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Messages - Rayalot72

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1
General Discussion / Re: Hamstering?
« on: September 24, 2018, 05:26:31 AM »
Personally, I'm building a stash for my planned optimal selection in Freeplay.  It can't hurt to have them topped off a little bit. 

2
Off Topic / Other games to avoid burnout
« on: September 23, 2018, 06:16:20 AM »
I was wondering what other games people were playing that also enjoy EotU.  Personally, I jumped into XCOM Enemy Within, and have now gotten hooked on the Long War Rebalance mod. 

3
General Discussion / Re: Screen Shot Saturday - Beetle Larvae In Motion
« on: September 22, 2018, 05:51:58 PM »
Good thing the 2.1 D1 strat I'm now using (somewhat) accounts for these. 

4
General Discussion / Re: Screen Shot Saturday: Small Improvements System
« on: September 17, 2018, 04:21:58 PM »
It'll likely cost inordinate amounts of royal jelly once you get high enough anyway.  Besides, attack waves in Freeplay are unusually hard, particularly up to the 10 uber tiger beetles. 

5
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 17, 2018, 01:10:11 PM »
Naw, this is something I attempted to do maybe half a year ago, and it didn't work (enemies would just dig their way in).  Some change between then and now has broken pathing to the nest entrance. 

6
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 17, 2018, 07:15:22 AM »
Thanks a lot dude.  Great find. 

Definitely an update between the last time I tested this and now is the culprit, although no idea what it could have been.  Maybe since freeplay enemies don't dig out the nest. 

7
General Discussion / Re: Screen Shot Saturday: Small Improvements System
« on: September 17, 2018, 07:14:26 AM »
Tbqh this will be very convenient for Freeplay, since it benefits the most from infinite power.  This is only in the formicarium for the campaign anyways, and the campaign levels are really the only thing I personally care about balancing for. 

8
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 16, 2018, 06:56:11 PM »
2.1 has the same problem. 

9
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 16, 2018, 06:18:27 PM »
It appears that you cannot send your ants out if the nest is closed, as this instantly kills anything going outside. 

As for the ants from the lower-ground, they seem to fail to path to the nest, and they end up dying to the flood waters.  Thus, they can dig it out, they just don't.  More specifically, they stop moving at their nest entrances. 

10
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 16, 2018, 05:02:40 PM »
Did a check, the D1 waves haven't dug out the entrance. 

11
You have the options to choose between X venom damage, and X*(3/4) flat damage.  The issue seems to be that, as the recent screenshot Saturday indirectly confirms, venom damage already has a significant boost due to ignoring resistance.  So, wouldn't it make more sense for the venom damage to be X*(3/4) and the flat damage to be X, so as to make up for the fact that flat damage has to deal with enemy resistance values? 

12
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 16, 2018, 08:32:54 AM »
Which levels are letting you stay under? 

2.1 and 2.2 should have the nest dug out by attacking enemies, which does occur on 2.1 at least. 

13
General Discussion / Re: Higher Difficulty?
« on: September 16, 2018, 02:22:08 AM »
An update since I beat it again: 

I constructed two groups of 14 ants for D1 harvesting, and then gradually built up about 19 spitters and cleared the first chamber.  During the night, made the groups of 14 15 each (total of 30), made 13 additional nest-workers, and got some melee soldiers (around 15 I think).  All extra went into spitters. 

D2 I sent the 30 workers in the groups of 15 to the fish, and used the soldiers for defense. 

During D3, in the middle of fighting waves, I would also open up some of the remaining underground chambers (I did the 3 in the south-east last, so I opened the 2 available to me, and then the last 1 on a separate occasion) in the middle of fighting a wave, which gave me extra food and saved some time I would have otherwise wasted N3. 

By the time D4 came around, I had built up 30 melee and 90 ranged soldiers, and had 35 workers doing nest jobs, and 15 working as extra meatbags, with something like 1500 food stored. 

You'll probably need to find a construction order that works for you, but that has been what works for me.  The basics seems to just be maintaining enough food so as to be able to manage, which means you need to time everything perfectly enough so as to ensure that you aren't missing food from enemies at night, that you get enough from that fish D2, and so as to have cleared and harvested the entire underground. 

I don't personally touch the overground, as I have extreme difficulties with finding time-frames within which to get and keep the aphid farms up and running, especially at night when you don't get food from them.  I suppose I'll have to start doing tests revolving around such a strategy, to see if it's viable, as you sound like you're getting success out of it. 

14
General Discussion / Re: Screenshot Saturday: Small Improvements System
« on: September 15, 2018, 11:08:43 PM »
Quote
Armour

Anyone playing this game that didn't know what country Slug Disco was in will now know beyond a shadow of a doubt. 

15
General Discussion / Re: Leaf Cutter Ant Caste Question
« on: September 13, 2018, 01:33:19 AM »
It's possible that those chambers will be minims over minors, at least partially.  So like, 7 minors, 12 minims.  Maybe minim tiles will hold more than 1 even, and a maxed out colony will hold like 84. 

Maybe they are minors though, and minims will spawn around the fungal structures. 

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