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Messages - VarmintLP

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1
General Discussion / Re: Leaf Cutter Ant Caste Question
« on: September 19, 2018, 05:45:36 AM »
Some new chambers are the leaf drop off chamber, which is the chamber where ants will drop of leaves to be processed. And there is the refuse chamber, which is where the ants deposit waste emitted by the fungus gardens. If the waste is not cleaned up and put in the waste chamber, the fungus will get diseased.

True. I forgot about that but that is probably because I only know some basic informations about this kind of colony. And yes it would definitely be cool to see some ants riding the majors. :D
It's also good to hear that they are doing the 4 types of workers :D
And I think it would be then 20 workers to have 5 of every kind. :P

2
News and Announcements / Re: Backers and Beta Backers
« on: September 18, 2018, 04:23:54 PM »
Alright I just found it. I bought the game the 06/11/2017 :P
Is that counting as backer? If so that would be awesome. I just bought the game with a diffrent email adress which is basicly the same but it ends with @outlook :P
Would be great to have the badge just because it's legit  ;D

3
General Discussion / Re: Leaf Cutter Ant Caste Question
« on: September 17, 2018, 05:15:36 PM »
Hello there,

I thought I should also give a sugguestion which would make the game a bit more interesting.

The leaf cutters could be made like this.
3 Types of workers.
1st: The foodgrower & caretakes: Takes care of the fungus to grow bigger and bigger and takes care of the brood.
2nd: The foodcollector & soldier: Takes care of collecting leafs and oats to grow the fungus
3nd: The flydefender: They mainly ride on the back of the 2nd units to defend them against those egg laying flies. They secondly transport the cutted leafs back to the fugus chambers.

The colony size would be determined by how big the fungus has grown. There would be special food plots which would act like a second type of food stockpile. It would take it's time to grow but they could be upgraded just like all the other plots with the 6 points per upgrade tactic. The more fungus slots you have the more fungus they can grow to increase their population. The population would of course have a max capazity but it would still be good to have it like this. The leafes would also be transported to the colonies stock piles and then taken from the 1st type of workers.

The colony should of course start with some of everything so they can actually survive and I think 3-5 of each should actually do. For the upgrades it could be like.

1st: Level 1-3 increases working speed and effectivness of their natural anti biotics they use to keep the fungus healthy. Level 3 Ability: Increase the fungus effectivness by 1-5% so you need less plots per Ant.
2nd: Level 1-3 Increases the cutting speed, defense (except for those flies) and damage. Level 3 Ability: 1-3 Seconds of total immunity or 30-50% less damage taken.
3rd: Level 1-3 increases the walking speed and their effectivness of carrying the leafs. Level 3 Ability: Can jump onto those flies and know them out or something like that.

General Leveling: Increases the HP, the defense, strenghth and walking speed a bit. Of course adjusted to the current situation.

Btw it's normal that a queens first workers are very weak at the beginning and later on as the colonie grows they just die out and are replaced by much stronger sisters. The nanitics are always the weakest workers since the queen just needs a first bunch of ants very quickly and then she can lay eggs for the next generation of workers.

I hope this would give you some ideas to improve the leaf cutter colonies. I never had them myself since I'm not able to find them over here and I'm not going to buy one of those but they are still very facinating and I have a general basic knowledge about those because they are so awesome. :D

Well I hope you get some ideas out of this.

4
News and Announcements / Re: Backers and Beta Backers
« on: September 17, 2018, 12:41:01 PM »
Well I have backed at least before the game was released I guess. Must be arround october 2017 or so via the webside. I will try and find out later. :P

Btw great game. Please let me know if I can help you with some of my antknowledge to improve the game. :D

5
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 17, 2018, 12:37:02 PM »
Was there an update in between the beginning of this post and now? If so I must have missed that but if not then it probably still works. And it was definetly in the mission and not in the new free mode. Although in freemode it wouldn't work since there are still the walls which stand between the nest and the entrance.

But anyway. I can check again later if I can find the time to verify this with both missions and give you a quick feedback in her. :D

6
Bugs / Troubleshooting / Re: The lazy and easy game
« on: September 17, 2018, 01:04:30 AM »
Seems as if you have figured something out then. Btw the ants have probably waited arround the entrance because the game started to drop a lot of frames. From 60 down to arround 8 and even 5 until the last day had past which ends the mission. It might be that the workers have died while trying to exit but I cannot tell yet. I've seen however that they are also able to just walk through the entrance not to leave the nest but because it's not like a wall so they use it as a normal empty space for their path.

Hopefully you will be able to figure out how to solve it. I will try to help you guys of course to improve the game and I will surely do a stream on twitch or something. You know for the antlovers out there. :D

Please let me know if I can be of any help for you and the further development of the game. I'm thinking of course about sharing my knowledge and the bugs I might find. :D

7
Bugs / Troubleshooting / The lazy and easy game
« on: September 16, 2018, 06:44:23 AM »
Hello there my fellow antlovers,

First of all I love this game and I am so happy to have the chance to have found it last year and to play it. I was a bit disappointed when the game came out without a useful continued play mode but now it's out there. I'm an Antkeeper myself and I also don't mind sharing some information about ants with the team if they want to know more. :D

I would sugguest that you add the colony Messor Barbarus or something similar to the game. ;D
You can get some live footage of mine.

Anyway. This is a bug thread so I will tell you all about it.
I was playing a round of the second mission in the story mode to make my colonies stronger in the free play mode because I used my own colony which actually needs stronger wood workers but they weren't leveled up in the original colony. So what did I have to do? You are right!! Getting more royal jelly to get some power ups.

Now what is the bug. It's basicly not a real bug but something that was not thought of. The mission 2.2 requires that you survive for 4 days on a beach with two other colonies which need the high ground.


Since I have the high ground, they are doomed anyway because

+


What I'm trying to tell you is that you can win the mission on Insane with a 100% cleared map (-Entrance) and as many workers and black ants, etc as you can buy for the food without dealing with those non high ground peasants.

I noticed, that the time is continuing to pass while the door is still closed so I could actually just chill for those 4 days with my queen and her 7 nanitics. They would have food for days (literally) and would be realisticly founding the colony.

So the buy is that you can finish the mission just waiting and probably the same goes for the other maps. It's rather boring to tell you the truth and through out the whole process the game starts dropping FPS due to the amount of ants on the outside of the nest. No idea if they were still waiting there during the night or not but during the first try I was not going to let those peasants in. I love my highground and I prefer it enemie ants free.

I noticed something else tho. After the last day had past and the mission was over I decided to stay for a bit longer, just to watch them a bit more. So at the end of the mission I still had the closed entrance but I was on the outside world map. Wierd was that the workers were able to excite although the door was closed. Sadly they all died cause I mistakenly had placed the marker in the water :C

But they were able to exit the nest without an open door. A cheater could somehow manage to place the marker on the outside of the world and make the workers go collect some stuff without having to deal with the outside dangers. Perhaps you could have a look on it. If you want I could record you a round of this so you can see for yourself. :D

Hope you can find a suitable solution for this issue.

Best regards,
VarmintLP / Nico

P.S.: Sorry for the long post. Have a potatoe. Only some people will get this. Sorry for the rest  ;D

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