Gameplay has devolved into watching sniper towers fire offscreen at the parked-and-waiting next wave, until they're all dead and the wave counter trips over to the next wave. Apparently, if the entire waiting wave is destroyed, it DOES auto-advance.
interesting 'feature' I found as well. Towers placed at the beginning of the path will fire offscreen at the waiting vehicles, between waves. Probably better to not spawn the next wave's opponents until the next wave actually begins.
More cost effective to purchase new sniper towers than to upgrade existing towers. Needs a fast forward button. Needs some indicator as to where the start point or end point of the route is, or you wind up putting towers at the wrong end and waiting forever for the enemies to arrive. Needs an option to automatically send the next wave. Decent graphics, but the cars move oddly, as if they're all floating- if so, shouldn't they be called 'hovercraft' or something?
yeah, look, if your game doesn't work with IE, you don't get to claim it's not a glitch. If I wrote the browser in my basement all by myself, sure fine whatever, but IE is common as DIRT. If you didn't feel like making it work on IE, then that's just you being a dick. You can be a dick if you want, but at least own it. When people comment that your game doesn't work, just say, it's because you're a dick.
Its not a game problem but a soft problem, IE its known to have issues with flash , google it , im not the owner of flash or IE so its out of my hands. Thank you for your time
okay, so I'm retrying the game after the bug fix.
In half a day, with a rep of 153, I had 4 ships show up. Of those four ships, only *one* wanted something I actually had. I've got seven of the fifty possible items. Do I just need to be hellaciously lucky in order to get customers that are buying what I'm selling?
no you needn´t :)
at 153 rep they are buying only products from the fuel production and the first 4 products
from the software production (exp , nav , beam and shield - software).
of course you have to research most of the products first.
One star because I couldn't figure out why my worker wouldn't work in the bar or store that I dragged him into, and then I completely broke the game by discovering the staffing screen bug. It's a pretty game, so I hate to low-rank it like that, but... I kinda can't actually play it.
workers only work in large structures,
the bar and shop etc need no worker. there is
that robot that does the work (except in the teach system).
staffing screen bug is fixed now.
Hit the staffing screen, click the worker, close the staffing screen WITHOUT closing the worker's fire/done box, and the worker's box will remain on the main screen. Click 'done' on the worker's box. Can no longer interact with ANYTHING.
needs some kind of better win condition than the either/or that it has. It's too rewarding to the player to just dick back and forth until the AI finally walks up to you to get killed. Playing offense to attack enemy units just gets the player hammered. Or you can play offense to just race to the end, which works. So it's either dick back and forth to kill the units, or race to the end and win in like 8 moves or less
I'm at level 534- at what point does it start to get interesting?
The game's got decent mechanics, but there are a couple of bugs- when I click a tower, I can see the other towers through the upgrade stuff. And the air tower doesn't change the number over top of it once it gets to level 5.
I have painstakingly created a walkthrough for this game. It was many seconds of long, grueling effort, but it may make things easier for all the noobs out there!
Step 1: Place fire tower
Step 2: What, are you stupid? You already have a fire tower. That's IT.
Step 3: Fine, upgrade it. You know, in a few waves when you get money.
Step 4: Watch paint dry
Step 5: Any money yet? My god this is slow.
Step 6: Repent whatever sins prompted you to play this.
Step 7: Money! Upgrade!
Step 8: Well, at least it's pretty. Too bad everything starts to look the same.
Step 9: Weep for your lost youth.
Step 10: Add extra towers for decoration.
If any enemies get past your fire tower, OH WELL! You won't have money to do anything about it, so just ignore them.
I'm enjoying the game, and I think the graphical style is great.
A comment in addition to the ones upvoted about moving past units- because the units can't move past each other, my strategy eventually boiled down to 'only ever use waves of scout cavalry'. If a line is being completely hammered and is about to get into my own camp, I'll put *A* shield maiden in it, because she'll do a lot of damage, and then die in a hurry to get out of the way of the cavalry. The ultimate objective is to haul ass across the map, and you don't want to get fast units stuck behind slow ones... so you wind up having to only use fast units all the time.
Also, poison is kinda ridiculous. I've seen one enemy proc his way through entire lines of my units to walk across the field unmolested. Perhaps a chance for triple damage, or a damage over time effect, or both, would be more balanced? Or some sort of poison-immune units?
The chances of getting any specific block that you need for upgrades drops with each new unlock- a 1/10 chance of getting a block needed to build a high level tower that needs 81 blocks (to get level 4- level 5 is 243, good luck). Basically, you need to sift through 810 blocks to get enough to build a few towers to high level. Not gonna happen unless you're lucky... and if you're that lucky, go play the slots.
The 'danger' seems completely out of whack- and if ANY of the missions get attacked, the base ALWAYS gets attacked afterwards. If it's GOING to happen, you could at LEAST show the base danger rating as I'm pulling off guards to send to the rescue.
But seriously, why do 0% danger missions get attacked and NEED rescue?
Also, why can't the survivors level unless I *watch* them in combat? Why can't they get XP from a successful mission if they don't need to be rescued?
For anyone trying to learn how the stats work, here's vitality:
Equipped an item with +3 Vitality - looks like 1pt of vitality gives
4HP (12) to arms,
5HP (15) to legs,
4.66...HP (14) to head,
6HP (18) to torso.
The armor my characters wear seems to give them 2x the listed bonus for all areas, but I don't yet know why. Anyone know?
Disregard my previous comment. Can you institute a check to see if either side is capable of attacking? If one side can no longer attack, just mark them as the loser. That would be ideal.
Its not a game problem but a soft problem, IE its known to have issues with flash , google it , im not the owner of flash or IE so its out of my hands. Thank you for your time