The Hydra Dilemma - A Coop Factorio Playthrough!

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Xterminator
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Xterminator »

Episode 23 is up!
http://youtu.be/6co3GJiKmKg

Yet again I'm left with a mess that I can't figure out. :P
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Martc
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Martc »

It's fun to watch how you are destroying root's robot factory :)

And tip for Xterminator:
Disabling factories with inserter rotation is the worst thing you can do. Nobody will notice that until you completely run out of that product. And in this case it still take some time to discover where the problem is.
I think removing electrical pole is better idea, it is much more noticeable for other players.
Last edited by Martc on Fri Aug 15, 2014 1:19 pm, edited 1 time in total.
_aD
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by _aD »

Will you stop giving the game away! Where's the fun if someone's set-up isn't subtly damaged and no-one notices for six games? That is half the fun of this series...us as the viewers knowing the changes, and them as the players having to figure it out!

I think the viewers and commentators need to stop spoiling the fun!
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by JoshLittle »

Martc wrote:It's fun to watch how you are destroying root's robot factory :)
You can't destroy what doesn't work properly :D
Martc wrote: And tip for Xterminator:
Disabling factories with inserter rotation is the worst thing you can do. Nobody will notice that until you completely run out of that product. And in this case it still take some time to discover where the problem is.
I think removing electrical pole is better idea, it is much more noticeable for other players.
Not really. It is easy to overlook, but you can spot in also by noticing that there is no action. Not on inputs and not on outputs. Even the animation of the assamblers is different. But if you rip down poles everything blinks like hell, the next player thinks that this has to be fixed instead of thinking that it could have a reason. And the logic cables would also be destroyed. So it's ok to rotate the inserters.
If your belt feels too long, your wall is just too short :mrgreen:
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Martc »

I thought it wasn't spoiler, because I don't said where. But I put it to spoiler tag if you think that it is.
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Sign here, please

Post by _aD »

Dear viewers,

I [INSERT HYDRA PLAYER NAME], player of the Hydra Dilemma, hereby do solemnly swear that I will not look at any spoiler-marked content on this thread, or any other Hydra-related thread, so that such knowledge does not spoil the hilarity generated when things get messed up. I shall uphold this promise even after I have played my turn and I shall be bound until such times that the game has been horribly lost...I mean, completed.

Signed [INSERT HYDRA PLAYER NAME] on this day [INSERT DATE].
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JoshLittle
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by JoshLittle »

Who said that they never ever see what anyone else did? After the own round is recorded they all watch what happened till the last episode before them. And then there is lack of knowledge again for the next 4 episodes.
If your belt feels too long, your wall is just too short :mrgreen:
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by bonob »

JoshLittle wrote:Who said that they never ever see what anyone else did? After the own round is recorded they all watch what happened till the last episode before them. And then there is lack of knowledge again for the next 4 episodes.
The oath that _aD proposes would make sense as a new rule though. Until the end of the game, because if no hydra head ever notices that
the inserter was turned off and this damn boiler line isn't even connected to the water at the bottom
and the head who did it / planned it forget about it, then there's no reason to remind them here..
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Blackence »

JoshLittle wrote:
Martc wrote: And tip for Xterminator:
Disabling factories with inserter rotation is the worst thing you can do. Nobody will notice that until you completely run out of that product. And in this case it still take some time to discover where the problem is.
I think removing electrical pole is better idea, it is much more noticeable for other players.
Not really. It is easy to overlook, but you can spot in also by noticing that there is no action. Not on inputs and not on outputs. Even the animation of the assamblers is different. But if you rip down poles everything blinks like hell, the next player thinks that this has to be fixed instead of thinking that it could have a reason. And the logic cables would also be destroyed. So it's ok to rotate the inserters.
Still, the best way to "disable" production is making the output buffer overflow so production resumes automatically once the buffer is no longer full. I.e. just set a limit on that darn battery chest containing (not literally) thousands of batteries. And possibly the sulfur chest as well… However, since this is the hydra dilemma, I agree: the best way to handle this situation is to do something that nobody will ever notice unless they watch that episode. :-)
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by -root »

Episode 24

Due to hardware malfunction, the episode is 8 minutes short of what it should be. really sorry about this. The footage is unretrievable, I delete my originals once they are online.

You'll all get a huge surprise when you tune into FishSandwich's episode though. Welcome to the Hydra Dilemma, where even the viewers don't know what the heck is going on!
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by ketil »

I really like how you play during this playthrough root
Especially how you did your last two episodes, and how much the others didn't understand. Keep up the good work
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by JoshLittle »

It didn't work, so you don't have to blame the others :P

And be honest. The short video is just a prank against the viewers to cover up a prank against Fish, isn't it? :lol:
If your belt feels too long, your wall is just too short :mrgreen:
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by FishSandwich »

Here we go guys, part 25 is up.

Da.. Erlararlareh! - Factorio - The Hydra Dilemma #25

Props to anyone that figures out what the episode title means.. :D
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by delta28770 »

looks like its going to be interesing to see how the next person is to pick up where you left off! keep it up!
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Xecutor »

Mmmm... Odd number of underground pipes? Fish's curse :)
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-root
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by -root »

JoshLittle wrote:It didn't work, so you don't have to blame the others :P

And be honest. The short video is just a prank against the viewers to cover up a prank against Fish, isn't it? :lol:
Well, it did cover up a prank. But it also covered up an entire build...
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by _aD »

IT'S A FISH SANDWICH!
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by HeilTec »

FishSandwich wrote:Da.. Erlararlareh!
Props to anyone that figures out what the episode title means.. :D
This mystery remains unsolved :?
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Infectum13 »

Episode 26 - Old Dog, New Tricks!

I'm back from being out of town for a week. Enjoy!

http://youtu.be/ENm9cXLU2OE
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by -root »

My turn tonight. Pumped :mrgreen:

Any special requests?
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