NUD beta build
Moderators: th15, Moderators
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- Vice Admiral
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- Captain
- Posts: 486
- Joined: Thu Aug 07, 2008 11:32 pm
Nice update very enjoyable.
small thing about the high scores: there are a fair number of ties, but the places fail to reflect that. I think the numbers on the side need to be adjusted to show ties. I for example am tied for third somewhere, but it shows me having the fourth highest score.
Edit: it tells me that I'm banned from the high scores list. what is it now?
small thing about the high scores: there are a fair number of ties, but the places fail to reflect that. I think the numbers on the side need to be adjusted to show ties. I for example am tied for third somewhere, but it shows me having the fourth highest score.
Edit: it tells me that I'm banned from the high scores list. what is it now?
It's gotten great, and looks like it'll only get better, excellent work.
My only complaint is that I seem unable to not upload high scores (there's no cancel or 'x' button, only 'okay'), and when I upload them, I get an error message (of course that might be because I'm not typing in a name). Fortunately I can ignore the error message so it's fine for playing.
My only complaint is that I seem unable to not upload high scores (there's no cancel or 'x' button, only 'okay'), and when I upload them, I get an error message (of course that might be because I'm not typing in a name). Fortunately I can ignore the error message so it's fine for playing.
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- Commodore
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- Location: "not here" would probably be accurate
for normal levels, are you scored on how many lives you've lost, or does that have no bearing?
also, if it is based solely on how many resources you own, I would turn off selling of nuds on the last round, for reasons that... should be apparent (for example, if you were on the last round, you could just sell your entire maze and let all the nuds through )
also, if it is based solely on how many resources you own, I would turn off selling of nuds on the last round, for reasons that... should be apparent (for example, if you were on the last round, you could just sell your entire maze and let all the nuds through )
Currently lives have no bearing, eventually they will factor into the score.
Score is calculated by amount of resources in hand + sale cost of all nuds so it's redundant to sell them off.
As for getting banned, do try not to refresh the page, that might be read as an attempt to duplicate the score by the game.
Score is calculated by amount of resources in hand + sale cost of all nuds so it's redundant to sell them off.
As for getting banned, do try not to refresh the page, that might be read as an attempt to duplicate the score by the game.
Sean 'th15' Chan
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
Except most waves are big enough that you would lose if that were the case, twit.lightstriker wrote:for normal levels, are you scored on how many lives you've lost, or does that have no bearing?
also, if it is based solely on how many resources you own, I would turn off selling of nuds on the last round, for reasons that... should be apparent (for example, if you were on the last round, you could just sell your entire maze and let all the nuds through )
More accurately you could simply sell large portions of your maze towards the end of the wave and just let the last one or two through, which would be far more effective if lives are counted.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
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- Commodore
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- Commander
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- Location: Canada
New Version Released
Download here: http://www.wyrdysm.com/games/NUDv005.zip
Hello guys, just put up a new version that prevents most exploits and cheats. It also provides statistics about your NUD performance, allowing you to fine tune your maze to perfection.
Mononud upgrades are also more expensive, this makes it less viable to use only mononuds for a level.
Changelog
Download here: http://www.wyrdysm.com/games/NUDv005.zip
Hello guys, just put up a new version that prevents most exploits and cheats. It also provides statistics about your NUD performance, allowing you to fine tune your maze to perfection.
Mononud upgrades are also more expensive, this makes it less viable to use only mononuds for a level.
Changelog
v0.05
-Added NUD stat tracking and display. NUD killcount, accuracy (% of targets hit over shots fired) will be displayed when you select NUDs. Holding down the K key will show the relative number of kills each NUD has. This allows you to see which of your NUDs are performing poorly. you can press k to display kills graphically.
-Improved target tracking when targeting invaders affected by warp NUDs. Also reduced the force of the warp NUD effect but increased its duration. Overall the Warp NUD should be more effective.
-Added resource rate and interest rate display in the resource tooltip
-reduced base interest rate slightly.
-Improved nud aiming algorithm, making them more accurate
-Duonud and Trinud costs increased slightly
-Added anti-juggling code
-refund value of nuds reduced to 0.5
-fixed the highscore dialogue box
-wiped the highscores
-fixed another bug with highscore submission
Sean 'th15' Chan
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
Very nice update. I found the accuracy display extremely handy when determining how much shots Shrapnuds waste, and how many creeps Lances hit on average.
You increased the range bonus Lances give, but didn't mention it in the changelog.
I have yet to test the anti-juggling system.
Edit: tested, the sold-rebuilt nuds let the creeps go through them for some time. Not a bad idea.
You increased the range bonus Lances give, but didn't mention it in the changelog.
I have yet to test the anti-juggling system.
Edit: tested, the sold-rebuilt nuds let the creeps go through them for some time. Not a bad idea.
Firstly, nice game, th15.
Secondly, I'm glad to see that you've improved warps and made duonuds/trinuds more expensive... going through normal mode in the previous version, I found that using only mono/duo/trinuds seemed to work considerably better than trying to use warps or lances, and took much less forethought and planning. It might also be a good idea to up lance damage a little, particularly on the upgraded ones... but I'll try the new version first and see how it goes.
Secondly, I'm glad to see that you've improved warps and made duonuds/trinuds more expensive... going through normal mode in the previous version, I found that using only mono/duo/trinuds seemed to work considerably better than trying to use warps or lances, and took much less forethought and planning. It might also be a good idea to up lance damage a little, particularly on the upgraded ones... but I'll try the new version first and see how it goes.