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Just hold out!
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# ? Jul 15, 2019 05:54 |
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# ? May 4, 2024 06:50 |
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shalafi4 posted:soooo the perfect game for Grey n Goons™ Also there’s a sequel! Maybe!
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# ? Jul 16, 2019 00:32 |
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i81icu812 posted:Also there’s a sequel! Maybe! I love this idea - I want to try one more run on a small map of this, then Rise to Ruins, but after that I'm definitely doing Evil Genius - I've not played it in a long time, and it needs a airing!
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# ? Jul 16, 2019 06:15 |
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I guess the lesson here is that if you have a gun, it should always be firing. They sure looked pretty sitting on the keep but when they came into regular use it was already too late to help much. Still set a new longevity record, though!
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# ? Jul 16, 2019 18:25 |
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Right! lets try a small map - but there are only a few pockets of resources available, so this will be hard, despite the good, defensible position!
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# ? Jul 17, 2019 05:56 |
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The small map makes for some interesting problems, as I mine out every resource pocket on the map by the second video!
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# ? Jul 18, 2019 05:23 |
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I wonder if you can dig up the whole land given enough time.
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# ? Jul 18, 2019 07:23 |
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"I've only got so many resources so I have to be careful!" <leaves a full load of brimstone on the ground to despawn because Grey didn't set a cleanup task at the weapon racks>
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# ? Jul 18, 2019 13:19 |
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kw0134 posted:"I've only got so many resources so I have to be careful!" cleanup tasks do that?
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# ? Jul 18, 2019 13:53 |
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From what I saw, the power ward near the ditch doesn't seem to be getting any power either. I'm guessing this is the case because the power ward looks dark blue like the ones still in storage instead of bright blue like the crystal and the other power ward that is powering the guns on the wall.
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# ? Jul 18, 2019 19:47 |
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Yeah I think the deal is, the main center crystal and all wards actually emanate power out in a spherical zone: if you look directly top-down at that zone, you'll see its maximum extent at its equator: but if you place something above or below its equatorial plane, you need to be a bit closer in order to be in the zone. This is one of the issues grey's had with his healing wards in previous matches, too: placing them high, the bricktrons fight on the ground, and they wind up not being close enough. I think it'll take some smart planning about exactly where your guys are likely to be fighting (a zone outside the doorways, after the corruptrons break down a door, for example) to place healing wards where they'll overlap that area, but not be vulnerable to immediate destruction by a corruptron. I'd be tempted to create double redundancy in the power distribution network, too. Having a single power ward taken out by an invader resulting in half your red wards going down has proven disastrous. Placing the power wards on towers is a great start... but maybe especially for the line that powers entire outer defensive walls, place a second one a few spots away on its own tower?
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# ? Jul 18, 2019 19:51 |
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Leperflesh posted:Yeah I think the deal is, the main center crystal and all wards actually emanate power out in a spherical zone: if you look directly top-down at that zone, you'll see its maximum extent at its equator: but if you place something above or below its equatorial plane, you need to be a bit closer in order to be in the zone. I'm not too sure the wards on towers will be enough once the big waves hit. Just taking out 1 block is enough to destroy the ward. Personally I would have bricked in the power wards. Although I'm not sure if they would still power anything once they are surround by walls and a roof?
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# ? Jul 18, 2019 20:12 |
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Grey Hunter posted:cleanup tasks do that?
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# ? Jul 18, 2019 20:21 |
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One of those is going down next time I play.
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# ? Jul 18, 2019 20:56 |
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That is a nice looking front gate. I like that front gate.
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# ? Jul 19, 2019 05:56 |
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I put in a sexy{?} tower to put fire into the corruptrons flanks.
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# ? Jul 20, 2019 05:21 |
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I dig into the mountains for fun and profit!
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# ? Jul 21, 2019 04:50 |
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You seem to have gimped the line of sight of the wards on your front gate
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# ? Jul 21, 2019 06:36 |
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A little yes, but they can still fire when the enemy rounds the corner, and thus will be firing when the main wards are recharging. I can take that.
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# ? Jul 21, 2019 08:08 |
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Up goes the inner keep.
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# ? Jul 22, 2019 05:16 |
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They're all trying to quarry so either the steps down got hosed up in the last wave or your new tunnels up top cant be reached
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# ? Jul 22, 2019 07:08 |
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Yeah one guy is stuck down a hole he can't get out of, and also the back door is now locked.
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# ? Jul 22, 2019 21:36 |
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I have no idea when I locked that door, but I find a solution to the stuck bricktron. GOD SAYS JUMP! Grey Hunter fucked around with this message at 06:51 on Jul 23, 2019 |
# ? Jul 23, 2019 05:20 |
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That's linking to part 5! Also enemies getting stuck in unassailable places seems to be a theme.
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# ? Jul 23, 2019 06:36 |
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I remember telling it to paste the new link.... Yeah, parthfinding seems to break every so often.
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# ? Jul 23, 2019 06:52 |
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Things seem to be going well - except for that tunneling bastard.....
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# ? Jul 24, 2019 05:36 |
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Angled stone towers seem to really confound the AI. You can build them high enough such that the base is behind a big wall and the wards are out of range of enemies but can still shoot down at them. Might improve the utilization and blind-spot problems you perennially face with the wards.
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# ? Jul 24, 2019 15:24 |
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Things get interesting in the pit.
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# ? Jul 25, 2019 05:17 |
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So I assume the next video is your entire workforce getting stuck in the pit while they build the walls to stop them from getting stuck in the pit.
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# ? Jul 25, 2019 20:38 |
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Followed by a mass suicide...
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# ? Jul 25, 2019 20:52 |
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Also that corruptron has dug up right under the door to the main back wall, and the door is gone/destroyed. I think that means there's a way directly into the inner courtyard now? We'll see with the next wave, perhaps.
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# ? Jul 25, 2019 21:01 |
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Yep, captain annoying comes up right where he can make the most damage.
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# ? Jul 26, 2019 05:34 |
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Those big guys are such huge pains in the rear end. They seem to prioritize tearing down walls and attacking sentries which can wreck your defenses so fast. One thing I've found that hinders them is lining the walls with statues which have both the benefit of using up some of your massive stockpiles of bricks that every castle seems to accumulate and more importantly they act as ablative armor for your walls. They seem sturdier than a regular brick and also push the corruptrons away from the walls by just that margin that lets the fiddly line-of-sight work itself out. Finally a destroyed statue doesn't end up being a stepstool for the jerks from climbing their way up to your delicious sentry wards.
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# ? Jul 26, 2019 13:14 |
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Castle Story 60% off on Steam ($9.99).
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# ? Jul 27, 2019 00:01 |
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MORE WALLS! Leperflesh posted:Castle Story 60% off on Steam ($9.99). At least you know if your going to like it or not!
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# ? Jul 27, 2019 06:19 |
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# ? Jul 28, 2019 06:27 |
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Why do you keep making staircases that end up costing you wards,when you can just get a mook to pick up a ward and move it out of the way so you can put the other ones down?
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# ? Jul 28, 2019 11:49 |
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Wibbleman posted:Why do you keep making staircases that end up costing you wards,when you can just get a mook to pick up a ward and move it out of the way so you can put the other ones down? Honestly because I have never found the move command.
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# ? Jul 29, 2019 05:55 |
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Grey Hunter posted:
I think its more you tell them to pick them up. Which you did in the last video for a ward on the floor in the keep.
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# ? Jul 29, 2019 08:37 |
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# ? May 4, 2024 06:50 |
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Wibbleman posted:I think its more you tell them to pick them up. Which you did in the last video for a ward on the floor in the keep. Well, that works. GOD DAMMIT!
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# ? Jul 30, 2019 06:03 |