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Fordítási probléma jelentése
Thank you for your response, however with great respect, this is not quite the issue I am highlighting in the OP. I apologise if I didn't explain it in enough detail. The problem is not that victory poles do not prevent base respawns, they certainly still do.
The issue is that biter AI seems to have been adjusted so that they attack and destroy these victory poles, where in the past they used to only attack buildings which caused pollution, or turrets which attacked them (or walls blocking their way to either of the above). And then once the poles are destroyed, they no longer exist to block a respawn point and so biters can recolonise.
This issue came to light in another thread, where somebody complained that when their base was attacked by biters, the enemies ran straight past their polluting steam engines, and instead began attacking the power pylons leading off from them. Others commented that they had also seen this behavior of attacking non-polluting objects such as poles and transport belts, and this rang true for me as well. In fact, I recalled that in my game a short time ago I had heard an 'under attack' alarm go off, but there had been no biters anywhere near my defenses and no icon appearing on the map. Somebody in that thread made the assirtion that the biter AI had been tweaked in a recent update, to make sure that victory poles were destroyed and so biters could respawn.
So I went into my own game where I had cleared out all enemy bases within a large area of my map, and poled the entire space to ensure they could not come back. I had previously used the debug view to make sure that no green circles appeared anywhere within the cleared area, so resapwning was definitely not possible. And yet, when I checked my map again I found that some new green circles had appeared since I last checked, which could only have happened if one or more of my poles had been destroyed. And sure enough, a biter colony had taken advantage of this and moved into the area, setting up another base in a spot which I had previously cleared and poled completely. I can only assume that the 'under attack' alarm was one of my victory poles being destroyed - since it was beyond the range of my radar it may not have shown up on the map, or perhaps because it was taken out quickly and was in the wilds around my base not in the base propper, I didn't see it.
So in my experience this is definitely an issue. The problem, as I say, is not that poles no longer prevent spawns, but that poles can now be destroyed by biters, which renders their AoE for preventing recolonisation null, and allows enemies to move back in.
I never unsubscribed from this thread, still hoping a dev may pop in sometime to say a few words.
I have no mods in my game...I'm relatively new to Factorio and am exploring all it's gameplay completely vanilla before looking into the modding scene. But I can catagorically state that I made sure the area was fully poled, with no green circles anywhere near, when I cleared the place out. But some of my poles were missing when I went to check the second time, presumably destroyed, and some green circles around that area had come back.
After exploring more thoroughly I think that so far only one single biter base had recolonised (although it's a big area so I may not have found others yet)...I've now used turret creep to remove that again, and am in the process of mass-producing walls and laser turrets to cordon off the entire landmass (yes I know I should have done this at first, but with the pole strategy I didn't think it nessecary). It's come at a bad time, because I was right in the middle of tearing my entire factory apart and rebuilding it pretty much from scratch, but I've managed to throw together the most important production lines to keep things running and focus on those defences. I do have strong defenses at my base entrance and around a resource outpost I built in the waste, but the no-man's-land around those two is completely unprotected save for poles...hopefully I won't lose any more of them before I'm done fortifying.
But they weren't moving to attack my factory, as my pollution cloud was nowhere near their spawners. When I cleared out the area around my base I pushed a fair way out into the wilds in every direction, with the expressed intent of making sure that no biter bases would be close to my pollution, so no biters would move to attack. The place they recolonised was several chunks away from the edge of my cloud, so they could not have been moving to attack me when they encountered the pole. The only time they would have seen it is if they were scouting for new base locations, or if they deliberately moved to attack it specifically from their home nest.
Instead of "Find the nearest thing that's making a lot of pollution and attack it", the AI seems to say "Go to the center of the pollution cloud (where it's thickest) and attack whatever's nearby." This means that if I have a bunch of boilers on one side of my base and a bunch of furnaces on the other side, the middle of the pollution will be between them -- so even if this space only has some belts and power lines, that's where the biters will go.
Usually military buildings are first priority.
Interesting observation, I'm not sure myself and would have to check with some tests of my own. The Wiki says they home in on sources of pollution, and only break off from that goal for turrets or the player, but that may not have been updated for the latest game versions and any changes they may have brought. Radars are apparently included in the spectrum of 'defenses', as just today I saw a youtube video of a gamer's factory being inundated by biters - they killed the two players, then made a beeline right for the radar and took that out, then moved on to other things nearby.
Quoted from the wiki: https://wiki.factorio.com/index.php?title=Biter
'The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a defense, to a degree. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.'
As I say though, I myself have experienced them destroying power poles outside my base, and this was not part of a sustained attack on my factory because they never came anywhere near my defenses. It seemed to be a separate behavior, perhaps a new part of their colonisation AI.
A good comparison to the aliens here is the zergs which you could borrow mechanics from, why not have new alien bases be built by the aliens themselves by spawning a drone which deploys a new building of random type depending on evolution factor?
Solves the whole problem with aliens cropping up left and right, as long as you have a frontier any ground you have cleared as long as that base building bug is kept out will not be colonized again?
That's pretty much what happens already. A group of biters/spitters set off from an already established base to a new area, and when they get there, if the site is suitable, they transform into base spawners. They can be kept out, and no bases will spawn within your factory.
The issue, though, is that if they come across your factory defenses in the process of such scouting, they will start attacking, which (before endgame roboports have been researched) diverts the player from building projects in order to repair and maintain said defences. And when this happens extremely frequently, as it does currently, it kinda spoils the fun for those players who are more interested in the building and logistics side of the game over the defense.
Previously this could be remedied with the victory poles, as biters would not attack them due to them not polluting - instead, the scouting party would just turn around and head back home without spawning a base. But now that biters attack poles and destroy them, this effecitvley means that the only way to control biters is to have defenses, which need maintaining.
On a more general note, I have just come off a game session in my world, and I have more proof that poles can now be destroyed. I took a screenshot this time to show what I'm talking about:
http://steamcommunity.com/sharedfiles/filedetails/?id=660941039
I'm currently building defenses to hem in that 'no-man's-land' which I cleared around my pollution cloud with victory poles. You can see the defense line over to the east, that long blue wall. The two biter bases which can be seen just to the west of my position are the second and third ones which were recolonised (the first was over to the east, and I removed it again).
Note the green circles throughout that northern area, possible biter base locations. I can state catagorically that those circles were not there when I initially cleared the area. I set up victory poles in that whole section of the map, and was careful to ensure that no recolonisation points could be seen. The fact that the green circles have reappeared, and indeed that some enemy bases have respawned in the area too, means that those poles I set up must have been removed.
This doesn't look that scary I thought you were under attack 24/7 but I barely see any biters.
Look at mine, my factory is far-top-right, they don't really expand that much in the vanilla game. I used mods to force them to be more agressive and expand more and quicker. But most of these biter bases are pre-generated.
bottom left and middle are my friend and brother bases
http://steamcommunity.com/sharedfiles/filedetails/?id=661020569
You can easily bait biters , just place 4 turrets, wall them off but leave 1 open hole in the wall. Biters will walk around the wall to get the turret inside the wall.
Remeber to have a 1 space between wall and turret because blue biters can atak through 2 tiles and destroy both turret and wall. Thats why you need a 1 space between turrets and walls. So you don't need to wall your entire base with the turrets in the early-mid game. Just make few guarding spots like this. To cover your base perimenter, they are also easy for manual replenish and fix. You can also additionaly in the wall-hole place a converyor belt, it slows biters when they step on it a bit and lets your turret to kill them before they reach them.
The solution to your issue is, I feel, an easy and fairly simple one. Rather than plant victory poles, place a turret or two surrounded by a wall. This is also more realistic when it comes to keeping biters from respawning nearby. This way, if biters do happen to wander into the area, they get killed and your turrets continue to prevent new biter bases from being established. This is my standard method. I set up an assembly machine to build turrets, as well as several to produce ammunition. When I have enough, I wait until I'm doing a lot of research or otherwise causing my "max pollution" cloud. I then walk the perimeter of said cloud, wiping out all biters and planting turrets and walls. Any new biter bases that spawn will be well outside my pollution zone.
Edit: Also, I suspect the developers of the game won't have much sympathy for complaints about "victory poles", since I don't think it's how they intended their game to be played. Just like most, if not all, game developers usually patch and remove game exploits, or "quick and easy ways to kill the Boss", etc...
Are you sure they don't attack radars? Not meaning to question your experience or anything, if that's what you have seen in your game then I certainly respect that man, but the tutorial missions say that radars are one of the highest priority targets for biters. And as I said above, I watched a Youtube gameplay video just earlier today in which, once the biters overrunning the player's base had taken out both players, they made a beeline straight for the radar first, and only moved on to the rest of the base once that was destroyed. Again, not meaning to challenge you or anything, just curious because I kinda feel I've seen behavior to the contrary...
lol that's because I've driven them all back well beyond my pollution cloud. As I said in the op I went around the whole area creating a large buffer zone between my pollution and the biter nests, with the intention of preventing them from attacking me regularly. While I like the potential for attacks as it does add an element of uncertainty and excitement to the mix, I do much prefer them to be more rare so I can focus mainly on building and logistics. And also, learning the enemy AI and devising ways to control them so their attacks are less frequent is almost a logic challenge and a puzzle in itself, and also something I like doing.
Is this strategy consistent? The wiki which I quoted above suggested that too, however it said that biters will vary, and while some will go around, others will just try to break the wall down instead. And if that happened, it would necessitate my breaking off from other projects to ensure the walls are maintained, which is the thing I'm trying to redeuce if possible...
I have seen them wandering around before, but I haven't seen them attacking anything until just recently, since the latest couple of updates. Did you see them attacking things before then? If that's the case then I suppose it could be just an element of their behavior that was already present, however it would seem strange to me that they didn't do it to my poles before and only started now. And also it would surprise me that in all the discussion of vicory poling I've seen on the net, that potential for them being destroyed has never been mentioned...I would have thought people would warn newbies of this quite often so they didn't trust the strategy to keep them completely safe 100% of the time.
EDIT: Saw your edit and responded ~
Eh, I can understand that some might term it an 'exploit' as it perhaps isn't quite the intended method of gameplay the devs were planning. However as I've stated earlier in the topic, the concept of it really makes sense to me on a game lore level, it seems logical and sound. And if it opens up new gameplay options and attracts a new audience to the game to broaden it's appeal and reach, how can that be a bad thing? It doesn't spoil the game for others who do not like it...they could simply choose not to place said poles.
They really ignore it, and bases around its radius were there before I placed that radar. It was a small test I did and it works.
On Vanilla (no Mods) you can lower the biter spawn frequency and that means that you will get very little attacks for at least half of the game. I've been using the following strategy (worked twice, No-crafting challenge and 15 hour speed run):
1) Build the odd turret around polluting spaces on the beginning
2) When you have enough wall production, but not enough to encircle you base, build pillboxes. Four turrets around a box of ammo with inserters to fill them up and a wall around it all.
3) Once you have enough wall, encircle your base. This allows you time to reach the attack, stop it and setup defenses.
4) Go to laser turrets for the rest of the game. If you are not using laser, make us of belt specially in outpost. Make a belt look around the outpost (loop makes sure ammo is always going around). Make turret get ammo from the belt. And have a chest inserting ammo into the loop. If you don't want power poles everywhere, use burner inserters and a mix of ammo and coal.
I actually used this to get the no laser turret achievement.
With mods (specially RSO), you have a much larger perimeter to defend. I haven't played too much on that but I have tested some ideas.
1) Surround your outpost with pillboxes and wall.
2) Setup a train to refill out post (wall, bots, ammos, repair packs)
3) Build a "laser fence".
I create a blue prince with 3 large power poles. The two on the edge have 4 laser turrets. The one in the middle has none. You can't use the maximum distance of the power poles because the pole in the middle will not be in range of the turrets. If you do it right, the pole in the middle will be protect by the tower groups in the each (make sure there is an overlap)
I then make a fence of these segment 4 turrets - big pole - 4 turrets - pole -...
From my experience the bitter colonization party is not strong enough to overwhelm the turrets. If they try to sneak in the middle they get aggroed by the towers on the sides. You don't need a solid wall to avoid colonization, just to kill the parties of colonization bitters. This is a "active victory pole" :) For the 3-4 hours I played with this I have not lost turrets. You could place walls around the turrets, but I did not feel a need.
Also I have been using larger and more frequent water. With the landfill now in the game it is not such a big problem and it creates natural choke points.
Long story short, use the console commands, it's also cheating in the same spirit of victory poles and achieves the same effect. I will retract my comment upon being proven wrong by a reversal of this change.