Either you are ready for them when they evolve and relentlessly swarm you. Or you are doomed.
There is no way I know of to "recover". Can't build weapons / research if low on resources. Can't get more resources as it requires time and/or exploring new sites to set up bases - due to non-stop swarms that you can't beat.
Your save is doomed at that point - apart from cheating by lowing the evolution level via console commands; even peaceful mode can be problematic if you need to clear out enemy spawners to set up base.
Edit: Since posting I decided to give it another shot. I shut down everything and focused full on ammo and turret production. It's under control for now. It's fortunate that I still have iron and copper left to mine in the base. Still some kind of recovery mechanism would be good IMHO.
The enemies are kind of a "forced failure" condition
- BlueTemplar
- Smart Inserter
- Posts: 3032
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: The enemies are kind of a "forced failure" condition
You just found it.
(Alternatively, a more risky option : respawn, kill the invaders, and then kill the nest where they came from.)
In settings no worse than Death World, you can always manage to find some free resource spots. (Though it can take a long time without a car !)
(Alternatively, a more risky option : respawn, kill the invaders, and then kill the nest where they came from.)
In settings no worse than Death World, you can always manage to find some free resource spots. (Though it can take a long time without a car !)
BobDiggity (mod-scenario-pack)
- EpicSlayer7666
- Inserter
- Posts: 38
- Joined: Mon Sep 02, 2019 7:52 am
- Contact:
Re: The enemies are kind of a "forced failure" condition
that part appears to be almost impossible... depending on the number and range of the enemies, you probably will need like 500 players to manage that. the enemy spawn rate is no short of insane since there is not really a "wait time" between spawns and they really just come out like tap water out of the spawns lol...BlueTemplar wrote: ↑Thu Jan 16, 2020 2:40 pm (Alternatively, a more risky option : respawn, kill the invaders, and then kill the nest where they came from.)
really the way to play this game is to race for turrets and walls and spam military to have a head start and keep ahead of them... tho everything you do makes them evolve so... unless you know how, you will guess the balance of actual research and military production and gamble on if they get too strong quick... for newer players that is a nightmare since losing your first base and all your work can literally make you want to stop playing for a good while...
(the equivalent of having a creeper in Minecraft destroy hours of work on complex redstone... it literally makes you stay away from the game for 6 months! gets worst with nuclear reactor mods like Rotarycraft + Reactorcraft... so many rare resources and the base becoming radiated...)
in reality, i wish they implemented a 30 seconds cooldown or something in the spawners so it would not come out like "tap water"! that could fix the problem a good bit! (not perfect but at least you could "clean your base" and the bugs would not just replace them self instantly. AND would not change the Balance between weapons and swarms attacking as a group.)
- BlueTemplar
- Smart Inserter
- Posts: 3032
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: The enemies are kind of a "forced failure" condition
500 players will wipe the floor with biters even without any ammo, as can be seen in this spiffing video.
Balance is hard. Especially for new players which might have a wildly different set of skills.
Any kind of cooldown would probably make the biters a pushover.
For a pretty nice example of how to deal with the biters, you can watch this video series about a game with ~Death World settings.
Balance is hard. Especially for new players which might have a wildly different set of skills.
Any kind of cooldown would probably make the biters a pushover.
For a pretty nice example of how to deal with the biters, you can watch this video series about a game with ~Death World settings.
BobDiggity (mod-scenario-pack)
Re: The enemies are kind of a "forced failure" condition
Biters (and allies) are both too hard and too easy at the same time.
They're too hard in that if they get into your base, they can do tons of damage very fast, and it may not be recoverable.
Also, if you have decent shields and armor, getting hit enough to take out the shields will almost always kill you in the next few ticks before you can reasonably respond.
They're too easy in that setting up a wall that is almost impossible for them to even damage is not that hard. Also, when you have decent shields and armor you can usually go waltzing into battle and be fine.
They're too hard in that if they get into your base, they can do tons of damage very fast, and it may not be recoverable.
Also, if you have decent shields and armor, getting hit enough to take out the shields will almost always kill you in the next few ticks before you can reasonably respond.
They're too easy in that setting up a wall that is almost impossible for them to even damage is not that hard. Also, when you have decent shields and armor you can usually go waltzing into battle and be fine.
Re: The enemies are kind of a "forced failure" condition
that's why you can turn them off
-
- Inserter
- Posts: 29
- Joined: Thu Feb 21, 2019 4:46 pm
- Contact:
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: The enemies are kind of a "forced failure" condition
Perhaps a new preset for map gen enemy settings. "Cuddle World" or similar.