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Messages - Rayalot72

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31
Suggestions & Feedback / Re: The predator to my enemy.
« on: August 09, 2018, 04:25:17 PM »
I think the spiders do attack devil's coach horse larvae?  It's been a while since I played that mission, but I had been pretty sure that was something that could occur if they triggered the web.  The spiders definitely attack weevil larvae and woodlouse, mole crickets, and slave-makers. 

32
General Discussion / Re: Screen Shot Saturday - Under the Soil
« on: July 28, 2018, 02:24:47 PM »
Wouldn't a level 3 major ant be a bit out of place going through 1 tile thick tunnels?

It's probably the perfect size to fit through.  They've also mentioned that smaller ants will be capable of walking under the majors, so that shouldn't be problematic. 

33
Suggestions & Feedback / Access to X.X levels in a bonus mode
« on: July 23, 2018, 08:47:41 PM »
This would essentially be to play each of the levels without the preset goals, and with any colony type desired (although with a warning since some colonies might not work properly in all cases, like leaf cutters) in any difficulty setting.  This would add some additional replayability with using black ants in wood ant missions or wood ants in black ant missions. 

While this sounds like me to be a quick and easy addition, I suspect there may be barriers I am unaware of for the implementation that might leave this to be implemented after release.  I still think it's a good idea, however. 

34
General Discussion / Re: Screen Shot Saturday - A Major Concern
« on: July 23, 2018, 08:39:23 PM »
It would seem that majors with the taunt ability would be effective against rapid fire, While the stun would be effective against mortars.

Taunt would only be effective against any ranged units if it's long range.  Stun will likely be best against a few foes in melee. 

35
General Discussion / Re: Screen Shot Saturday - A Major Concern
« on: July 23, 2018, 03:15:46 PM »
In addition, the stun-lock will likely only be viable against single or few grouped up foes.  Taunting will be better for larger numbers of majors against a large number of enemies, particularly if they're spread out. 

36
General Discussion / Re: Free Play Hardest Difficulty
« on: July 23, 2018, 07:02:00 AM »
I'm not the biggest fan of freeplay honestly, as I prefer to have a specific goal and very few random elements.  I'll consider making a guide once I get the latest META set up in the formicarium. 

37
General Discussion / Re: Screen Shot Saturday - A Major Concern
« on: July 23, 2018, 06:59:29 AM »
Speculation based on mechanics of tiger beetles: 

The taunt ability is going to be much more useful with only a few of the majors, while the stun ability is going to be extremely powerful with a large number of majors.  This is due to the fact that taunting is the most reliable way of protecting low-health DPS units, but with enough stuns you can effectively "stun-lock" the enemy so that they're incapable of doing anything. 

38
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. 

39
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. 

40
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. 

41
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. 

42
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). 

43
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. 

44
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. 

45
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. 

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