Posted: Mon Jan 26, 2009 2:52 am
I'm seeing 0 as the interest rate on all of the first three levels. I'm also not getting any interest on my money. Is it supposed to be like that?
otherwise, nice update.
otherwise, nice update.
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http://www.wyrdysm.com/phpBB3/
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v0.06
-Added tutorial text messages
-Changed start wave to a button instead of ENTER
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v0.07
-Changed nud balance significantly. All nuds now have increased adjacency bonuses at level 1. adjacency bonuses go up less with upgrades.
-Changed fire rate to RLD instead of SPD
-Corrected bonus fire rate indicator showing +x instead of -x
-Lancers fire slower but damage is increased, overall lancers should be more effective. They also penetrate 6 targets instead of 4 now
-Warpnud fire rate reduced considerably
-Made a whole game a fair bit harder
-Tutorial text now fades out if your mouse is over it.
-Highscore system now allows you to comment and rate game on the website by default
In which order should I build to survive that level?Nyme wrote:I would also argue against the "whole game is harder now", because I was able to reach wave 66 on Bifurcation with almost the same setup I had already tried before.
The level offers plenty of space, so you can make a long corridor, guarded by multiple Lancets and slowed down by Warps.Artman40 wrote:In which order should I build to survive that level?
If you first sell a nud and then place another in its place, it will let the creeps through for a while. This is to terminate the effectiveness of "juggling" (i.e. building two paths for creeps and repeatedly selling and constructing towers to block the other path while creeps are on it, thus holding their advance indefinitely). It applies on all nuds, not just the Shrap.Artman40 wrote:Weird that I remember when building a sharpnud, creeps went straight through it like it wasn't there.
Oh...and should I build right before enemies enter the main area to get a better interest at the start?
Ok! I managed to complete the level. Few saved dozens help a bit to increase the amount of resources. Seems that continuing to build the maze only when necessary and not earlier is a good tactic and can save thousands which is useful later on on that level. Next level looks tough. Guess it's partly a puzzle game too.Nyme wrote:If you first sell a nud and then place another in its place, it will let the creeps through for a while. This is to terminate the effectiveness of "juggling" (i.e. building two paths for creeps and repeatedly selling and constructing towers to block the other path while creeps are on it, thus holding their advance indefinitely). It applies on all nuds, not just the Shrap.Artman40 wrote:Weird that I remember when building a sharpnud, creeps went straight through it like it wasn't there.
Oh...and should I build right before enemies enter the main area to get a better interest at the start?
I think building just before the creeps enter won't earn much. It would earn you max. a few dozen $ (+2 per second and 0.35% interest on Bifurcation), so you could as well use up the money at start.
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v0.08
-Invader sprites made brighter so that they are easier to see
-Shrap nud changed completely, it now fires shrapnel in all directions around it when any target is in range. Its bullets will linger for a long time but will expire if they leave the range of the shrap nud
-You no longer de-select the nud to build if you run out of money or click on an occupied spot
-Added some more sounds
-Added a new nud, the glownud, this is a fast firing laser nud that does relatively low damage. It requires line of sight to fire (it will be blocked by other nuds) and it provides a fire rate increase to adjacent nuds.
-Mononuds now provide a damage increase instead of a fire rate increase.
-Rebalanced the whole game again. Completely changed the way that fire rate adjacency bonuses work. They are now tuned to give diminishing returns such that the % shown will be the effective increase in dps, taking all factors into account.