youtu.be/aSkeXyM4a2M
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sun Sep 28, 2014 1:29 am
by Xterminator
Episode 67
Why You No Work!? Is live.
Spend some time fixing a few things, and then trying to figure out why some things aren't working, but to no avail. xD
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sun Sep 28, 2014 2:11 am
by Junion
Xterminator if you don't know why I'm posting this link, check the replies to your video

.
https://forums.factorio.com/forum/vie ... 450#p45940
With that said. I did have some laughs from it..when you realize not just the long inserter issue..but also that you had an issue and needed smart inserters..it honestly made me laugh out loud (no litterally I did). Quite funny and quite fun to watch. You made some progress, you sadly didn't catch onto everything going on at the other oil base
the roboport there has no robots, has no smart chests, and is not in the network
. But you got some stuff done in those 20 minutes.
Lets hope FKOD figures out how trains work. He also seems to know about as much as you do about them...but we'll see what happens. It's times like this I wish I was part of the dilemma...as I know how it works..but then I'd prob wind up stuck elsewhere and be just as distracted heh.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sun Sep 28, 2014 2:14 am
by PharAway
JoshLittle wrote:Hey new guy. I can't see you because your so far ... ok, not funny
So at least you can fight.
But you also can't prank.
Let's see the next time if and how you can build/micromanage

(
f.e. Copper plates are jamming on the belt. A buffer would be nice.
)
To look only at around 50 artifacts is a bit short. Additionally 1 1/2 researches have to be done, and then the armor has to be filled with something that probably needs more of it.
Thanks for the compliment and advice. I'm definitely on the caliber of say root or fish. But I hope to be more helpful to the base next turn. Or..... I might go all hulk again on the biters so I can get some alien artifacts for the other guys.
n9103 wrote:He's also only got 20 minutes to accomplish anything.
I'd say he did pretty well considering he was basically dropped into the middle of everyone else's projects.
He also dealt with forest bases, ones no one else seemed interested in culling.
Thanks for the props! Hopefully I won't get killed with my crazy guerrilla tactics.. lol

Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sun Sep 28, 2014 2:48 am
by sbroadbent
I just wanted to say, for those playing in the Hydra Dilemma who don't understand how rail signals work, watch this video:
Inzainia Play's: Factorio ver 0.8.0 EP:21 (rail signals). With that said, if there is anyone at all having problems understanding rail signals, that video will make signals make a whole lot more sense, and trains fun to play around with.
When I started to setup a multi-train system, I had trouble understanding how signals worked until I watched this video.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sun Sep 28, 2014 3:24 pm
by JoshLittle
@infectum (ep 66):
Nice to hear that you read the post. And nice to hear that you have time at work for other things, not like me. Please take also the time - if you didn't yet - to reread it while watching your video. Pause at the markers I gave you. If it makes click you don't have to worry about combat anymore. And please just don't say you are too bad to go to combat anymore. The goal is you to get better. Don't resign, train. Understand and train. And then your combat will be fluent like the others. Number 65 from pharaway was a good video to see combat in action. He uses some of the things I wrote in the big post, just because it is the natural thing to do in these combats. You will get there too. And there is no other time for combat. You can't go grab hundrets of artifacts right at the beginning with just the pistol and no armor. The armor is getting better and now is the first time when armor and weapons are stronger then the biters. Now the fun in combats begins.
Perhaps you use again the old file for your previous episode to train destroy the same base again. One time with car, one time without. Or you could walk the path of bases from ep 65. After that you will have no problems. After that you will also get in in live-episodes.
Right at the beginning I thought "oh, weared sound". And then you said something about the micro. Guess that is why.
The roboport alone doesn't defend. A second one (which you already had) wouldn't help, it already covers the area and needs no other. But construction robots and repair packs.
--------------------------------------------------------------------------------------------------------------------
@xterminator (ep 67):
Also if you wish to never set up a station again:
- Let the train drive to the station before you set something up
- Make shure to get the inserters close enough to the wagon before you build the rest of the base setup
- While setting up the train that happened what alex was close to do. Blocking the main station because of no signals. If you are not shure the easiest thing to do is to rip out a piece of the track, then it is not connected to the rest and can't mess the other trains while you set up the new outpost.
- For unloading trains (wagons that are filled and emptied at the same time) smart inserters are the only way. Because otherwise the stuff putted in will be taken out at the other position
- Does it really sound like a good idea to cut the loading zone with a wall and to let the train be attacked outside the outpost?
(And nearly everything of it happens from 15 min on..

sorry, but that was funny

)
For your question: I wouldn't call it stupid. But the signals are a thing that even I (= bad player and no expirience with train games) could figure out in a short time and a bit of wiki (not for a 20 min episode, but you are played before the hydra) how it works. "Oh, signals use a block method?". With that information and a bit.. eh lot of try and error I got into the details I got my working train system. So what it is now? It feels like everyone says trains are fun, I was the one who knew they are not, but now nearly nobody (.. I am watching) uses them in an advanced way like I do. I am still a bad player, but it is a weared situation

Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Mon Sep 29, 2014 8:48 am
by -root
JoshLittle wrote:a lot
Dude. Spoilers!
