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 Post subject: Broken
PostPosted: Sat Jan 17, 2009 5:27 am 
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Location: "not here" would probably be accurate
http://www.wyrdysm.com/games/Server/list.php?list=8

Um... yah. Not much to say about this one.
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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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 Post subject:
PostPosted: Sat Jan 17, 2009 7:31 am 
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not much to say about this.. just fealt like these..
:? -> :( -> :cry: -> :evil:

Did you kill the enemies? Or where are they? :P


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 Post subject:
PostPosted: Sat Jan 17, 2009 10:02 am 
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Something, somewhere is very broken.

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 Post subject:
PostPosted: Sat Jan 17, 2009 10:34 am 
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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.


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 Post subject:
PostPosted: Sat Jan 17, 2009 11:11 am 
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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.

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 Post subject:
PostPosted: Sat Jan 17, 2009 11:56 am 
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Even then,with that maze design...

There is no end in sight!

I recommend a time limit for the end wave,hit the time limit and it is OVER.

Should be something mostly unreasonable,something a legit gamer should never hit.


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 Post subject:
PostPosted: Sun Jan 18, 2009 7:29 am 
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Nice of you to put a limit of sorts on the warp nud, but this self same problem could occur with any nud. Just maze bounce to all hell on a single boss wave.


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 Post subject:
PostPosted: Sun Jan 18, 2009 7:33 am 
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Location: "not here" would probably be accurate
th15 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.


sure. Just glad I was able to find it before the score boards fully dissolved into chaos :)
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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 Post subject:
PostPosted: Sun Jan 18, 2009 10:49 am 
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lightstriker wrote:
th15 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.


sure. Just glad I was able to find it before the score boards fully dissolved into chaos :)
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)


Then build rail guns all facing the wrong way and keep the boss out of their line of sight :|.

EDIT: And anyways, making them resistant to warps won't do much, it's the bouncing that's the main problem.


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 Post subject:
PostPosted: Sun Jan 18, 2009 12:57 pm 
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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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 Post subject:
PostPosted: Sun Jan 18, 2009 2:41 pm 
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I still say the time limit is the best option.


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 Post subject:
PostPosted: Sun Jan 18, 2009 4:52 pm 
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time limit wouldn't make much difference since you could still cheat through all the waves like that and the waves already com on a timer.

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 Post subject:
PostPosted: Sun Jan 18, 2009 5:12 pm 
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It would certainly solve the boss 'juggling' problem.


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 Post subject:
PostPosted: Mon Feb 23, 2009 9:21 am 
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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.

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 Post subject:
PostPosted: Mon Mar 30, 2009 4:26 pm 
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Interest should stop when the last enemy is released!


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