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.

Messages - Rayalot72

Pages: [1] 2 3 ... 22
General Discussion / Re: Screen Shot Saturday - Tiny Minims
« on: July 16, 2018, 01:26:24 AM »
So minims are just aesthetic...? Yes, they have an important role in growing the fungus but they are completely uncontrollable and their job in the game is to make the growing of fungus more realistic looking? If that's true, I'm still happy we have them to look at, it'll make the colony seem more alive.

They certainly will make the place feel more alive, but they still have tasks to do - it's them that will be the final stage in the production line to get the harvested leaves turned into fungus. Their numbers are tied to the number of nursery chambers and their inhabitants.

Interesting.  Can they be killed?  I also assume we can't put them in pheromones. 

Bugs / Troubleshooting / Re: the night/day cycle of 2.1/2.2 stop
« on: July 16, 2018, 01:17:59 AM »
Are you sure it stops for 2.1?  I know it doesn't work in 2.2, as the water isn't even coded to lower. 

Bugs / Troubleshooting / Re: Challenge 2.1 and 2.2
« on: July 15, 2018, 04:24:38 PM »
Mortar splash damage works, but is very very low, and requires tight clumps.  It's essentially  useless as of now, sadly. 

General Discussion / Re: Confirmation: 2.2 Insane is still possible
« on: July 14, 2018, 05:01:02 PM »
Welcome back!  I myself used 70 rapid-fire and 30 soldiers (with 80 workers with the same 50/50 split again) on a friend's better PC on my second win.  Considering you had more food to spare, I figure I'm doing something inefficiently, but oh well.  You'll have to make a new video. 

Now I just need to check that I can actually still do it with lvl 1 mortars with the lower framerate on my PC. 

General Discussion / Re: Free Play Hardest Difficulty
« on: July 14, 2018, 04:56:27 PM »
I compared some of my older videos to some battle-simulator stuff, and it seems they really did get a nerf, and a very heavy one. 

I also recall that I could make lvl 3 mortar beat rapid-fire with equivalent food, but now it seems like this never happens (it's not even close). 

Bugs / Troubleshooting / Re: Ghost Food
« on: July 13, 2018, 02:53:21 PM »
No problem. 

Good, I was worried food was being wasted since I had started seeing them grab and then drop food without actually moving it. 

Sorry I forgot to check this thread, I could probably have manged to record it. 

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. 

General Discussion / Re: Screen Shot Saturday - A Minor Issue
« on: July 12, 2018, 02:01:58 AM »
Atta soldiers aren't just tanks. They can cut any other ant in half easily, even for a human it's a very unpleasant experience to get bitten by one of those.

Sure, but for gameplay it would be odd to merge DPS and tank roles too heavily.  Their damage will probably be outweighed by their cost, so that high HP becomes the primary motivation for purchasing them, with damage as a bonus.  Much lower health damage roles that can be bought for cheaper will probably take the DPS slot. 

General Discussion / Re: Screen Shot Saturday - A Minor Issue
« on: July 10, 2018, 08:37:05 PM »
On the bright side, melee DPS roles will finally be viable. 

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). 

Do not open your entrance until you've cleared the underground.  Once you open it, collect as much food as you can. 

General Discussion / Re: Rapid Fire or Mortar
« on: July 08, 2018, 01:37:21 AM »
Current meta: 

Rapid-fire: Formicarium, freeplay, 2.1 Insane and below, 2.2 Medium and below. 

Mortar: freeplay attack waves, 2.2 hard/insane, 2.1 surviving past winning the game. 

General Discussion / Re: Screen Shot Saturday - A Minor Issue
« on: July 08, 2018, 01:33:54 AM »
Two worker roles? :o

That'll be fun to manage.  I assume we'll be scaling our minim population based on fungus garden size and minor population based on colony size.  Depending on the level design, I'm also expecting them to be either early-game harvesters or the optimal passive harvester choice. 

Inb4 the "taunt" ability makes them or minims combat-effective. 

Suggestions & Feedback / Re: Spitters/Mortals
« on: July 04, 2018, 05:20:27 PM »
Rapid-fire are better for being spammed at lvl 1. 

Mortars are better for being built up to lvl 3 if you can utilize their splash damage. 

Pages: [1] 2 3 ... 22