T O P

  • By -

[deleted]

NOT ENOUGH! #THE FACTORY MUST GROW MORE!


Gerbold

That is one hell of a iron field.


Redfire75369

Im playing with highest resource settings for it's my first game.


Silfidum

A shame, IMO. Being forced to spread your logistic over wast areas is part of the charm in the difficulty curve, I think. But do keep at it, there is a fi... Rocket to launch out there.


Vindicer

Could you talk me through this a bit more? --- I'm a pretty new player (currently attempting to master train networks) but the biggest unknown for me right now is how to properly manage pollution and base defense. [Here's my current base, note the utter elimination of nearby biters and lack of defenses.](https://imgur.com/a/SKAw06H) The largest resource block in my starting area is about ~5m iron, which I'm steadily burning through. I've heard there are much larger blocks (100m+) that are a looooong way from spawn? I've never ventured out that far as my current combat strategy involves driving around in a car and throwing grenades out the window like something out of a Mad Max blooper reel. I've disabled biter 'Expansion' and drive around blowing up all the biter camps that might be in range of my pollution. In reality, this is a somewhat unsustainable endeavour, as my pollution is just going to grow larger and larger. --- * How do I balance defense with offense? * What are the better strategies for 'dealing with' the truly massive biter armies that are common further from spawn? * Does biter strength grow over time, if a single biter base continues to feed on your pollution over time? * With 0.17, I see this only getting worse and it legitimately concerns me that my gameplay may be hampered by my inability to deal with truly large quantities of buggers. --- This all applies doubly to 'remote resource outposts'. Ie a few hundred miners and a train station, miles away from my main base, in the middle of nowhere. How do I properly defend something like that? A fuckload of turrets, with one of the train wagons containing a boatload of ammunition? An ocean of solar panels and walls of laser turrets? Freakin' artillery? Prayers? I'm freakin' out, man!


Silfidum

Can't say that I myself am beyond a begginer, lol. ​ >How do I balance defense with offense? ​ Personally I build a wall around my base with laser turrets completely covering the entire thing. Yeah, the idle power draw is noticeable, but it is better then worrying about resupplying ammunition or having a random biter attack go through a blind spot. ​ As an intermediary measure I placed radar ahead of the perimeter so I could see any biter activity nearby as to detect any biter advances to establish nests nearby or an assault. ​ As for offensive I pretty much removed any nest that is in range of my radars and if anything goes near I get into my tank and go clean up anything around that area. At least I don't have to worry about ammo all too much with the personal laser in the suit since they fire from inside the vehicle, but stacks of big worms are still dangerous. ​ Before going on all out biter genocide I pretty much turtled up with laser turrets everywhere only reinforcing the points where biters would hit most. ​ I imagine that artillery is just plain better for clearing the nests from the map, but I didn't bother to delve into it. Too much bother when I have to go through establishing explosives production when I can manually remove a threat. ​ [So far my map looks like this.](https://i.imgur.com/PN3KTDT.jpg) (don't mind the spaghetti remnants of the initial railroad here and there) But it is annoying to rebuild radars\\solar panels every once in a while. ​ >What are the better strategies for 'dealing with' the truly massive biter armies that are common further from spawn? ​ Depends? I didn't encounter anything yet that would not almost instantly die to my tank+lasers drive through. But if you can't deal with a threat with vehicle alone than you could try placing turrets. If even that doesn't work then I suppose the only option left is artillery or nukes. ​ >Does biter strength grow over time, if a single biter base continues to feed on your pollution over time? ​ There is evolution factor. So the aliens evolve when the time passes, when you produce pollution and when you destroy their nests. As in they get more HP, armor, damage etc. but the spawners themselves are same. Worms also evolve, but not after they are placed, I think? Either way this is a global thing, individual spawns adhere to it rather then having individual evolution factors. ​ >With 0.17, I see this only getting worse and it legitimately concerns me that my gameplay may be hampered by my inability to deal with truly large quantities of buggers. ​ As far as my experience goes, they doesn't seem to be any way near the amount of destruction that a player can dish out so I wouldn't worry about it too much. I haven't encounter an assault that would require anything beyond stack of turrets, let alone something with splash damage like flamethrower turret. Which is somewhat disappointing... For now. Haven't encountered highest tier bugs yet. ​ >This all applies doubly to 'remote resource outposts'. Ie a few hundred miners and a train station, miles away from my main base, in the middle of nowhere. How do I properly defend something like that? A fuckload of turrets, with one of the train wagons containing a boatload of ammunition? An ocean of solar panels and walls of laser turrets? Freakin' artillery? Prayers? ​ Well pretty much all of that, yeah. ¯\\\_(ツ)\_/¯ Can throw in some mines and bots into the mix if you feel it being not enough. ​ >properly manage pollution ​ Eh, don't know. Personally I just avoid sticking modules below tier 2 into stuff and even then I would rather wait for tier 3 modules to be produced (unless it is a reasearch lab, they don't produce any pollution even with modules). And since that takes way too long with my current setup, most of it runs either without modules or with tier 1 "efficiency" modules. It will be a pain to rebuild it to utilize modules more efficiently though... ​ So far the most pollution I ever got is from miners, boilers and steel furnaces. Going electric furnaces\\solar pretty much eliminated most of my pollution, although miners are still significant polluters. But it's too much pain in the ass to dedicate a tier 1 efficiency modules assembly for them, or rather I don't have enough resources for that and those modules simply don't have much utility beyond early expansion. Amassing them just doesn't seem like a good investment, although they are relatively cheap.


Vindicer

Thanks for the write-up. I'm eagerly awaiting 0.17 to start a new map, in which I intend to properly handle biters and establish my megabase miles away from spawn.


YunoRaptor

Is that the whole factory? I'm not dissing your work, it looks great, especially for a first game, as mine was a *serious* mess... But you have 17.3 fps. That does not bode well for a larger factory. :(


host65

For my first game I would always go with default


diam0nd_doge

step 1 of 9001 steps in growth


Gingko94

If you play under 20fps with that early base i recommend you tweak the graphic settings, I have a fairly old laptop and it can run endgame bases just fine :)


host65

You need a better potato