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Mindustry: Open-source automation tower defense game

mindustrygame.github.io

21–30 of 118 posts

Re: Mindustry: Open-source automation tower defense game

#21
post #19

Plenty of previous discussion at https://news.ycombinator.com/item?id=32422522 (Mindustry – Open-Source Game, 135 comments) Great game, though a bit addictive.

Thanks for the warning, I suppose it is - and that's why I stick to my guns and won't play it. Since playing Age of Empires II online around 2000 took such a heavy toll on my study habits to achieve a 2000+ rating at the time, my mantra goes by the saying: "An ounce of prevention is worth a pound of cure". ;)

Re: Mindustry: Open-source automation tower defense game

#22
post #3

Mindustry is fantastic. Played the Erekir campaign twice. I didn’t like the Serpulo campaign. It’s almost like two different games. Erekir is automation plus RTS. Serpulo is automation plus tower defense.

I'm the opposite. Longtime Serpulo fan who really enjoyed the game and just can't stand the Erekir RTS style game at all. I don't want to build or direct troops in a Factorio game. That's literally the opposite of what I want.

Bummed at the direction of the game and how they abandoned Serpulo as they pivoted. Serpulo never got finished/balanced and likely never will now.

Re: Mindustry: Open-source automation tower defense game

#23
post #22
post #3

Mindustry is fantastic. Played the Erekir campaign twice. I didn’t like the Serpulo campaign. It’s almost like two different games. Erekir is automation plus RTS. Serpulo is automation plus tower defense.

I'm the opposite. Longtime Serpulo fan who really enjoyed the game and just can't stand the Erekir RTS style game at all. I don't want to build or direct troops in a Factorio game. That's literally the opposite of what I want. Bummed at the direction of the game and how they abandoned Serpulo as they pivoted. Serpulo never got finished/balanced and likely never will now.

> I don't want to build or direct troops in a Factorio game.

You won't like upcoming Industrial Annihilation then probably.

Re: Mindustry: Open-source automation tower defense game

#24
post #22

Earlier quoted context omitted.

I'm the opposite. Longtime Serpulo fan who really enjoyed the game and just can't stand the Erekir RTS style game at all. I don't want to build or direct troops in a Factorio game. That's literally the opposite of what I want. Bummed at the direction of the game and how they abandoned Serpulo as they pivoted. Serpulo never got finished/balanced and likely never will now.

> I don't want to build or direct troops in a Factorio game. You won't like upcoming Industrial Annihilation then probably.

I enjoyed Planetary Annhilation and this game claims you can let the AI do all of the RTS and just base build, so I would enjoy it.

"Build impressively productive bases as your primary focus and delegate advanced artificial intelligences to do the fighting for you. Or, roll up your sleeves, and get hands-on by leading the real-time strategy action yourself."

If in Mindustry the AI completely controlled the units, I would be fine with that.

I am just long past my 200 action per minute starcraft RTS clicking days. Hyper-controlling individual units is not a fun meta.

Re: Mindustry: Open-source automation tower defense game

#25
post #19

Plenty of previous discussion at https://news.ycombinator.com/item?id=32422522 (Mindustry – Open-Source Game, 135 comments) Great game, though a bit addictive.

Thanks for the warning, I suppose it is - and that's why I stick to my guns and won't play it. Since playing Age of Empires II online around 2000 took such a heavy toll on my study habits to achieve a 2000+ rating at the time, my mantra goes by the saying: "An ounce of prevention is worth a pound of cure". ;)

And here I am, a new player of Factorio and wishing I stuck to my prevention. On another note my factory is growing!

Re: Mindustry: Open-source automation tower defense game

#26
Mindustry is such a great game. I sunk tons of hours in both campaigns with a friend of mine.

For those who come from a Factorio background, Mindustry has less automation and more combat. Also a Mindustry map does not take 50 hours to complete; rather it will take a few hours and may sometimes take several tries as some maps can be fairly hard. Space is limited as compared to Factorio, so space-efficient designs do matter, especially for defense (you want to pack towers tightly, with the constraint that towers must be fed by a conveyor of ammo or a pipe of liquid, or both). You also need to consider that you often need different combinations of towers in order to defeat different types of enemies.

Overall, a very well-made game and very addictive.

Re: Mindustry: Open-source automation tower defense game

#27
post #25

Earlier quoted context omitted.

Thanks for the warning, I suppose it is - and that's why I stick to my guns and won't play it. Since playing Age of Empires II online around 2000 took such a heavy toll on my study habits to achieve a 2000+ rating at the time, my mantra goes by the saying: "An ounce of prevention is worth a pound of cure". ;)

And here I am, a new player of Factorio and wishing I stuck to my prevention. On another note my factory is growing!

Do not install Space Exploration mode! Save yourself 400 hours.

Re: Mindustry: Open-source automation tower defense game

#29
post #22
post #3

Mindustry is fantastic. Played the Erekir campaign twice. I didn’t like the Serpulo campaign. It’s almost like two different games. Erekir is automation plus RTS. Serpulo is automation plus tower defense.

I'm the opposite. Longtime Serpulo fan who really enjoyed the game and just can't stand the Erekir RTS style game at all. I don't want to build or direct troops in a Factorio game. That's literally the opposite of what I want. Bummed at the direction of the game and how they abandoned Serpulo as they pivoted. Serpulo never got finished/balanced and likely never will now.

Me too - I've almost finished my second play through Serpulo, but Erekir didn't click with me at all.

--

My one observation/criticism is that as you progress through the game, it shifts through different stages, making the game very different to play:

Early - essentially start from nothing (or very little) on each map, balance mining and infrastructure development while simultaneously protecting yourself

Mid - usually not feasible to start from nothing, but taking resources with you to a new map often makes winning very easy

Late - you absolutely have to rely on massive external resources to stand a chance, meaning you have to spend a lot of time developing the infrastructure to ship resources to wherever you're playing next. (Also, the code that 'ships' resources between sectors seems unreliable and maybe buggy.)

I really enjoy the challenge of balancing within 'early'; mid is a lot duller, as is the infrastructure development.

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