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Topics - Rayalot72

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General Discussion / Confirmation: 2.2 Insane is still possible
« on: July 12, 2018, 10:17:26 PM »
It's very difficult, however.  I'd go for about 20 melee soldiers, 40 worker tanks built up early to collect food, 40 workers doing nest work, and 60 spitters (rapid-fire for high-end PCs, mortars for low-end PCs).  All other food should be used for reinforcements on the last day. 

The significant nerf to lvl 3 mortar splash damage has made the cost of making them far too high to opt for it.  Lvl 1 spam is now the only way to beat 2.2, and will probably leave you heavily constrained in terms of food.  Typically, most food is spent gaining numbers, but here the reinforcements will have costs ranging from 500 to 2k in a single day. 

Do your best not to over-spend, and make no attempts to kill enemies on the lower levels. 

Normally, rapid-fire are far superior combat units, and are generally the ideal pick (especially with mortar AoE seemingly taking a hit).  However, their fast-firing attacks can generate a lot of lag, and are, in turn, hindered by low frame-rates.  This makes the typically slightly less efficient mortars much more powerful when spammed in situations where there will be a large number of enemies on-screen, or the size of your army is over a threshold that generates lag, as their attacks seem to be relatively unaffected compared to the impact on rapid-fire. 

I would recommend you test, using the battle simulator, how many ants there needs to be before the game is slowed down enough that mortars are more effective. 

My understanding of what causes this is that the game handles it like this: 

Every 0.5 seconds, rapid-fire can attack. 
Every 3 seconds, mortars can attack. 
If the game checks for and performs an available attack every 0.1 seconds, rapid-fire will be stronger.  A maximum of a 0.1 second delay allows rapid-fire to waste very little time, while mortar also waste very little time, with an attack ratio of 6 to 1. 
If the game checks for and performs an available attack only every 1 seconds due to lag, mortars will still attack about the same rate with a maximum of a 1 second delay, while rapid-fire at a maximum of 1 second delay will have that same delay far more often, allowing an attack ratio as awful as 4 to 1.  Longer delays will only make this worse (a 2 second delay can make the comparative ratio as bad as 5 to 2)

Since rapid-fire have such small damage packets, they rely entirely on getting those packets off quickly.  Lag prevents this from happening, making the single large damage packets of mortars much more reliable. 

Bugs / Troubleshooting / Ghost Food
« on: July 09, 2018, 07:06:26 PM »
For some reason, it seems that what appears to be a duplicate food item is created occasionally when a food item is grabbed by an ant.  This item cannot be picked up, however, and vanishes after existing for a minute or two. 

I determined this was what was happening since the glitch also occurs when a corpse is harvested, dropping a random food bit on the ground that cannot be grabbed. 

It may be that what's happening is the ants are carrying the food, but not carrying the model with them for some reason, which fixes later.  I haven't been able to spot any ants carrying air to food piles to know if this is the case. 

This glitch does not seem to occur with corpses (devil's coach horse larvae and weevil larvae). 

Hovering over the brood chamber will indicate that the total number of tiles are whatever level tile you are hovering over.  Given I have a brood chamber of 5 lvl 1 tiles, 10 lvl 2 tiles, and 3 lvl 3 tiles, I should be getting 5/10/3, but instead I can get 18/0/0, 0/18/0, or 0/0/18 if I hover over a lvl 1, 2, or 3 tile within that chamber respectively. 

Suggestions & Feedback / Anti-ranged enemies
« on: May 30, 2018, 12:44:00 AM »
I think we could use some. 

Possible implementations: 

  • A long reaching attack that can hit ants that are farther back. 
  • The ability and AI to run past ants in melee. 
  • AI on a ranged attacker that randomly switches between targets in range. 
  • A ranged attack on more than just wood ants

Currently, the game immensely favors the use of wood ants in every situation, as almost every enemy will have anti-melee abilities, but not one of them has anti-ranged abilities.  The anti-ranged ability currently implemented is in mortars, which mostly target the closest enemy anyway, while it can't even be encountered with splash damage as an enemy. 

General Discussion / Will the new leafcutters use formic acid?
« on: May 25, 2018, 03:41:09 AM »

It seems they have some acid, but it's hard to tell if they use it as a weapon.  I know some leafcutters do use it that way, but was unaware of this specific species did. 

It seems that combat music doesn't play properly in Freeplay.  It never activates generically when ants are in combat.  The only time I've actually heard it working was when attack waves were starting, and even then it only would last for about 30 seconds. 

This may be intentional, but it seemed odd, so I thought I'd report it. 

Suggestions & Feedback / Potential Freeplay Options
« on: May 19, 2018, 06:23:17 AM »
1) Give the player the option to set a percentage food yield from enemies that yield harvestable corpses (probably something like 10%, 20%, 30%, etc. with 100% being the default), much like how 2.1 "invader" enemies only give you 40% and 70% food in harder difficulties.  One of the major complaints currently is that you need more and stronger enemies for Freeplay to be difficult, but doing this also increases the amount of food you get so that the game is too easy.  This would give players the option to make food much more difficult to obtain from just killing enemies, instead requiring you use a food source like a landmark, now requiring you can efficiently defend the pathway to that food. 

2) Add a menu that can be hidden (much like with the battle simulator) that allows you to choose the music you hear from other levels.  A Day on the Beach is only entertaining for so long, until eventually you mute it and play something on Youtube.  I also wouldn't mind having The Friendly Spider on if I decide to do something like wolf spiders and funnel webs only. 

3) Something between attack waves and ubers might be nice, where a squad of enemies spawns at random and guards an area.  This could include all sorts of things, like devil's coach horse beetles paired with a swarm of larvae, a large wolf spider or two with a swarm of babies, a squad of wood ants with mixed roles, a squad of black ants, a group of beach creatures, etc.

Bugs / Troubleshooting / Several Bad Aphid Spawns [Freeplay]
« on: May 19, 2018, 06:05:58 AM »

That should cover quite a few.  These seem to be some of the only "problem" spawns, although I think there may be a few others I haven't managed to get screenshots of yet.  I will probably put them in a reply to this post if I find them. 

I also feature a bug that can cause flying honeydew to appear.  I don't have screenshots but there are cases where this occurs much farther up, where there's honeydew you can find extremely close to the camera. 

General Discussion / Is backing still available?
« on: May 14, 2018, 10:37:58 PM »
It's summer, so I plan on taking on quite a few more hours at my day job.  Because of this, I was wondering if backing was still possible, as I might drop 20$ or so in one way or another. 

While it's nice to have infinitely high difficulty, it may be nice to cap it. 

Particular issue:  I ran ramp with spikes with no enemies but ubers, as a way of fighting them specifically.  A fish then spawned much later and proved to be the harbinger of the apocalypse, as this spawned enough ants that they couldn't harvest the fish properly, and I couldn't kill them, so my game crashed. 

General Discussion / "Invader" food yield (2.1 Rising Tide)
« on: May 09, 2018, 09:14:06 PM »
This looks at the waves of enemies that attack you at night in 2.1 Rising Tide, and examines the food yield that these enemies provide, compared to the enemies that wander about the surface of the same size.  This reigns true for both hermit crabs and wolf spiders. 

DifficultySMLPercent Yielded

If we get a 2.X challenge that uses tiger beetles in attack waves, The yield would probably be something like: 

DifficultyMLPercent Yielded

Suggestions & Feedback / Queen upgrades
« on: May 09, 2018, 03:03:38 PM »
Royal guard could use a buff, as atm the guards can be easily taken down by large numbers of strong enemies, making royal decree a superior and more reliable option for clearing the underground.  Something as simple as spawning twice as many may be effective in making the ability quite strong. 

General Discussion / Formica Ereptor Builds
« on: May 09, 2018, 01:42:57 AM »
With Freeplay allowing the import of Ereptor colonies, here are two colony setups I use.  Let me know which ones you prefer of your own or what I listed. 

Queen formats (can be used for any setup; these are the two I find to be the most ideal): 

Royal Guard + Fierce Mother: 
  • Pairs well with Royal Guard by allowing them to do damage uncontested.
  • Allows the entirety of the respawned army to do damage uncontested.
  • Can save you from situations in which you have 0 food.
  • Can save you from situations in which you have no workers, although you'll have much less time to kill confused enemies this way.
  • Requires you to regain control of the underground after the 10 second confusion duration.
  • Provides an additional buffer for 60 seconds in the form of the guards, but only if threats are manageable.

Royal Decree + Second Wind
  • Allows an infinite army to wipe out threats.
  • Forces enemies to focus on your infinite army.
  • Has a longer duration than the above combination.
  • Can save you from situations in which you have 0 food.
  • Can save you from situations in which you have no workers.
  • Provides no additional buffer beyond 20 seconds besides the full size of your army.

Colony setups:

Ranged DPS: 

Worker ants: Efficient Brood/Evasive
Black ants: Meat Wall/Self Repair
Rapid Fire ants: Corrosive/Weakening
    Usage: Requires less worker ants than usual, which should always be set to no combat, which are able to restore lost numbers without being threatened by either enemies right by the queen or in brood chambers, making wolf-spider AI much less threatening than it is in 2.1 Rising Tide (N2 W3 and N3 W1 can both wipe you if all your workers die).  Most of your damage will come from rapid fire, which will buff each other's damage, which results in very high venom degen on focused targets on top of the usual flat damage.  Black ants, while still doing noteworthy damage, are primarily there to take hits and allow the rapid fire to do their job.  The greatest weakness to black ants is going to be AoE venom from medium and large spiders, as well as the devil's coach horse spray, although since these attacks won't kill all of your black ants you should be able to manage if you have enough.  Very high single-target damage is also a concern, as it can allow the gradual wear-down of black ants, leading to enemies carving through your low-health rapid fire ants.  Regen on black ants primarily helps to ensure you have a constant supply of tank roles, where anything that dies respawns, and anything that survives is at full HP for the next fight.  Rapid fire also have the bonus of slowing enemies, which isn't all that strong, but is still capable of allowing the ants to stand without tanks against weak or slow foes. 

Melee DPS: 

Worker ants: Aggressive Brood/Defensive
Black ants: Dangerous/Self-preservation
Mortar ants: High-pressure/Crippling
    Usage: While worker efficiency and reliability suffers, workers take on the role of tank in this setup.  Their specific defensive ability makes them highly efficient at holding out against high damage attacks, particularly from the likes of tiger beetles and wolf spiders.  They are still quite vulnerable, however, to venom attacks, as well as rapidly repeated small packets of damage (like the tiger beetle's swinging jaws ability).  While aggressive brood allows worker ants to be a fighting force, they still should not be relied on for damage, with it merely being a perk.  Black ants are made to take advantage of the new worker tanks, having increased attack speed over bulk, as well as the ability to retreat when low on health, essentially ensuring that black ants survive to do damage, while the enemy in question moves on to potentially attack a worker instead.  The mortars act primarily as a support unit.  They do additional physical damage, and also debuff the target foe either for black ants and workers to do additional damage to, or for other mortars to do additional target or splash damage to.  While mortars are primarily strong for their ability to handle hoards of densely packed enemies, their crippling ability should make them viable if not ideal against single strong foes as long as there are a lot of black ants in play.   A notable weakness of this setup is that you will be far more vulnerable to anti-melee abilities, such as confusion and stun, especially against creatures that move a lot, as mortar aim will suffer as a result.  Mortars also cannot solo weak enemies like rapid fire can.

Bugs / Troubleshooting / [Beta] Royal decree broken
« on: May 07, 2018, 01:33:07 AM »
It seems that the brood chambers don't spawn there own eggs for the 20 seconds they're supposed to, for unknown reasons, in the Formicarium. 

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