Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Buffalo981

Pages: [1] 2
Bugs / Troubleshooting / Nest Entrance Visual Glitch
« on: November 10, 2018, 05:20:02 AM »
(Mac Glitch)
When I zoom in all the way on my nest entrance, the entire nest entrance becomes a glitchy black color. Not just the nest holes, but the entire nest entrance space (which I've noticed to be some sort of square or rectangular shape around the nest entrance). This pretty much makes it impossible to zoom in to see battles at my nest entrance, or even just look at my nest entrance or the area around it zoomed in.

Something I have noticed: There are three levels of camera zoom, the 3rd being the farthest out, the 2nd being in the middle, and the 1st being as close as the normal camera can get. This glitch, as I said, happens only when in the 1st level of camera zoom, and immediately goes away once zoomed out. Something I have noticed is if I am on the 1st level of camera zoom, and I am looking at the glitchy nest entrance, if I continue scrolling a little bit, the glitchy black shapes move once, but the camera does not zoom in more. After that, if I keep scrolling, no movement happens.

This glitch happens in the formicarium, free play mode, 2.1 and 2.2. In 2.2, the glitch happens to all of the nest entrances, including the enemy colony nest entrances. This glitch seems to have been introduced with the new update.

General Discussion / 2.1 and 2.2 Challenge Mode Feedback
« on: November 05, 2018, 02:26:41 AM »
Personally I was very happy about how the challenge modes for these two levels played out. After playing both of them on hard difficulty, I can tell you beach tiger beetle larvae make a huge difference. Basically they just chip away at your ants, draining your food and food gathering capability. Even with a large army, it takes a decent amount of micro and time to bring down a group of the larvae, and it makes growing a colony much slower. I thought it was a good bump up in difficulty higher in comparison to 1.1 and 1.2 challenge modes.

Bugs / Troubleshooting / Major glitch: Enemies Getting Stuck
« on: August 29, 2018, 08:40:41 PM »
I moved my posts from "No narration on 2.1 and free play" topic here to create a separate topic for them.

 There is another major bug I encountered, and I think it has already been reported, but I'll mention it anyway. During the formicarium challenge 1, enemy ants, starting off with one of the waves of Formica ereptor, became stuck at my nest entrance, and all of my ants wouldn't move.

I think there was one or a few bugged enemies that were stuck inside the ground of my nest holes, and because they were stuck in the ground when my army aggroed on them, my army got stuck. I couldn't place a new pheromone or delete the pheromone to get them to move, but when I disabled attack, they probably deaggroed and they would move. Eventually, there was a single formica ereptor enemy visibly stuck inside the ground in my nest entrance. I disabled attack and put the pheromone right on top of him, and then enabled my attack and one of my ants was close enough to kill it. After it died, my army moved normally again. This kept happening with the waves that followed.

In the final wave, all of the enemies except for a couple enemy ants, a single beetle larva, and a single adult beetle entered my nest. The rest was completely stuck at the top, right next to my nest entrance. I was able to kill them by simply placing my pheromone at the top, but after my ants attacked the enemies in their range, they got stuck too. To clear out the area I had to disable attack, move my army, and then enable attack when they were right on top of the enemies in order to kill them.

Note that the narration and win cutscene were working perfectly. After the cutscene, the food dropped in as normal, and my ants gathered food from the dead insects, except for one. There seemed to be a dead adult devil's coach horse beetle in the middle of my three nest holes that was apparently being harvested from by two ants. Three of my ants, two soldiers, and one worker, were stuck, inside one of my nest holes. I suspected they were the ones who were supposed to be gathering meat, but they wouldn't move at all, and they wouldn't move when I disabled and enabled gather food and attack enemies. Therefore there was a carcass that was not harvestable from, and it would probably remain there until I quit the game.

I'm not sure where these glitches came from, but maybe something was changed when free play mode was introduced, because in free play sometimes when reloading a new save, your ants when you tell them to go to the surface, will get stuck in the nest holes. They'll visibly be above ground if you toggle health bars, but they'll be in the area beneath the nest entrance. To solve this the player must place the pheromone back underground, and then back to the surface. After doing this once or twice they'll begin moving from underground to the surface at normal speed. This bug won't happen again until you quit and reload the save.

This is all on mac.

Bugs / Troubleshooting / There is no narration for 2.1 or free play mode
« on: August 27, 2018, 03:32:41 PM »
I got a chance to play a bit of EotU again this weekend since it had been a long time since I completed the campaign. The levels were fun as always, but the narration wouldn't start for 2.1. I've tried playing it on different difficulties or selecting different units, but there is no voice, even though the voice is on max volume. The rest of the sound, like effects, works great, and it works on all the other levels, so I'm not sure what the problem is.

Also, for free play mode, isn't the narrator supposed to say "The queen is in danger" and things like that? If he is not supposed to say things like that, my mistake, but if he is supposed to, he doesn't.

This is all on mac.

General Discussion / Leaf Cutter Ant Caste Question
« on: August 19, 2018, 07:15:11 PM »
In a real Atta cephalotes colony, there are five different subcastes, the minims, who care for the brood, fungus, and sometimes leave the nest on the back of larger workers, the minors, who cut leaves into smaller pieces and insert them into the fungus, the media, who mainly transport leaves but can also cut them, the maxima, who forage and cut leaves, and lastly the soldiers who are only meant to protect the colony (and of course these are the largest, with a head size about doubling that of the maxima worker).

Maxima workers have a head size of about 2.2 mm. In comparison, soldiers have a head size of 4 to 5 mm. So, are majors in EotU maxima workers, soldiers, or I guess a mixture? I feel like they have the power of a small soldier, but they also do a lot of the foraging from the video you guys put out a week ago.

Suggestions & Feedback / African Driver Ants
« on: August 14, 2018, 03:22:46 PM »
You guys said you wanted an increase in complexity as the formicarium tiers progressed, and I can see that happening with fire ants and their bridges in formicarium tier 4. Liam on the steam discussions said it was likely African Driver ants would be the fifth formicarium tier.

In real life, a queen African Driver Ant (or almost any army ant species) has two stages, the egg laying stage and the migratory stage (this is why she looks so strange). She will consume food and will lay a bunch of eggs, and then she will stop laying and enter the migratory stage. Her workers will protect her and the brood as the whole colony migrates to a new location by creating a  mobile "fortress" around them with their own bodies.

Perhaps this could be implemented by making it so the nest is not necessarily underground but inside one of these "fortresses". The player could build chambers inside of it. I think these horde mechanics would definitely increase the complexity of the game, but also it would be an amazing finale to the campaign. Of course, this would also be the most difficult and time-consuming species to implement if you guys do something like this.

Suggestions & Feedback / Camera mode controls
« on: August 13, 2018, 12:25:01 AM »
I use camera mode like a close up cinematic mode. I've rebound the camera controls to be identical to that of a total war game, if you've ever played any of them. It's an extremely easy way to control the camera, but the problem is because I am using WASD, I cannot use WASD to move around outside of the camera mode. I've solved this by using the arrow keys instead. Maybe there could be a way to implement the ability to use WASD to control camera mode as well as normal mode at the same time is a suggestion to make the game controls easier.

Suggestions & Feedback / The Rotting Log Map
« on: July 17, 2018, 09:48:01 PM »
The beach underground and rotting log underground are pretty similar (I think there may be some slight lighting changes). It's probably not going to be added with leaf cutters but maybe after that, are there any plans for making a surface map for the Rotting Log? There are a ton of cool possibilities for a rotting log map. If one is ever added to the free play, maybe mole crickets from the surface could, after a period of time, burrow into the player's nest.

Bugs / Troubleshooting / Nest Entrance Shadow Glitch (Mac)
« on: July 16, 2018, 12:24:59 AM »
The shadows for my ant nest entrances in any level, free play, or formicarium will bug out when zoomed in all the way. No matter what quality I put the shadows on, (I normally have them on low), they appear very black and glitchy (It's hard to describe). They change shape when moving around the surface.

 If you could let me know how to put a screenshot on here I could put a picture of it up. This glitch has been there since the game released in December.

 I am using a 2017 mac book pro with a 3.1 GHz Intel Core i5 processor and Intel Iris Plus Graphics 650. The glitch also happens on older Macs with 1.4 GHz Intel Core i5 processor and Intel HD graphics 5000.

The reason why I am replaying the campaign is that I got a new computer, so I am working on a new formicarium (which I don't mind doing). But the problem is, one of the wolf spiders (one of the medium/small ones) the scientist drops is getting stuck in my nest holes. On the minimap, it is shown to be on the surface, and if I go into photo mode and rotate my camera I can see it in one of my nest entrances. I have attempted the challenge multiple times but every time it gets stuck in different holes. It doesn't attack my ants, and my ants don't attack it. It sometimes twitches slightly but other than that it doesn't move at all. It appears the same spider keeps getting stuck (based on size).

Note: On my fourth try a spider actually did not get stuck at all. I don't think I did anything differently and I was able to complete the challenge.

General Discussion / Rapid Fire or Mortar
« on: June 19, 2018, 03:37:52 PM »
Are 19 level 3 rapid fire ants better or 19 level 3 mortar ants for the formicarium?

Suggestions & Feedback / Free play mode suggestion
« on: June 18, 2018, 03:00:17 PM »
Will there ever be waste management added? Managing corpses and garbage properly would add realism to the game, however at the cost of simplicity. Maybe it could be a part of the realism option in free play mode?

Suggestions & Feedback / Alates and Formicarium
« on: June 06, 2018, 10:04:28 PM »
I heard there is a skirmish mode planned where it is similar to free play except the player goes against enemy AI colonies. Maybe one of the goals of this mode is to produce alates? Or maybe it is the goal of a new mode combining aspects of free play and skirmish? One's colony would have to be thriving and beating out its competition to produce alates. Once produced, they would fly away.

To make this mode rewarding, one alate could equal one point. The more points gained the more resources to spend on. Ex: If I were to get an impressive amount of points with Formica rufa, I would unlock a Formica rufa only formicarium. To get resources for the Formica rufa formicarium, I'd have to get points as Formica rufa, which would be converted into resources (food, tiles). If this is implemented after all the planned species are released (in a long time), one could get a collection of formicariums with different species to build upon. This is great for people who have dreamed of keeping ants but will likely never keep them :D! It would also allow the game to have a lot more reward-based playtime rather than just playing free play over and over (even though the free play is still fun).

Would this video be an accurate representation of the size difference between leafcutter Queen and workers planned for Eotu?

I also don't think an Atta queen will fit on the seven tiles of the Formica queen...

An average Formica fusca queen is about 12 mm in length. I'm not sure what species of leafcutter is planned but for an Atta sexdens queen, the average length is at least over 25.4 mm while supermajors can be up to 24 mm.

If Atta cephalotes is planned, because that is a profile image option, their size is still much bigger. Queens are about 22 mm, majors are about 14 mm, and mediums are about 7 mm.

Formica fusca workers are from 5-7 mm so they are about the size of the medium leafcutters planned. How will the minima be done, as they are only about 2 mm?

Suggestions & Feedback / New Resources
« on: June 02, 2018, 05:44:01 PM »
The user Serafine has recently posted these suggestions for new resources on an already existing topic. The reason I am putting them on a new topic is because I totally agree with them, but I am starting a topic just about these suggestions.

The idea was to remove the current resource "food" and replace it with two new resources, sugar and proteins. Sugar was for colony maintenance. This would add realism and make the player have to be much more strategic about how many ants they have. Protein is for building and probably upgrading tiles.

Making it so that workers would have to pick up food and then feed larva so they can hatch would make it more realistic visually and would make the player have to build more workers to replenish the brood or else have too few ants alive to defend the colony.

Pages: [1] 2