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Cosmic War

Planetary Factorization

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Planetary Factorization

Unread postby icycalm » 05 Jul 2022 01:06

One advantage of adding Factorio to the Cosmic War rotation and running the game on our server is that I won’t be needed to set up the lobby and run the session. Our server will be running the game 24/7/365 exactly as with PA, and all that will be needed to play is to connect to it, again as with PA, but even better here because the session is automatically saved so that the game can be continued week after week indefinitely. So if I can’t make the session, the rest of the players can play just fine without me. This also means that when we are supposed to play PA, but I haven’t had the time to make a new system for example, we can just continue our Factorio game—it will require zero effort from me to run, so we never have to miss a week again. The Cosmic War event can be held every week without fail from now on as long as there are at least a couple of people showing up to play.

And that’s not all in Cosmic War news, because I plan to add a third game to the rotation soon, one we can play in the background throughout the entire week, and just Ike PA and Factorio, it’s the king of its genre. Formal announcement coming soon, but it shouldn’t be hard to guess!
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Unread postby icycalm » 09 Jul 2022 04:14

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I updated the schedule. As you can see, our focus for the next few weeks will be Factorio since it's new and exciting, but I'll throw some PA wars in there as well now and again, and I'll update the schedule accordingly well in advance. I have some cool ideas for new PA wars, and we'll definitely be trying them soon; the above schedule is just a draft, and will be amended throughout the summer.

But yes, our focus will have to be Factorio in order to get anywhere with it, because completing a run with the Space Exploration mod will take dozens of hours, and there'll probably be restarts as well.

I thought for a while about how much time to devote to these sessions. The average PA war lasts 2-3 hours because that's my target when building a system, and I set that target because that's what's most comfortable for people in all timezones. Everyone can play 2-3 hours, even if it's late at night for them, but if the session drags on for more than 4 hours, people start getting tired, or dropping off.

So that's why I decided to set the Factorio sessions to 4 hours. Normally we play much longer if we have a standard 4-man team, because the time can be scheduled to suit everyone; but with these regular weekly sessions we'll now be playing there may be more than 4 people, and from varied timezones. So I think 4 hours is a good compromise. Any less, and it'd be too little for such a complex game; any more and some people would struggle to play the full session.

That said, it's not like PA where you have to be there right at the start otherwise you can't join; you're free to arrive whenever, and leave whenever. All I am saying is that sessions will be terminated at 4 hours, even if several people want to keep playing. It just gives everyone the best chance to experience as much of the sessions as possible.

We'll reserve the Factorio thread in the Online subforum [ > ] for "standalone" games. Use that thread if you want to set up your own Factorio games with a set team, and let's keep this thread for the official "open"—and therefore hopefully bigger—Cosmic War runs where anyone can join at any time.
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Unread postby icycalm » 09 Jul 2022 04:45

And by the way, another advantage of restricting the sessions to 4 hours is that, when you miss a session, you won't have missed that much. You'll have an entire week to sit down and watch the 4-hour stream if you want, but a 10-minute skim should also suffice to get caught up for the next session. This should allow more people to stick with the "campaign" for a longer time.
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Planetary Factorization #1 & #2

Unread postby icycalm » 11 Jul 2022 03:17

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The first session went terrifically. I was expecting 4-5 people and we got 9. It's not the biggest Factorio session we've ever played, I am pretty sure we've played at least one session with about 10 people years ago, but we didn't know the game back then as we do now, and the Space Exploration mod wasn't out yet, so we were playing vanilla "Marathon" game which wasn't as fun as what we're playing now. The Marathon setting makes progress much slower, which made sense back then since the longer the game, the better. But now that Space Exploration doubles the content, and the official expansion will soon triple it, I don't see a need for Marathon anymore.

"Death world", on the other hand, is a must, and that's the only main game setting I adjusted. We might end up having to tone it down a bit if progress ends up stalling for too long, or we lose a bunch of players, but for now it's exactly what we need and it has made both of our attempts thrilling. Below are the Space Exploration-specific settings I set up; everything you see with the red light is changes I made from defaults. All my changes make the game more hardcore.

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Space Exploration recommends a bunch of mods, and we installed all of them: https://mods.factorio.com/mod/space-exploration

Earendel wrote:Recommended mods:
Grappling Gun: To catch yourself if you fall off your space station. https://mods.factorio.com/mod/grappling-gun
AAI Containers & Warehouses: Larger containers matching the vanilla style. https://mods.factorio.com/mod/aai-containers
Combat Mechanics Overhaul: So your defences can be better protected if you abandon them for a while. https://mods.factorio.com/mod/combat-mechanics-overhaul
Bullet Trails: So you can see where turrets are shooting. https://mods.factorio.com/mod/bullet-trails
ModuleInserter: Allows you to place modules from satellite mode. https://mods.factorio.com/mod/ModuleInserter
Equipment Gantry: Lets you automate putting equipment in spidertrons while they are items so that they can be deployed by rockets on new planets. https://mods.factorio.com/mod/equipment-gantry


I have to ask dan to show me how to install mods, so we can experiment with more of them for future runs, but for the time being he at least taught me how to fully operate the server (turn on/shut down/set up new game), so that's progress. In the past I couldn't do a thing without his help. The main mod I'd like to pile on to what we have running is Krastorio 2, and I will probably add it to attempt #3 when we get there.

So Space Exploration floods the game with tons of professional-grade content, and changes things up from the first moments. This coronal mass ejection for example happens mere seconds into the start now:

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But I'll sing the mod's praises in the main Factorio thread. Here is the first run we played, lasting about an hour and a half (recoil's stream is shorter because he only started streaming towards the end):

cosmicwar.net Planetary Factorization #1 with ChevRage and The Cult 1
https://www.youtube.com/watch?v=rLsB_5nFmRM

cosmicwar.net Planetary Factorization #1 with recoil and The Cult 1
https://www.youtube.com/watch?v=IueekOkjLog

After this brutal end, our factories completely overrun by hordes of bugs, we started a second run, this time taking care to handcraft as much as possible so as to not aggravate the bugs with too much pollution before we were ready to face them, and it has worked great so far. We destroyed a bunch of their nests, and didn't get attacked a single time in the 2 hours 45 minutes we played. This time the streams were equal length as they were started at the same time. We're doing two streams to try to cover most of what's happening across the sprawling base(s).

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 1
https://www.youtube.com/watch?v=eUhK1vL0VkE

cosmicwar.net Planetary Factorization #2 with recoil and The Cult 1
https://www.youtube.com/watch?v=9bHLFe4qNZs

Rory had to drop out maybe half an hour to an hour before the end, so he can skim the videos to see what he missed. I think we took out one or two more nests after he left, and were just about to start up green science production before we decided to call it a night. If you discount the hour-or-so we spent setting up the server and game settings, we played almost exactly 4 hours, as advertised.

Session #2 of attempt #2 will take place this coming Saturday July 16 at 1 PM UTC, and I hope to see many people there as it should be a thrilling session. With the intro stage out of the way, and the factory in great shape, we should be able to get a lot done with the full 4 hours, as long as we don't screw up. If you missed the first session entirely and want to join us for the second, just skim the last two videos and you'll get the gist of where we're at. See you on Saturday!
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Planetary Factorization #2/2

Unread postby icycalm » 30 Jul 2022 04:58

So the second session of our second run went well.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 2
https://www.youtube.com/watch?v=vKuK7FqBhgs

cosmicwar.net Planetary Factorization #2 with Q-veta and The Cult 2
https://www.youtube.com/watch?v=wZBo6MF37wQ

We played pretty much exactly 4 hours. We had 5 people and it still looks like Death world is perfectly balanced for us at about that number of players, so that we're on our toes the whole time, and it feels like any major mistake could cost us the entire run, while minor mistakes aren't game-ending and may be recovered from.

We missed last week's session because I got food poisoning and was out for a whole week, but I am well now and the third session is tonight at 10 PM UTC, and we have 5 players confirmed so far. Lookin' forward to getting another solid 4 hours in.
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Planetary Factorization #2/3-5

Unread postby icycalm » 29 Sep 2022 03:38

Have neglected to post the last three updates so here they are. The 4th episode has two parts because ysignal started streaming at 720p for 20 minutes before remembering to switch to 1080p.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 3
https://www.youtube.com/watch?v=eM01_FrcSZk

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 4 - Part I
https://www.youtube.com/watch?v=9Opd5VlxjfY
cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 4 - Part II
https://www.youtube.com/watch?v=cYXm17s9_QU

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 5
https://www.youtube.com/watch?v=bHLWzveiMBU

By now the game has gotten quite complex, so after every session I'll be writing down some notes on what we're trying to accomplish so that we hit the ground running for the next session. Here's what we have now:

High priority
Southeast oil base needs more turrets and thicker walls
Eliminate northwest alien hive
Automate laser and flame turrets
Automate more science
Main research goal: Robotics

Medium priority
Start using trains

Our playercount fluctuates, we've had as many as 8-9 players in a couple of sessions, but mostly we average about 5 I would say. It's been highly enjoyable, and I can't wait to see what comes next.

I'll try to set up a game for this Saturday if we can get 4-5 people in. Otherwise next Saturday. But probably we'll be playing both weekends. I also have some news on Factorio in general that I'll be posting soon in the game's thread, so look out for that.
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