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Hawkeye
April 28, 2009, 5:10pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
That's a good effort... how about 3 tanks and a load of bunny destruction... Oh and only 2 dead.



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Diddly
April 28, 2009, 7:11pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
So if I'm understanding you correctly, you want me to make it harder?


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Hawkeye
April 29, 2009, 12:21pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
Isn't that our job... to make you continually improve the game?  And isn't it your goal that people will never be able to finish the game?


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Diddly
April 29, 2009, 1:13pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
Yup, just making sure that's what you wanted.  

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.


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When Heavens CollideRed Mars - Kim Stanley Robinson
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Hawkeye
April 29, 2009, 7:33pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
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.



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Hawkeye
April 29, 2009, 8:10pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
This is called military over kill... not it's against the vermin!



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Diddly
April 29, 2009, 8:25pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
What happened to the rest of your soldiers?


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Hawkeye
April 29, 2009, 8:32pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
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!


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Hawkeye
April 29, 2009, 8:38pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
As for the heroes coming back as zombies.. that would work.  As anytime I've faced the first dragon I always lose some heroes.


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Hawkeye
April 30, 2009, 5:16pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
What!!! No new versions!!  Diddly I feeling Zombie withdrawal!


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Shabadu_SMH
April 30, 2009, 8:24pm Report to Moderator Report to Moderator

Noble
Posts: 593
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....
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Diddly
April 30, 2009, 10:01pm Report to Moderator Report to Moderator

Noble
Posts: 1,231
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.

There'll be a new version for Friday.


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Diddly
May 1, 2009, 2:49am Report to Moderator Report to Moderator

Noble
Posts: 1,231
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)


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Hawkeye
May 1, 2009, 2:39pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
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.


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Hawkeye
May 1, 2009, 2:45pm Report to Moderator Report to Moderator

Noble
Posts: 1,055
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.


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