MegaFactory Titan 0.5 – Scrappy Boi To The Rescue



Main Missions Reworked
The main missions track has been heavily reworked to always put pressure on you. While there is no timer involved, they all become much more difficult the longer you wait. Most of the mission dialogue has been rewritten. One of the later main missions involves a new antagonist faction.

Crisis Engine
Major challenges are now controlled by a crisis engine, which inflicts a devastating event periodically. These include natural disasters such as meteor showers, multistorm events, or titanquakes, or human-driven disasters like Piracy Surges, Scavenger Surges, or Marauder Raids. The crises get worse as you progress through the game. There are now more tools to deal with the various issues, and you now get a warning when major issues are about to occur.

Financial Overhaul
If you run out of money, you immediately lose the game.
There are no more rentals. Instead, you start with starting structures and vehicles, as well as starter packages of items you can choose.
If you run out of starter items, the market factions sell them at a high markup.

Faction Changes
Factions now start the game already settled and active, rather than landing right after you start your factory. They send missions immediately.
Factions now remember what you’ve done for them. Factions have an opinion of you, which can increase or decrease based on your actions with them. Good relations can improve your trading margins with them, while bad relations will yield worse margins. Affected prices or sales include permits, loan installments, tribute, and anything bought or sold or delivered for missions. Some user factions now have bonuses with faction relations or can pay bribes to increase faction relations.
Faction simulation depth is increased, and factions with population spend more time and resources trying to keep their people fed and working. Your trade or combat with them can greatly affect their population dynamics now.

Miniaturization and Maximization
Available at game start, there are now a number of options for more condensed factory layouts. Mini Factories and Mini Smelters allow you to cram more together, at the cost of reduced production speed. There are also now mini storages, small solar farms, a mini excavator, and two smaller cargo transport types as well.
On the other hand, you can now build Mega Factories and Mega Smelters, which take up much more space, but consume less power and produce less pollution.

Expanded Power Options
Available at game start, your power options are now many. There are now four types of wind turbines: Vertical, Helical, Spiral, and Ducted. Each type has unique advantages, and each type also performs best in certain terrains. There is also the Small Solar Farm option too. And you can now build Reinforced Power Lines, which are expensive, but are unattractive targets for Scavengers, and strong against storms. Finally, all wind turbines and the default power line can now be built offshore at no extra cost.

Expanded Combat Options
There are many new combat vehicles and turrets. The Armoured Gun Rover functions similar to the Gun Rover, just with heavier Armor, more ammo space, and slightly slower. Then there is the Technical, a Cargo Truck refit to carry a Rocket Pod. Cheap and expendable, but packs a hefty amount of damage.

Vehicle Storage, Deployment, and Relocation
Vehicles can now be stored just like Structures. Now, when you build them with a Garage or Hangar, they start stored. You can deploy them from storage anywhere within your territory, and can store them at any time if they’re on your territory. This allows instant relocation of vehicles within your territory, as long as they’re not carrying anything.

More Upgraders and Science
The Supercomputer is an upgrader for Research Labs. It improves research speed, and it replaces the Supercomputing Optimization technology.

Auto-Demolish
Demolitioner units now have an option to auto-demolish, which will have them search for new targets to break down whenever they’re done with their current work.

And More!
https://store.steampowered.com/news/app/1803550/view/3683425195458614970?l=english

#megafactorytitan
https://www.megafactorytitan.com/

The background music tracks are all provided by Streambeats: https://www.senpai.tv/streambeats/
The album is Breaker, part of the Synthwave collection

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2 thoughts on “MegaFactory Titan 0.5 – Scrappy Boi To The Rescue”

  1. I know it's too late saying this now, but couldn't you save the game, test if it's possible to buy the land where the scavenger and pirate bases are without them relocating, and if they do, reload the saved game?

    You averted bankruptcy and where making a lot of money by selling trophies, so IMHO you scrapped a lucrative way of revenue. Couldn't you buy the land around their bases, seal them off with canals where possible, turrets/walls/gates where not possible, and put some AAA to deal with the flying units, 3 storehouses (for turret ammo, AAA ammo and trophies), 1 cargo rover to pick up the trophies from the kill zone and put them in the storehouse, 3 cargo quadcopters (2 for manually picking up turret ammo and AAA ammo from the storehouse attached to the factories that produce them to the storehouse that stores them locally near the kill zone, and 1 for selling the trophies from the storehouse to the fed outpost) and maglevs to deliver the ammo to the turrets? Or something similar.

    Rather than blaming the ammo consumption for the lack of wire, you should not only put more excavators, but also either move the entire factory closer to where the resources are being mined, or at least put down a storehouse near where the resources are and deliver them to the storehouse in the factory complex via cargo quadcopter.

    14:04 Regarding cargo quadcopters doing that, can’t you set a cargo quadcopter to external pick up and tell it to deliver to a specific storehouse that is not set as an automatic drop off point and has no filters? So other cargo quadcopters won’t try to fill it with random goods, but the ones set to external pick up will drop of in there (albeit you have to manually tell each one of them to drop off in there).

    A few / several episodes ago you had a similar problem with steel, IIRC. I didn’t comment then because I hadn’t figured out the solution yet, but I think I have now. Since your setup to produce building frames is similar but much simpler, I’ll use it as an example: instead of having a production line that produces multiple things (in the example, concrete and building frames), you should have a production line that produces one thing at a time (one for concrete and one for building frames). This way you can set all the storehouses upstream of the factories/smelters as a cargo drop off point (so cargo quadcopters can deliver to them even basic resources mined far off) and all the storehouses downstream of the factories/smelters as a cargo pick up point (so your quadcopters can pick up the items from where they are produced and deliver them to where they are needed, without them doing anything stupid).

    Another advantage of the setup above is that you can run a maglev from the storehouse where the item is stored after being produced to the storehouse where the item is stored before being used and your quadcopters won’t do anything stupid (at most, they’d be helping the maglev filling up the second storehouse). To keep things simple, this means that whenever you have two smelters/factories/refineries/etc. linked by a storehouse, you can put a second storehouse either directly before or directly after the one that is in the middle (so that one feeds the other), and set the upstream one as cargo pick up and the downstream one as cargo drop off. And, guess what? If one of your production lines is filled up and another that produces and uses the same intermediary product lacks a basic resource, this second line can still run thanks to the cargo quadcopter set to automatically transport that item between storehouses that have automatic pick up and drop off; and if some time later, the second line gets all the basic resources it needs but those required by the first line dry up, then your second line will feed your first line automatically, without you having to do anything!

    Finally, if you’re worried about enemy vehicles shooting your power production buildings even without crossing the canal, you can do like they did for medieval castles: a ditch and a wall right behind it. Of course this will mean that your ground units can’t shoot at enemy ground units, but you can solve that by putting towers… I mean, turrets in-between 10-tiles long (an example) sections of wall. Btw, why did you put the canal one tile behind your border instead of exactly at the border? You could have gained a little bit more usable space this way.

    Reply

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