TreeToTheVoid
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I think it is shift+Z to go up, shift+X to go down. You can see it / change it in the options.
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New suggestion : the halberdier has a longer range and so can fight enemies from a wall up to two voxels high.
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Ok, your suggestion seems more accurate than mine. For explosive damage against structural armor, it would need to be set at a point where an explosive barrel would make a hole of a convenient size in the targeted wall (as in 0.8). I think we sh…
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I agree, for the conventional maps, it is no big deal. But I have that trend to make small maps with several small islands or a tower with only a few trees on them. It makes more challenging maps. Unfortunately, on that kind of map, it becomes a bi…
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I've tested it: it does not do that. Perhaps it prevents the corruptrons to dig the ground.
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Actually the most expensive thing about a knight is the fact that it costs one bricktron. Iron ingot is cheap to produce in comparison. I see several possibilities for the halberdier: He costs no iron ingot (only wood and iron ore) and so becomes …
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Actually, after some more playing of this map, the tower stands only on one side. So I was constructing a long balcony with a knight on it to lure the corruptrons to that side of the tower. But then it started to lag too much. Anyway I think the ma…
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I cannot say if it is the same bug as I have no arrow to show the direction of the shots. Currently, a red explosion happens on the sentinel and that is all. The situation is this one: My sentinels are on a very high spot (higher than what the scr…
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I do not know if the P button works or not, but I am pretty sure this is another issue. Thing is everything is reverse: in-game it is paused, when you press to enter the menu, it is unpaused and bricktrons work. Usually it the opposite. Moreover, …
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And here is the save if you want to see it more closely. You will find that the base of the arch is messy, it is due to a bug already exposed.
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Here is the demo: First you measure the size of the bridge you want to make. Then you make a tunnel to start building the arch at a lower level. Then you build the arch from the tunnel. Make it at least 4 voxels wide. I had a small bug (cf section…
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Ok, i'll make a demo as soon as i can.
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You can dig a tunnel to start your construction from below. Then you build a stairway to reach the other side. Finally, you turn that stairway into an half-aqueduct (fill it with bricks as you find it the more efficient until you have a flat road on…
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@ElBorak3: currently bricktrons have the bad habit of destroying the wooden bridges I make. By doing so, they fall in a pit from a previous quarry. That does not prevent them to get into my base by digging their way out of the pit. So I disagree wi…
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And one should be able to get them back from a biftron corpse. Either they stay where he died or they stay closed at the place he died. Which would need a bricktron to put them back in place. And if it is really impossible to do that for you dev, ma…
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It could be a ward that launches blackholes.
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As a workaround, I use tunnels to lead to my biggest quarries.
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Yes it need to have a very small range and also a long reload time unless it would be too powerful. Enemies would be projected according to their weight, so minitrons -> far away, beeftrons, only a few voxels away.
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It could also be used to make improved version of the pylons, like a attack pylons that does not overheat and deals way more damages ; a pylon with 4 times more range, etc.
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Nice. I was thinking of your shockwave wards, wouldn't it be nicer if it projects all enemies in its range (like an explosion) dealing them damage according to where they land (or killing them if they land in the great void). It could be another war…
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Cloud city. Make a city in the clouds composed of several platforms standing on columns or mountain tops and connected through the new floating bridges.
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Nice!
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I agree that capture wards seem rather tedious to use, and I am not fond of having these light highways on the map, or having to protect hundreds of weak things from sneaky knights. But capturewards are still in early-testing, so I expect these issu…
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Yes I think that it is the same problem. In the save file I provided you in the bug on lazy corruptrons on landscape tasks, you'll find: - corruptrons stuck inside blocks with their head emerging, it occurred while a lot of corruptrons are on the sa…
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Here you go. You will find in this save file all the bugs I have reported recently. I must warn you though that it may lag. For the landscaping task, you'll see an "aztec stair" in front of my main wall. It was done through successive landscape tas…
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I've done a complete game in invasion mode on the new Zuma map. Cool map, by the way. Speaking of map, I was thinking of making a map in a forest, sort of. For now, I have only the idea of a big plateau with sparse trees so that bricktrons can move …
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Other idea in the corruptron education : bricktron could capture (with nets, made of cords, made of *maybe* grass) educate minitrons so they would become ward bearers.
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Oui, si tu fais l'échaffaudage sur un mur déjà construit c'est galère. En revanche si tu le fais en même temps que le mur, ça se fait bien, les bricktrons vont faire l'ensemble de la construction niveau par niveau. Sinon, je pense tester les plugs …
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@Nakobi : tu peux déjà faire des échaffaudages avec les poutres, rampes & cie. Ca demande un peu plus de place que ce que tu proposes. Par contre je suis d'accord que c'est beaucoup plus long et difficile à mettre en place, ce qui fait qu'en inv…
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Agree. Can also be the color of the bricktron.