Need For Speed Underground 2 Bot
- maryjanehennig138v
- Aug 11, 2023
- 5 min read
Customization in Underground 2 was significantly expanded compared to previous iterations from the series. Visual customization has expanded with the ability to customize the car's front and rear bumpers, side skirts, spoiler, hood, exhaust tips, doors, roof scoop, wheels (including the ability to put on spinners), headlights and taillights, side mirrors and paint. Vinyls and decals can also be added, as well as car stereos (speakers, amplifiers & subwoofers), hydraulics, nitrous bottles, and under glow neon. Most visual modifications to the car have no actual effect on vehicle performance. The sound systems, for example, could be put in the trunk of cars but served no purpose other than visual cues. Hydraulics can be used in combination with nitrous at a start of a race which can cause a car to do a wheelie and for some cars get a better launch. The performance and handling of the car are affected by cosmetic modifications, like spoilers and hoods, which affect the downforce of the car - better spoilers allow better tuning of the downforce management both in front and in the back of the vehicle. Visual upgrades increase a car's visual rating, up to a rating of 10.0. At least one car in a career garage needs to be visually upgraded to a 10.0 rating to unlock all 10 DVD events (completing these rewards the player with a DVD cover), and each stage has a required number of DVD events.
Need For Speed Underground 2 Bot
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GameSpot gave the mobile phone version a score of 9.2 out of 10 and said that it "isn't just the best racing game ever made for a mobile phone; it's also a much-needed showcase for V Cast technology. This game boasts game length and replay value so many orders beyond the mobile norm that it calls for a total paradigm shift. Simply put, mobile gaming just got a much-needed kick up the evolutionary ladder."[65] IGN gave the same version a score of eight out of ten and called it "a big step for mobile gaming, in my opinion. While there are things I did not like about the game -- loading and some control issues -- I cannot deny that this is one hell of a package. If you want a game that maxes out your 3D handset, Need for Speed Underground 2 is the game to get."[66]
According to Electronic Arts, Need for Speed: Underground 2 sold above 8.4 million units worldwide by the end of 2004.[69] The PlayStation 2 version of Underground 2 received a "Double Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[70] indicating sales of at least 600,000 copies in the United Kingdom.[71] The game ultimately sold around 11 million copies[72] and entered the "best-sellers" of each console, PS2's Greatest Hits,[citation needed] Xbox's Platinum Hits,[citation needed] and GameCube's Player's Choice.[citation needed]
You probably understand where am I getting to. Yes, we kind of managed, to make long distance transport to be more suited for trains, but other than that, bots are the one solution for everything. With bots, there is no reason to think about other types of transport (Cable cars or automated vehicles for example), because why would anyone use it when you have bots? It is kind of fun getting to the bots setup, and moving to the bot-only factory, but once it is achieved, the continued play feels very dull for me, because I know that this is it: There are very few improvements I can do to the system, and extending the factory is just about plopping more assembler/requester/provider cells without any thought. Also, with bots in the game, making extensions to Factorio feels useless. For example, the extension where you would expand to other planets, start there over, and once you achieve the rocket there, you would combine the production of the two planets somehow. But if starting on another planet just means playing with robots from the start, which means plopping a few cells of what you need and making a few mines, I don't see the point.
With worker robot speed research, it approaches the maximum around 19.5k per minute.With this in mind, we can safely say, that robots are at least 2 times stronger then express belts, but in real factories, it is much more as belts need lot of other parts and are rarely used as ideally as robots would be, so my private guess would be that robots are currently around 5+ times stronger compared to belts.
In general being able to see belt megabases to me is something really substantial. If a new player looks at a random Twitch stream, Youtube video, or Imgur album of a megabase, everything he sees now is a train network connecting a bunch of segregated robot production cells, which is visually repetitive, and compared to belt bases, visually less interesting. Being able to see belt bases in this top tier would be something that a new player could aspire to do one day and be inspired by. That would be the result of what Twinsen says about having the most interesting way to play being the most effective way to play.As you can see each of the solutions has at least one serious problem, and it addresses a specific issue that you only really face after hundreds of hours in the game. It is probably better to leave this issue as it is so that we don't break the existing game. It might be better to focus on making belts more convenient to use instead of brute forcing the problem with throughput increases - especially as it's quite easy to address the speed changes in a mod which will just work together with the convenience improvements.
This is why we decided to add a few options to splitter configuration. These might be perceived overpowered by some, but we believe, that these mainly solve problems in the later part of the game when belts compete with bots, and when the player needs more control over the belt logistics.
Players would still be able to build robot only factory, belt only factory or combination of those, but the strongest strategy would be to combine all types of transport, each for the part where they are the strongest. My suggestion would be to either completely remove the Worker robot cargo size research, or more likely, to multiply the charging time several times. For factory transport, both would have the same effect, but the latter wouldn't hurt personal transportation that much, as robots would transport all the missing items to player before they would need to be recharged, and then they would recharge when the player is already supplied and doing something else.
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