Shabadu came up with a good idea this morning (I know, shocking in itself!) that I may use (if it's not too technically difficult with the framework I've put in place). I've already been planning a level where all the heroes you lose come back as Zombies (that shoot), but since that could be very few, we can bring back any civilians you lost (from the direction of the town) and anything you let get by you (from the direction of the town)
Thoughts?
UPDATE: A coworker and I talked about this idea, and how sucky a level it would be if you only let 2 enemies through. However, perhaps as a final level, all your townspeople are turned into zombies (cuz in any zombie movie, the entire town usually does turn) and rush from behind. Maybe whatever army was guarding the other side of town got overrun and now the waves are coming at you from the other direction? It would have to be the final level, since you'd have no civilians left.
OK, now I've accomplished the same feat, without losing a single civilian. But, I accidentally clicked a hero twice and lost 2x the cost from my money stack and only got one hero. Also, as you can see, it kept the green circle on the screen.
the three dragons killed my first tank. So then, I let the undead dragons kill the rest of my men by putting my second tank half way down at the furtherst left point of the screen. BTW the dragons did not kill the three bazooka dudes at the bottom. In fact they walked right on top of them and never once shot their flames at them... I wanted just tanks!
I noticed the same thing Hawkeye mentioned about Dragons completely ignoring bazooka tanks.. the only time the bazooka troops seem to get killed is if the dragon's fire attack hits them from an overlap (or sometimes a walk over kills troops but other times a walk over DOESN'T kill troops)... at any rate for reasons I can't completely explain I've noticed that dragons seem to ignore bazooka troopers along either the top OR the bottom indiscriminately....
I can explain it. Dragons go after whomever shot them. However, Bazooka missiles are special in that the missile never hits anything. The resulting explosion does! And the dragon can't tell who caused the explosion and just moves away from it.
Sorry there was no new version for today. Was trying to get some City of Heroes time in last night. For some reason I couldn't really connect with any of the new characters I tried to make (nor any of the old characters I revived). Guess I wanted something "new", but having tried all the combinations I care to, there wasn't much appeal left.
Aside from bug fixes, I've added an Exploding Zombies level.
Fixes: 1) Heroes now more reliably target the nearest enemy (but still don't always avoid targeting a more distant one). This is about as good as it's going to get. Better calculations will slow down the frame rate too much. 2) Heroes now predict where the enemy will be when shooting. (Yay Vector math!) So you shouldn't see a stream of bullets hitting the ground behind the enemies any more. 3) Changed purchasing units so that you don't pay until you place them on the ground. If you click to buy the unit again before placing, it should undo the purchase action. 4) Found a case where enemies could be immortal. Fixed. 5) Proper Bazooka/Tank gun shell 6) Cached bullets and shells for better performance 7) General code cleanup (subclassed all enemies off new BasicEnemy class, so I didn't have to rewrite common code, and makes it easier to create new enemy types)
If you aren't going to change the way the bazooka shells pause before exploding (which is fine but TOTALLY unrealistic ) Then consider having some kind of animal like undead cheetah's which can go really fast and can avoid bazooka.
Dragons still seem to ignore any bazooka dudes at the very bottom of the screen. Maybe tweeking their attack profile a little might help... ie if fired upon they will fire back, but if not then they attack the closest enemy.