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Could you perhaps add an option to start survival mode after you've completed a level? I mean, when making preperations it's often advised to have a good defense and a huge amount of energy harvesting, but trying to go round the totems seems a bit weird or redundant.
Preferably an option to continue playing, so you can make some last preperations before starting the float.
+1 if you agree for the survival after completing the game!
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I've liked this game since the first one I'll still give it a 5/5, but that intro was bad. A real storyline should have been added, in what way are the people standing between the dream and reality of destruction? They are running away and letting every planet be destroyed...
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To give people an idea of what's possible in survival mode:
http://i.imgur.com/CRZZE.png
This run through was done on the knucklecracker website using Nov. 18, 2011 - I finally lost at 4:05:32. The blasters that are disarmed I only turned on if the creeper started overflowing - drones are the most energy efficient at killing dense creeper.
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Some tips: Don't overbuild, if you build ahead, snake it so you only have 1 link active. Add links as your energy increases. Go back after and add links to streamline packet delivery. Use relays to create packet highways in conjunction with speed boosts. Adding relays after gives redundancy in case a SAM doesn't catch and aerial creep. Focus on only reactors/collectors until absolutely necessary. Wait on SAMs until 2 minutes left on warning, 3 minutes if you've had to build turrets. Give mortars DEEP targets. Positioned well, 2 mortars can completely hold back the creep. Destroy in detail - with 6 blasters, it's easier to cap the wells with 6, 5, 4, 3, and 2 blasters successively than it is to try to push back all 5 with 6 blasters at once. The longer the delay on the SAM warning, the more creeper bombs there will be. If it's over 7 minutes, you're going to need a lot of SAMs.
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I don't understand how I can have 600+ energy in storage and still be seeing spikes of deficit up to 17? Energy collection exceeds depletion. Can't wait for the next installment though :)
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Fellow travelers. I will be taking some time off from our wonderful game. I will be with you in spirit. My thanks to many of you who have made the journey both more fun and enlightening.
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A cool feature for the next iteration of this would be when you finish a level, you could re-watch the history of your game at 10x the original speed. You'd be able to see how you build up from nothing to a sprawling network.
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Build faster. You really feel the difference when you try to take a point with blasters + relay. That second you just saved is the one where the creeper advances past your empty blasters and kills your almost-ready relay.
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That's a great idea. I never thought of talking to knucklecracker about his trolling. I always just reported him to kongregate.
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Couldn't be bothered to play a shadowbuild for the 11th, played Blasters, Reactors and Relays only. It's nice that we have such leeway on viable game strategies.
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If you come for the BotD, play the "Thu may 12 2016" map.
I didn't get this at all, was so bad at this, but when you play that level it's easier.
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MTargaryen stole that screenshot from this site:
http://blog.eplusgames.net/2011/11/creeper-world-evermore.html
Dude you are the biggest loser I ever knew.
I don't really understand how come you don't get bored by posting lies all the time when it's clear that everyone knows that you are just an idiot.
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Ah, I love March 30 as well. It was nice to sweat a bit. You can do it without reactors, but I had to move the base to be able to do it.
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For the Shadowbuild challenge, remember you can use Mortars like Drones by moving them quickly around in the creeper between shots. They'll fire as soon as they land each time until they're out of ammo. My best time is 19:50 with no SAMs, I think it could have been quicker but I misplaced a collector and lost a connection when I advanced my mortar and lost two minutes getting the leak under control.
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Strike that, got the 12th without a shot fired. Turn off energy to totems, move to the bottom of plateau with the 2 totems. Build 5 generators straight up to far totem, 6 to cover the other two (last as far north as you can and connect). 2 upgrades: 10% less cost, 10% more energy. Turn on totem energy when you have any surplus and you can just get the last packet in before your generators go poof (need to get the city into the air at about 1:25).
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@ishmael- I mean, a good strategy for me:
1)pause the game as soon as it starts, and turn totem packets off
2) move my base to a better position
3) build collectors as much as I can, until I'm forced to buy blasters/mortars.
Mortars are better for "pools" of creeper, whereas blasters are more for expanding. I don't use drones, although they *are* decent- and SAMs are perfect for levels with spore (though I usually tough out the first spore wave and then rebuild, THEN buy SAMs).
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so i just found out the hard way that odin city puts out a max of 32 energy, base was doing just fine till i hit the cap, then it all went down hill
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I have 7800 on Dec 8 without moving the base (an without storages, mortars, reactors, drones). The trick is that you have to ignore the left part of the map, build one laser left to your base and defend this choke point. Only expand east and south. Use mortars to controll the south-eastern basin and do not overbuild.