Discussies
Player2094 days ago

The point is destroying, capturing or neutralising SPRT/NPC ships/grids as fast as possible.

Rules of sub-categories could be different; either de-power then, destroy all dangerous blocks (like weapons and spawner antennas), capture them, or destroy their AI.

The grids in question could be: Cargo Ships, other spawning ships (like Argentavis), drones (things what spawn by Antennas), bases, random encounters, and other things. Each type and each variety is it's own sub-category.

Player2094 days ago

Could have 2 sub-categories:

First one is: start with Progression enabled and unlock all blocks ASAP.

Second one is: start with Progression turned off, and build some sort of block at the very end of usual progression - like, Reactor or AI.

Player2094 days ago

You must make a base (grid) with powered Refinery, powered Assembler and powered means of respawn (Survival Kit/Medical Room) as fast as possible.

Can be split into 2 sub-categories - space start and planet start.

Player2094 days ago

You start the run on a space pod, and must land on a planet or moon relatively intact as fast as possible.

The pod must have a powered Survival Kit after landing. If it is damaged and not functioning, you must repair the ship (or build a base) to the point when Survival Kit would start working. If it is damaged beyond repair, the run is failed.

Player2094 days ago

The point is to start on a planet or moon, and then reach the space as fast as possible.

Being "in space" officially counts when the natural gravity equals 0.

You must send a player character into space, while on a grid containing powered Survival Kit.

Another sub-category could be "just launching a character into space" at least somehow.

Using Klang to break speed limit is not allowed. Any other glitches allowed.

Player20916 days ago

It would be logical to divide "All Gold Trophies" into two categories:

The "Joke Category", what would have jokes and second-long runs.

And "100%" and "Any%" categories, what would have unironic speedruns of the game (apparently, they existed, but videos got lost). "100%" would require you to complete the game with all Gold Trophies, while "Any%" would be about just completing the game at all.

Segmented level runs would also be a very good idea. In particular, "Any%" of Level 1-1 would be the simplest unironic category to run.

Player2092 months ago

There was yet another 4 games of Endless War Games: it is Endless War 5, Endless War 6, Endless War 7 and Endless War Defense.

In Endless War 5 to 7 you play as tank commander of Allies, USSR and Axis, respectively.

In Endless War Defense, you build and protect line of fortifications, what is constantly attacked by enemies.

Perhaps you could add these new games somewhere.

For example, these games at ru.Y8.com:

https://ru.y8.com/games/endless_war_5

https://ru.y8.com/games/endless_war_6

https://ru.y8.com/games/endless_war_7

https://ru.y8.com/games/endless_war_defense

Player2093 months ago

Turns out there was a remake of our game:

https://itch.io/e/19351230/copperfeetgames-published-the-new-secret-of-pinocchio-buratino

https://vkplay.ru/play/game/buratino_new_secret/

It also has multiple difficulty levels - meaning a lot of categories. Would we want to add it somewhere?

Player2093 months ago

Apparently, there is a premature ending. What about making a category where you would try to reach the preschedule credits ASAP.

Player2094 months ago

Basically, if boss is only damaged by guards (you don't attack boss), you can capture it - and sign of it is when boss starts to walk into corner.

Current speedrunners tend to run to that same corner and hide behind the boss, to wait for guards to kill him.

But actually, the faster (and more usefull for the player, considering incredible power of bosses) strategy would be capturing the boss - it's faster to capture boss that wait for guards to whittle down his massive HP.

Player2094 months ago

Dr Livesey Rom And Death Edition just recieved a major update. Should we make new categories and transfer old categories to "Hall of Fame"?

https://store.steampowered.com/news/app/2181930/view/3896241210468066638

Player2095 months ago

This is list of game weapons, in video form. It would be nice to turn it into a spreadsheet, though it would be tedious. In fact, about 4 times more tedious than with armor.

Player2095 months ago

Game also had some mini-games, mostly prank ones - "Mofo the Psychic Gorilla", "Buzz Bombers", "What's Your Sign", "Sun Scorcher". What about making speedruns of these?

Player2095 months ago

You can build a crude semi-auto mining system for digging ores. You build a tower out of light armor blocks, in the shape of "Г" letter, then you attach a big line of pistons downwards, what end with a huge block of drills, with line of conveyors going from the slot of the most upper piston to base.

You turn drills on, expand the pistons, and see how the thing mines. No need for stone ejector - the whole construction is pretty much made to mine stone; placing it on an ore deposit is recommended, but optional.

You should place a lot of containers at base - this thing mines a lot, so make sure you have space to place it all.

The thing is pretty simple to make - more simple than some kind of thing with rotors - just don't extend it too fast, as in that case mining machine may break or your containers may run out of space.

When it's completely extended, and doesn't reach further, you can either fold it back and place additional drills, or rebuild thing - with more folded pistons between ground and the top of tower.

What is even more convenient if what both pistons, drills and conveyors only require materials what can be digged out of rock. Containers, however, require metal grids made of cobalt; so you should connect every block with inventory on your base with conveyor system, cockpit for controlling this thing more comfortably, and perhaps build connectors for storage space if you can't build the real containers (connecting small grid with containers to connector is unstable).

You could also add Advanced Rotors to the thing, but it'll be a little bit harder to automate without command blocks. You may control the rotor thing, manually - like an excavator. But in that case you can move it from one place of ground to another - just turn it and send it drilling.

Keep in mind what Survival Kit, in terms of refining stone, has greater efficiency than Basic Refinery - and same stone efficiency as full-size Refinery. You should put Survival Kit to refining stone non-stop. Get productivity modules for full-size refinery as soon as possible, or at least speed modules.

Player2096 months ago

Could you place total list of items (weapons and armor), so players could calculate their builds and loadouts for Arena Mode. Classic Project Nexus had total list of weapons and total list of armors. Modern Project Nexus has it or not?

Player2096 months ago

When you kill major plot NPC, game gives you message what you broke the plot and you must load the game or play in cursed world you created. That could be made into a extension category - achieving this "ending" with plot going off the rails ASAP.

Player2096 months ago

Everyone knows about that tactic with 1-battalion divisions. Rather than training divisions normally, you could recruit 1-battalion divisions, instantly deploy them, then swap template to actually needed one, and then send those proper, but inexperienced divisions to training - that combination is faster than normal training, and also gives you Army Experience.

But, i come up with new idea. Instead of 1 battalion of infantry, you should use 1 battalion of towed heavy weapons: artillery, AT guns, AA guns, rocket artillery. Towed field artillery is the cheapest and earliest from them all, so let's go with it.

The reason for this is because fielding artillery 1-battalion divs is fater than 1-battalion infantry. Yes, single artillery battalion is somewhat slower to train (120 training artillery, 90 infantry), but artillery have 500 manpower, while infantry has 1000. That means what you can train 2 artillery reserve divisions in place of 1 infantry reserve, therefore effectively being able to train them faster.

For "spherical cow in vacuum", but mathematically correct example: let's say we want to train 100 divs, and we can train 10000 manpower simultaneously. For that, Artillery one battalion divisions need 5 "shipments" (with 20 divs in each), while Infantry needs 10 "shipments" (10 divs in each). Put in division training time and you can see, what to complete this task, Artillery Reserve Divisions need 600 time units total, while Infantry Reserve Divisions will need 900. In practice, Artillery will recruit even faster, as limit of simultaneously trained manpower is increased by increasing numbers of actually fielded troops.

There is one thing even faster than this: Penal Battalion. They need 850 manpower and 50 training, so they can do the same "10000 limit, 100 divisions" task in 425 time units (11,76471 divisions in each "shipment", 8.5 total shipments). The problem is, they can only be Unlocked via the Soviet Union’s Penal Battalions national focus; if you haven't done it yet, or you are not Soviet Union, you will stick with artillery.

Player2098 months ago

I have a idea, what seems nonsensical at first, but it could be good in practice. Normall 1-battalion divisions are cheesy reserves - you make them to convert them into something useful, or use them in situations what don't require actually fighting someone - like charging deep into territory or executing Order 66. But there is an idea of actually combat-worthy tiny divisions:

You would take 1 battalion and as much support companies as possible (at maximum of 5), basically making divisions composed mostly of supports; this is because you can't make divisions made entirely of support companies (if i am wrong in that instance, you can try that too). Because support companies don't take front width, that translates into more bonuses per width; of course these tiny divisions must group into "piles", with each pile being same width as a sane man's division (for example, if we want our pile of microdivisions to have width 40, and each of them have combat width of 2, like Infantry, microdivisions must group in swarm of 20 - and that is equivalent of 1 division, now if country would normall have 100 divisions, it would translate into 2000 microdivisions).

Obvious minuses is what they won't fit into any commander's limits, and it would be extra hard to control them, both macro and micro (you must make sure they don't separate when that is not needed and don't overcrowd, and also disperse and concentrate them in right moments). But most "meta" ideas from HoI4 would look like nonsense when taken out of context and put IRL - so, this 1 battalion + support divisions should be analyzed (as no one has tried that idea before).

How would they fare against "normal" divisions, given if we take both of them of same combat width, or of the same cost, or training time?

Also, would divisions made just of 1 battalion work in battle (for example, 10 divisions with 1 infantry battalion in each versus 1 normal 20 width infantry division)? I don't think so, if they are taken individually they loose, but what if each group of tiny divisions will go in pack, results could be diffrent?

The logic behind it what divisions gets debuffs if it is overly large, so if we extrapolate that to other end of scale, group of small divisions is stronger (?) than a normal-sized division of same composition. Also they would fit pretty much into any terrain's width with no problems, and also increase the technical amount of used divisions, what could affect things like other country getting scared by sheer number of them, or amount of volunteers what can be sent to you.

Also, is it a good idea to go in opposite direction - make huge divisions of 25 battalions and 5 supports (at cost of having less divisions overall)? They would have combat width issues though, is it's also probably bad.

Both "big divisions" and "tiny divisions" actual combat strength better be seen in normal gameplay or multiplayer; in speedrun the 1 battalion only division's role is clearly capturing unoccupied lands, not getting into actual combat. Meanwhile the "25+5" and "1+5" divs are made for actually fighting enemy. 1 battalion division and "1+5" division are different things for different purposes.

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