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Moderators: th15, Moderators
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- Commodore
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http://www.wyrdysm.com/games/Server/list.php?list=8
Um... yah. Not much to say about this one.
Dunno what you can do about this...
Um... yah. Not much to say about this one.
Dunno what you can do about this...
Last edited by lightstriker on Sat Jan 17, 2009 3:09 pm, edited 1 time in total.
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- Commodore
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- Commodore
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- Location: "not here" would probably be accurate
there's one boss nud left, as you can see (he's in the middle).
Basically, I killed everything except for one enemy, sold my entire maze around him, and started bouncing. It's easiest on bifurcation due to triple-boss (or is it quadruple?) spawn at the end. However, it's possible on any level, and rather easy, as long as you're willing to leak.
Suggestions to fix would be appreciated, as I can't come up with... well... anything really :/ and this makes most normal mode high scores... irrelevent.
Basically, I killed everything except for one enemy, sold my entire maze around him, and started bouncing. It's easiest on bifurcation due to triple-boss (or is it quadruple?) spawn at the end. However, it's possible on any level, and rather easy, as long as you're willing to leak.
Suggestions to fix would be appreciated, as I can't come up with... well... anything really :/ and this makes most normal mode high scores... irrelevent.
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- BANNED
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- Rear Admiral
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- Commodore
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sure. Just glad I was able to find it before the score boards fully dissolved into chaosth15 wrote:Ahhh... umm... hmmm... I think I'll make invaders more resistant to warp each time they get hit by warp.
Damn, thanks for finding this man.
Also, as I believe I stated on the IRC thread, simply making the invaders resistant to warps won't really accomplish anything, it's just their lack of damage that allows this to work as rediculously as it does. Also, warpnuds don't slow the boss down much anyway (there appears to be issues with the way the effects stack)
You said something about specifying a maximum path length change however, yes?
@HK:no. It ONLY works with warpnuds, as any other type of nud will kill the boss... rather quickly (as in normal mode, the strongest bosses have only... 7500? hp)
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- Rear Admiral
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Then build rail guns all facing the wrong way and keep the boss out of their line of sight .lightstriker wrote:sure. Just glad I was able to find it before the score boards fully dissolved into chaosth15 wrote:Ahhh... umm... hmmm... I think I'll make invaders more resistant to warp each time they get hit by warp.
Damn, thanks for finding this man.
Also, as I believe I stated on the IRC thread, simply making the invaders resistant to warps won't really accomplish anything, it's just their lack of damage that allows this to work as rediculously as it does. Also, warpnuds don't slow the boss down much anyway (there appears to be issues with the way the effects stack)
You said something about specifying a maximum path length change however, yes?
@HK:no. It ONLY works with warpnuds, as any other type of nud will kill the boss... rather quickly (as in normal mode, the strongest bosses have only... 7500? hp)
EDIT: And anyways, making them resistant to warps won't do much, it's the bouncing that's the main problem.
I'd say that nuds being built on squares marked as a path should not appear until the wave is over. Other than that, normal nud building rules apply.
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tl;dr-ers will be shot on sight.
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tl;dr-ers will be shot on sight.
[size=75][url=http://bsf.wikidot.com/]BSF Wiki[/url]
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
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- Lieutenant, Junior Grade
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Just make it so any change on the map will only effect the paths of the baddies who have not spawned yet. We all should know that building a nud on an enemy will allow them to walk right through, and I've even gotten it to glitch and make a nud walk through it three times with warp nuds, so simply make it so if you add a nud, the enemies ignore it if it in newer than them.
[quote=God]I can see what you're doing, and it's pissing me off![/quote]