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Messages - Rayalot72

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General Discussion / Re: Is Insane Mode Possible?
« on: November 19, 2018, 09:39:45 PM »
I'd go for going underground only on D1 (plus food just outside the nest) in 2.1 personally, as it's more consistent than needing to go down any levels. 

General Discussion / Re: 2.1 and 2.2 Challenge Mode Feedback
« on: November 19, 2018, 09:37:53 PM »
Larvae are definitely a significant hindrance, and I think they've worked out quite well as a challenge.  They've made a pretty big difference to how comfortably I can play through 2.1 Insane in particular. 

General Discussion / Re: Screen Shot Saturday - Spiny Devil
« on: November 17, 2018, 05:27:52 PM »
Is the bleed going to be diversified from venom?  It seems as if poison ignores any form of armor, but it would be nice if there were some DoT options that could be mitigated via physical resist. 

General Discussion / Re: Jumping Spider funsies
« on: November 17, 2018, 03:49:18 AM »
Admin he doing it sideways

Hype for the eventual model.  Hopefully these can be some anti-backline enemies, since they'll be able to jump past walls of melee ants. 

Welcome to the Colony / Re: A Late Hello
« on: November 15, 2018, 02:18:08 AM »
Huh, I did, albeit around a year ago. 

Welcome to the Colony / Re: A Late Hello
« on: November 15, 2018, 02:15:57 AM »
Now I'm wondering if I ever made a "Welcome to the Colony" post...

I actually don't remember. 

I'm not much of a fan of Baron anymore, but he also introduced me to the game, lol.  I'm glad they did, because it's now one of my favorites, and I've gotten a lot out of just the early access. 

Off Topic / Re: Other games to avoid burnout
« on: November 15, 2018, 02:11:37 AM »
Anyone been playing Deltarune?  Undertale as a whole is quite overrated, but it's still a load of fun if you like bullet hell and Toby's style of humor.  Personally, I just find it a relaxing game in general. 

For an additional installment (or demo of one) it's done a good job of living up to its predecessor, along with adding some new features that stay true to the original design. 

General Discussion / Re: Screen Shot Saturday - Rove Beetles
« on: November 14, 2018, 09:17:26 PM »
Wrong topic, zun? 

Welcome to the Colony / Re: A hello and a ?? !!
« on: November 11, 2018, 08:25:16 PM »
I wouldn't worry too much about not getting readers.  The official forums have generally less activity than anywhere else, but still have a consistent circle of regular users. 

General Discussion / Re: Screen Shot Saturday - Rove Beetles
« on: November 10, 2018, 11:00:30 PM »
differences in stats and abilities.

Excellent, that will make them much more interesting to fight, even if they are almost the same creature. 

Bugs / Troubleshooting / Re: Nest Entrance Visual Glitch
« on: November 10, 2018, 01:29:18 PM »
Sure, how exactly do I put screenshots onto this forum though?

I'd use something on the internet like giazo or imgur to upload it.  You can get the direct address of the image and post it in the forum's HTML (just click "insert image"). 

Suggestions & Feedback / Re: Ant healers
« on: November 09, 2018, 02:33:25 PM »
If there were a way to make a combo of self preservation and self repair, so the ants could go back to regen and then go to fight again with all their life because the only big problem of self repair is that if your ants are constantly fighting they won't regen at all

You are forced to take one of those abilities at a time unfortunately.  You can't get both of them. 

Suggestions & Feedback / More efficient AoE targeting by AI
« on: November 09, 2018, 04:27:19 AM »
Currently, most AoE attacks used by the AI, particularly by DCHB (confusion spray), BTB (swinging jaws and stun), or BWS (venom strike), are aimed on whatever that creature is attacking at the time.  This means they can easily, on accident, turn around to strike a single foe behind them, and waste their ability to do very little, when they could have killed or at least damaged 10-20 ants right next to them in a group.  Because of this, I think it might be valuable to improve the targeting on these abilities, as well as all future AoE attacks. 


This could be fairly simple to implement from an outsider perspective, and its accuracy could easily be based on how much lag such an addition would generate.  While I expect you'll know more programming tricks than I do, it sounds as if this could be done with a very simple search that looks at positions across 360 degrees to see which target will hit the most enemies.  For example, you could use a binary search to check for enemies in the 180 degrees to either the left and right or front and back of the creature, and then use that as the new target area (although this may be worse than sequential searches given one set of 180 degrees features a spread 6 foes while the opposite 180 degrees features a clumped 5 foes). 

Suggestions & Feedback / Re: Ant healers
« on: November 09, 2018, 04:13:07 AM »
Interesting.  Do you prefer it in the early-game, or the late-game?  Mostly, I notice it seems to work against me when facing ubers or attack waves, as I'll suddenly have no black ants after the first couple start to die. 

Suggestions & Feedback / Re: Ant healers
« on: November 08, 2018, 09:40:34 PM »

self-repair isn't actually good because it provides extra regen (although this does help if all other black ants die), it's primarily good because it's not self-preservation.  If you took neither option, you'd be pretty well off, as it's better to have your black ants bravely die and make space for new ones than for them to all survive and die at one time, losing you all of your defensive units. 

Personally, I might even avoid self-preservation until we've obtained the leaf cutter major. 

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