It's Basically a Base! We're going to have ALL the things! Not that any of that will be able to do any damage to the biter bases, but hey, you can't have it all (even though I just said that we will! Man, even proverbs are contradictory today!) Anyway, to continue on that thought, we seem to be ONE episode closer to the biters winning the game, eventually...
Enjoy!
Michael
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PS about This Project:
Without great spoilers: I've tested several approaches for the endgame, and came to 2 conclusions: it was not smart to waste so much time in the midgame... and I probably should have made the worms destructable! Anyway, I'm still unsure how to conclude this series!
PS about Warptorio:
I've been testing a few approaches and mod combo's for an interesting start, but so far I haven't found the golden combo just yet. Rampant is way too slow in the early game, and relies much on mutating factions over time, which we don't have when world-hopping. (I could perhaps have rampant on the home world though).
Then there is the "best/safest" approach, which involves a lot of far-away walking to mine outside of the platforms pollution cloud, avoiding the "expensive" extra biter attacks. The problem is, this approach is EXTREMELY boring.
The no-manual-warping challenge is also not really an intersting extra challenge, as you have no options but to just hide and wait after some point.
I tried using the warptorio expansion, which adds missions and some biter types and boss battles, but my first impression of that is that it's not yet greatly balanced, and greatly dragging out the early game length by requiring you to invest one or several worlds JUST for the ability to UNLOCK the possibility of researching a starter tech... If anyone has mid-/lategame experience with this mod, let me know.
So for now, I'm leaning towards a pure Warptorio-only playthrough, optionally adding in rampant ONLY on the start world (which will be finetuned for a nice conclusion challenge)
Ax
2023-07-24 20:09:39 +0000 UTCEric Pierce
2023-07-23 18:28:11 +0000 UTC