The Tao of Gaming

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If you were borderline on Factorio

They’ve just released 0.15 (up to 0.15.2 for some bugfixes). I’m sitting here waiting impatiently for it to download. Nuclear power, rebalanced combat, a ‘marathon’ mode (critical items take a lot more materials to build), and prebuilt settings for various styles of play….

It is a sign of good sportsmanship on my part that I didn’t skip gaming to download it yesterday (when it released), but that’s only because I’d promised that I’d teach High Frontier.

Update — It’s slower going (7 types of science instead of 4 — and purple science is no longer “stuff you get for free by killing natives”). I’ve got a horrible spaghetti maze because I haven’t been looking ahead. I should probably punt, but my goal is to use this base as a starting point for a big base, so its ok. But I do like many things:

  • Flamethrowers are still good, but much more expensive. Bullets have been buffed, because they were terrible.
  • Infinite science (even if some of it seems to be a bad deal, like mining productivity).
  • Lots of quality of life fixes (showing oil patches underground, etc).

I need to get logistics bots for this factory. It’s not pretty. Gotta find a new copper patch, too. Have basically run out.

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Written by taogaming

April 25, 2017 at 7:32 pm

The rule of factorio is more factorio

While I’m waiting for 0.15 to drop, I’ve been building up a mega (for me) factory.

Not a mega-base, but pretty big

That’s about 35 hours of game time. After I launched a satellite, I stopped researching (and paused my second satellite because the strain of it nearly cost me my entire petrochemical resources). I’m building up my train network and moving slowly out.

I’ve already depleted three of my iron deposits and multiple copper deposits (those kinks in my train network were adhoc stations, now removed).

My train network is (sadly) spaghetti near the base and I originally built track with 1-2-1  trains (one locomotive, two cargos, a reversed locomotive). This lets you run automatically on a single track, but it doesn’t scale well and switching to run-on-right tracks (like highways, one lane going one direction and the other reversed) matters when you start wanting to have a lot of traffic. (I guess 6 trains counts as a lot for me). I’m in the process of switching to 1-2 double tracks, but you can still see where I haven’t finished (right near CopperLoading-2). I also have to hook up my iron and copper/oil networks together, so that I can move Iron from the NW to the SE loading station.

I now know to not put a station for ore loading on a main train line, just branch. And to keep straight lines (horizontal or vertical) for the most part, because you can blueprint a few patterns and be done. Ad-hoc is bad. Power isn’t a big concern. I’m mostly solar, which costs lots of real estate and resources, but since the point was to experiment with mega-bases, that’s ok. I do look forward to Nuclear power in 0.15.

Some of my solar arrays …. Don’t hand-build more than one….

I think I’ve got trains down …. I still miss a signal from time to time, but I’ve blueprinted them and rarely spend more than a minute before spotting a problem. A significant fraction of my power goes towards laser turrets, for good reason.

The natives are restless

Anyway, scaling up a mega base means more-more-more. More ore. More factories. More throughput. I’m building way too many modules, which is also way too few.

Magic (main) bus,carrying parts to all the assembly machines

Still too much spaghetti in the station (despite having a main bus) and I’m using logistics bots, but mainly as my valets (and a few odd things like my satellite construction and disposing of lumber by feeding trains). And I (again) found a lot of things I would do differently next time.

Still enjoying this.

Update — And then I ended up staying up another few hours to fix my train network, add two mining operations, re-jigger my oil network, expand my power supply by three mega-arrays (thankfully I noticed a few minutes before a catastrophic shortage). Next is ore processing throughput/switching to advanced ovens. And there’s four hours gone.

Written by taogaming

April 1, 2017 at 8:26 pm

Factorio Resurgent

So — my first rocket launch over the holidays took at about 35 hours (game time, not real. Game time pauses on some menus). Actually building the rocket took ~7 hours. I took a break but then tried again (this time with Aliens not peaceful) and got around 15 hours. I had the rocket researched at 10, but it still took me 5 hours to build.

I’ve never really watched Twitch (or whatever the videogame stream is), although my kids and nephews did (Minecraft, Five Nights at Freddy’s, etc). But hearing about a sub-two hour (real time) launch? That seemed worth watching.

Watching a World Record run is interesting. To be fair it’s a stacked game, but this was the record for a ‘seeded’ board. A map with ginormous resources and a friendly layout and he’s replayed the same map hundreds of times, so he knows the exact layout he wants to build before hand. Still, even with all those advantages? Impressive.

Hypnotic, even. Like watching an organically grown circuit diagram. Every few minutes (after about the 30 minute mark) he zooms out to make sure nothing is wrong, and it reminds me of a VLSI layout. To be sure, this is of much more interest if you play the game, because you can get a lot of strategy advice by watching.

After watching that I decided that:

  1. I needed a lot more straight lines in my factory
  2. I need a lot more resources
  3. To not crowd things together, unless I had a good design layout. (The speedrun was chockablock full of interesting design decisions. Particularly the Blue Circuit layout). Obviously this had a hyper optimized (space) run, but you can’t plan out every rock or whatnot.

Anyway, after watching I decided to try a map with ginormous resources. I’ve almost researched the rocket 5 hours in, but I need to get blue circuits started. Petroleum was a bottleneck: the nearest crude was quite far away. I’ve got much more spaghetti — but I didn’t tune the map besides a few restarts for bad ones.

The TaoLing wants me to continue post rocket, and I may try to build a megabase that can launch a rocket every X minutes (instead of X hours). We’ll see. I did take a break for a week or so to get in ~40 games of Jump Drive, but now I’m back to Factorio.

Written by taogaming

February 3, 2017 at 12:22 am

Posted in Artificial Opponents

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It is over!

It is over!

Finally!

Actually building the rocket only took five hours, which involved two power outages, an entire rework of the chemical factory network, and an iron shortage that meant that I was running the last few hundred steel from a hastily rebuilt smelting plant. I may start up a ‘real’ game (with non-passive aliens) after this weekend’s bridge tournament.

Or, you know, before.

Written by taogaming

January 6, 2017 at 5:46 pm

Timewasted

After 30 hours of Factorio gameplay of the current campaign, I have finally discovered how to build a launch silo! Almost there. Then I read the equipment. Building the silo itself takes the following:

  • 1000 steel pipes (which I have around) and some pipes (ditto)
  • 200 Electric motors (not easy, but I do have a single factory making them, and most of the precursors built
  • 200 complex electric circuits (I have a chain for that, I was pumping those out for speed modules)
  • 1000 Concrete (which I’ve never built, sigh)
  • Some modules

Then once the launch silo is built I have to feed it:

  • Ridiculous amounts of rocket fuel (which requires petrochemicals, my supplies of which are meager just wiped out a hive to grab more crude oil, but now that oilfield is under attack).
  • Ridiculous amounts of solar panels
  • Ridiculous amounts of everything else, including stuff I hadn’t ever heard of (like “Low density matter”)
  • Ridiculous amount of rocket parts.

Why do I get the feeling I’m only halfway (if that) into the game?

Written by taogaming

January 3, 2017 at 8:53 pm

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Factorio

As my comment to R.R. indicates, I’ve been playing Factorio as my timewaster. It really does start to get obsessive around the time you need to build green science. There’s a lot to hate about the game:

  1. It’s an alpha. I abandoned it during the demo (and almost again after purchasing it) because there are some very subtle interactions that aren’t well explained or tutorialized. It’s on the wiki and online, but it’s frustrating. (In particular, a steam plant flashing a power symbol is working, but not connected to an electrical grid. Also, robotic arm inserters are programmed with automatic queueing and inventory management concepts related to just in time demand, but that makes it look like they work once and then break).
  2. I haven’t mastered the hot-keys and so inventory management is a pain
  3. The games core concept is basically the worst part of Civ III — the grind.

Point #3 is also the selling point.

Factorio is a game of management, and even micro-management. But when you build a logistical chain, if you do it correctly you won’t need to micro-manage it (past the design). Good luck with that.

When you can’t quite figure out how to get the copper wire to your electronics factory (“why did I build them so far apart, and with a steam engine between them?”) you may just do adhoc warehousing of wire into boxes and then hand-move them when the factory needs more.

Surprisingly (not intellectually, but its a shock to learn something you only vaguely knew) you have to manage a lot of non-tangible items like space, transit, time (ugh, time. Stupid Steel mills, be faster!) as well as inventories and resources. And then I get so caught up in optimizing my supply chain that I realize I’ve lost the scenario because I wasted resources on scientific research and depleted my iron stockpiles before I built what I really needed (trains).

All of which is to say, I’ve literally dreamt about conveyor belts the last two nights.

On a more cogent level, there are valid criticisms of the game. Especially early on you can hit real show stoppers when you research something then discover that new Factory Foo needs a pipeline of petroleum, coal, and sea-shells from a foreign coast? (OK, I made the last part up, but you get the idea). I’m sure that people who play it more can pre-plan for supplies. And — of course — you have to deal with the native life-forms, who destroy your equipment. Resiliency is hard, something I’ve barely touched.

Rating — Aiiee, why do you haunt my dreams? Is no moment safe? So — anywhere from enthusiastic to avoid, depending on what I want to be doing.

Written by taogaming

December 27, 2016 at 11:18 am

Posted in Artificial Opponents

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Keldon, Google, Evolution and Language

I have — with no malice aforethought — been near some great inventions. While I’m not an expert I think this year has been a simply stunning technically and after reading the NYT profile on Google Translate I can’t wonder if it is the inflection point. (Not in a “SF Singularity” way, but something softer).

Ever since Keldon I’ve appreciated that neural nets can handle more than you expect — after all, we are neural nets and sometimes clever. But seeing some of these translations and the quality involved is still stunning.

Anyway — its worth a read.

 

Written by taogaming

December 20, 2016 at 9:26 pm

Posted in Artificial Opponents, Non-Gaming

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