#PvPtorio - Factorio Mods

1 messages · Page 1 of 1 (latest)

frozen owl
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Why is the DLC required, and did you have to change inserters?

weak beacon
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We’re using a turret from the DLC, and many new features have been added that wouldn’t be possible without the DLC.
I think everyone already owns DLC. Doesn’t everyone?

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We’re using the Bob’s Inserters mod, just for convenience.

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And another important thing — drones are available from the start, so the game doesn’t take 10 hours to finish.

frozen owl
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I think not requiring the DLC is better since it makes the game less accessible. Though a version using DLC is probably also nice.
I don't have the DLC yet, since there's still many things I want to do in vanilla Factorio first.

Bob's inserters - I think the added complexity will handicap players that don't have (the right) blueprints already.

Drones from the start - this is probably good to keep games shorter.

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And I don't know what LKW is.

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I should also note that I don't plan to play Factorio PvP currently, I think the designing blueprints is much nicer.

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I think a no-imported-blueprints category, like for speed-running could also be fun, but I'm not sure if that can be controlled effectively.

weak beacon
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The PvP rules are completely dynamic — the main thing is to have an opponent willing to play by the agreed rules. Our goal was to make PvP as simple and content-rich as possible. Blueprints designed specifically for PvP are publicly available for those who don’t want to build their own. Everyone is welcome!
We’re not tied to any specific PvP style. We created what we ourselves would find fun to play.

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If all this remains relevant in the future, we plan to organize tournaments and, for variety, introduce a system similar to CS/Dota’s tech bans. For example, Team A bans helicopters, Team B bans light tanks — and those will simply be unavailable in the match.

hollow niche
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I see that you uses "ERM unit control" in your mod pack. Hows the control performance for multiplayer? How many concurrent players are there usually?

weak beacon
# hollow niche I see that you uses "ERM unit control" in your mod pack. Hows the control perfo...

In reality, things are not going very well. In the latest updates we’ve been trying to optimize a large number of tanks. On average, if a battle involves fewer than about 800 units, the performance is acceptable. But with larger numbers it becomes very unpredictable: locally you may see a minimum of 30 FPS, while on the server it can drop to 3. I assume either the internet connection is too weak, or the engine simply can’t handle that many units.

But this is actually the smallest problem. There are two more. One we already solved: the issue with multi-selection for attacks. Players could select thousands of objects, overloading the ERM mod and dropping the FPS to zero. We resolved this by limiting attack selection to only objects within the visible spectrum.

The second problem, which we still don’t know how to fix, is that when selecting targets in the same way, units without collision enabled move and stack in the exact same spot. And if there are more than 50 of them, we get an immediate FPS drop to zero until they fully move away from each other.

hollow niche
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lol ya.. follow command is busted even in single player with large number of units. Maybe I'll add an option to allow game to disable it.

My co-dev and I are adding control group in the upcoming release and capping default group size to 100 unit. Maybe that'll help a bit.

hollow niche
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hi lumen. we updated unit control just now. Let me know how the lag goes once you have a chance to play the new build.

weak beacon
hollow niche
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That description is misleading. It's not 200 tiles. It's now based on the "Unit Selection Radius" setting, which is 100 tiles by default.