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http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=599371159&tscn=1452653266
:D
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210092
You can then put the narrow tiles around it thusly :
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210140
and after this point, you need bigger pentagons, as there are no larger sizes. You can make those like this:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210027
and tile like this:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210201
Then it's just rinse and repeat upwards :
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210259
The trick to getting weapons to work, since there are no rhombus boosters, is rotating the larger pentagons within the shape.
Hope that helped :)
The modular cannon says it costs 0 energy. Presumably it is actually something like .0001 or something, and is effected by itself, such that it costs 1000x or 100x times as much power, bringing it to something noticable. However, since that data is hidden/rounded off, You might want to add that data to the tooltip.
It could use some more generators, but that's a problem for another day.
And then one of GATC's strongest factions has to spawn next to you and guard half of the disabled factories. This faction has it's merits. Dealing with literal shield bubbles that guard spinning ICBM's isn't one of them.
Also, managed to encorperate multiple factories into a single ship and it actually look decent. But the ship itself is pretty horrible in terms of firepower. At least it'll spawn the decent ship for the army.
Also, your best bet for saving squishy spots is to kill theirs first. Next best bet is to use the experimental thrusters since they give shields that can stop AoE effects from shots that hit it until the shields dies.
This mod is pretty great for its super AoE weapons. 2 mortar modules and you've pretty much ignored the armor on most ships unless you hit a shield. Just remember to balance it out and build carefully.
According to those threads, all custom factions are disabled until you kill them, but I never fought this faction. It worked as soon as I installed it.
I think an obtuse triangle would also make sense in quite a few places.
It's not the reds that have a problem. It's the default race, that has default ships with really weird angles from using right triangles in chains. Other races are similarly bizzare, and anything other than a basic grid, either triangle for reds. Or square for white results in a huge frustrating mess.
Also, the autofire 'bug' is part of the game mechanics. You need to target and then click so the game knows you consider the target an enemy - I think because some races are passive, and you don't want to just shoot indiscriminately.
The rhombuses that are available are size 1 and 2 - sadly there are no smaller options, only larger, such as the size 4 factory (which is intended to be awkward).
I think that the reason autofire wasn't working was that it wasn't considering them enemies, Maybe as a result of them being agent fleets or something, not sure.
I find it odd how the core gets damaged before the shell is destroyed sometimes. Also, sometimes, I end up losing entire circles instead of chunks. I suppose they deattach one at a time.
The most effective design to protect the core is always the 'round' UFO shape, with shield thrusters (which are also armor in themselves). The side isn't designed to be tanky, as such, as most of their weaponry tends towards the longer range.
The heavy armor and fragile core is interesting. It does however tend towards critical existance failure.
lel
@Nutsoman
well fak, at least it's possible to even generate power normally.
Bird-plane-dog? Ship
@Conga - Confusion is understandable, I'll give a brief run-down of what affects what, in the description. Thanks for playing though!
Did you actually make it so that every time you get hit, energy is generated, like in real Piezoelectronics, or is it just not possible to do that is Reassembly?
The Charge Generators were confusing, I didn't know what was going on when the guns used different attacks.
A tutorial would be nice to understand this faction, as it offers some very different gameplay, something not even Tinkerell or Farmer is compared to.
The experimental thrusters were kinda tankey but I feel like they drained far too much power to be useful.