boosts are bugged. after they run out, they lower the income way under the value it had before activation. I had tools at about 2k/s. used 3x boost, after that I had less than 1k/s.
for mission 9 you need kind of special build. use gems. build energy for about 3 antispores and 4-5 guns. rush for middle and right passages to intercept creeper bomber. dont let antispores tank stuff, pull them back between spore waves. get range for beacons and weapons first.
most important is to rush forward with guns. you have to kill creeper bomber far from your base.
sadly you need to implement generalization to be able to work with repeller additionaly to atractor functions. in other case the program will not know what exactly it doesnt have to repeat :)
ranger has realy high deffense and high mobility. if you are lucky to get archer relligion, the run should be piece of cake.
protection armor is also usefull.
ps: take care. crystal golems in the end do have high reflect value.
stingers are as ballanced as every other class. people who won with stingers only just didnt realize, that they had double dmg bug, which won them the game. without double dmg bug strategy and tactic are needed.
best leader there has ever been and epitome of perfection.. I think the game is to kind in its rating :) I am sure there was some room for improvement.
congratulations! the orks has given up!
the game is good! but need some optimizations, realy. it laggs way to much for just couple sprites on the screen. there is some realy bad code.
compare the amount of stuff on the screen in paladog and how fluid it runs despite that.
laggy like hell. I am maxed out on people that is possible without starvation. its about 60 soldiers and rest worker. and on 19nd wave its just a slide show.
I realy like this game, but one question bothers me: is there a reason why numbers for running cost upgrades are choosen so, that at the time they pay of, they are so outscaled that they are not relevant anymore?
they do not open some new possibility, they do not speed up the process.
kind of makes them useless, if being a perfekt noobtrap doesnt count.
did some more tests with charms and figured out the pattern.
every element has 5 possible boosts. 4 for attributes of 4 of 6 towers and one for general attribute. only 1-3 of this boosts can be active on one charm.
best charms would be mixed of 3 elements with general boosts, that affect money and dmg.
imo best is fire (all dmg) + water (early wave money) + darkness (all costs). lightning (all fire rate) is good too, but mostly for armor piercing towers, which are weak in general.
another interesting thing would be +dmg all combined with +dmg for one specific tower. in case they stack multiplicatively its possible to get insane dmg/hit with one type of tower.
all challenges are doable without any upgrades. they are ballanced so that you learn all aspekts of the game and learn to abuse or to overcome them. alowing boosts during challenges would break them, they would be "solvable" with one tower of any kind in 10 seconds.
after you get over million robots, suddenly robots are million times more expensive and basicaly impossible to get into billions robots.
is this a bug? or is the ballance so much off? or do I miss something?
This indeed was a huge mistake, it was set so that after certain amount the price jumped up by an insane amount. It should be fine now.