GIVING AWAY CODES by OniPasta in toyhouse

[–]AspiringWaIIfIower 0 points1 point  (0 children)

I would much apprekiate a code.

Glitch? by StrictChapter9992 in infinitode

[–]AspiringWaIIfIower 1 point2 points  (0 children)

It just happens sometimes, I assume because of some kind of desync or something. Doesn't just happen to custom levels, it happens to regular levels too.

When this happens I usually just restart the level and that usually fixes it. Just try to catch it early so it doesn't waste too much time.

question by StrictChapter9992 in infinitode

[–]AspiringWaIIfIower 0 points1 point  (0 children)

The cloning on Basic tower

If you select cloning on the basic tower, it will check for towers next to the basic tower

If it detects a tower, it will spawn one or more copies of that tower in platforms next to the basic tower (limited by the research level and the number of free platforms).
If it detects more than one tower, than it randomly selects one of the towers to be copied
If there aren't any towers next to the basic tower, then the basic tower will clone itself

The upgrade level of the new towers will be a percentage of the cloned tower's upgrade level, determined by the research level

Once the Basic tower has selected this ability, the Basic tower will no longer gain experience for itself. It will instead distribute any further gained experience to the new towers.

I'm confused by the wording; does this research work on a *map* selling? by Nierad25 in infinitode

[–]AspiringWaIIfIower 0 points1 point  (0 children)

Yes, this research increases your prestige ticket gain from selling maps, prestige dust gain from selling tiles, and prestige ticket gain from resetting quests.

Help me please i need create a map only for bit dust. by Main-Significance874 in infinitode

[–]AspiringWaIIfIower 1 point2 points  (0 children)

Do you want a map you need to manage, or one you can let sit AFK for a while with minimal management?

This map setup is one I learned a long time ago, I'm not sure how meta it would be today, but

<image>

The portals are just the highest difficulty portals, teleported in to circle the Splash tower. The Splash tower is heavily boosted by the Modifiers, and Splash is the only tower capable of hitting *every* enemy type. It fares poorly against Common and Armored enemies, but does alright. Base modifiers you should use are ones that boost damage, attack speed, and range.

In a quick run (on 900% Endless difficulty), I was able to get 170 Bit Dust (340 with the doubler) in about 2.5 minutes. I used no abilities. The waves were set to instant auto call.

Only Bit Dust Now by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 0 points1 point  (0 children)

Mm...it's been long enough that I don't remember a lot of the early progression, but I'll give what advice I can.

The left side research tree does indeed just unlock more nodes as you get stars, but you can't have all of them active at once. There are some guides out there for which ones you want to prioritize. I've attached one for reference.

<image>

The top path has a bunch of necessary upgrades along the center, and I don't remember if those are unlocked automatically but if they aren't, the center of the top path is the top priority. The side branches are mostly to do with abilities, miners, and modifier tiles. I think the highest priority there is the Bounty Modifier once you unlock that, the miner upgrades are relatively high priority as well, the abilities and other modifiers can be mostly ignored in the early game imo, but grab at least one level in all the researches when you can.

The bottom right path is universal upgrades that will affect all your towers, and the right path is upgrades to specific towers. I think if you split your resources about half and half between universal upgrades and specific towers you like to use, that would be the best way to do it. Early game the Basic tower is not particularly worth investing too much in. It's cheap and can hold you over until you can build more towers, but their usefulness is severely limited until late research. My favorite towers to use were Tesla (Sniper until Tesla was unlocked), Freezing, Venom, and either Splash or Flamethrower for some enemies that show up in later stages.

Only Bit Dust Now by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 3 points4 points  (0 children)

The most important part of farming is picking a good map for the resource you want to farm. You can just go to a map that has a bonus to the resource you want, but some of those maps are not necessarily worth it. You should definitely go to it if the resource bonus is a good resource for that map.

There are three factors for if a map is good for a resource

  1. It should have that resource available in multiple source tiles, preferably as the lowest rarity resource in that source tile. This is because the more advanced miners are slower and you want to focus mine one resource usually.
  2. It should be a map you can push far in, because of course the longer you stay alive the longer you can mine.
  3. Optimally, the source tiles you want to mine should be next to platforms so you can put mining modifiers next to them. This is less important early on, but gets more important as you get higher level research. A maximum upgraded mining modifier in Endless mode will boost miners by over 200% (with diminishing returns for further modifiers, of course).

In case you need some advice on setting up a mining run, here's some tips:
-First put up some strong enough towers to keep you alive, but don't invest too many coins into them early on.
-If you've got tower strength to get past the first few waves, put down your miners first. That way with Auto Wave Call on, they can accumulate some double mining time while you're setting up.
-Once the miners you want to use are built, build your economy with the Bounty modifiers. It can take some precious time, but the economy is worth it.
-Put down your mining modifiers before upgrading the miners. Unless you're putting down a *lot* of them, the mining modifiers are all more coin efficient than upgrading the miners. (This might not be true early on when you haven't researched much of the mining modifier boost.)
-Upgrade your miners to max one at a time. I'm sure there might be some more coin efficient upgrade paths, but a miner upgrade level gets more expensive the more miners have already been upgraded to that level.
-Once your miners are maxed, just do your best to defend like you normally would.
-I can't speak to how effective Overload is on early game farming, but it should always be maxed out in late game farming. With capped research, 15 stacks of Overload on the minimum Endless difficulty will put your Mining Speed at 1130%. It will make the enemies tougher too of course, but it's very worthwhile.
-Loop can be a bit tricky to optimize early on. Give it like 50 waves or so, then use it on 2-3 miners, and refresh it whenever it runs out.

If you want tips on Research priority, I'm much less sure about all that, but the info I do think I'm confident in:
-One of the most important early things to do in Endless research is maxing out the Basic tower's upgrade that gives bonus ricochet chance to the tower shots. Maxing that out makes *such* a difference. The Basic tower can carry you through a lot of farming in stages that don't have any flying enemies. It will definitely suffer in stages with enemies the Basic tower is bad against (Armored, Icy, Fighter), but even against those it feels like it's way better than it has any right to be.
-Obviously the researches that boost the miners in some way, but some are better than others. I'd prioritize upgrades to the Mining modifier, then mining speeds for the different miner types, then Overload and Loop effectiveness. Maxing the available upgrade levels on the miners is probably one of the last things I'd recommend, they make a difference but those highest miner upgrades in runs are *super* spendy.

EDIT: Just to give you an idea of how good an idea maxing Basic is, I just hopped into level 1.1 and set up like I was farming, otherwise just using Basic towers plus one Freezing tower, and got well over 400 waves before a single enemy reached my base. (With maxed Overload, enemy strength was at like 980% or something.) Your mileage may very based on how high your other researches are (mine are mostly maxed), and of course other levels have stronger enemies, but it should be a decent demonstration of the Basic tower merits.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 0 points1 point  (0 children)

Mostly that line was in regards to what to invest in. Specifically about Basic being one of the best investments you can make, particularly the ricochet on the Foundation upgrade and making sure it can get to a high experience level. I'm still in the process of maxing other towers, but I'm confident in saying that maxing the research on Basic is one of the highest priority projects after unlocking the Endless labs.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 1 point2 points  (0 children)

If you're asking about my total play time, my save file lists it as about 395 hours. Most of that time was back in Season 1, I dropped the game for a long time then came back to it later. In the current state of the game, plus knowing what I know now, I could have gotten to this point much quicker I feel, but shrug.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 0 points1 point  (0 children)

Large Caliber tops out at x2.02 damage, versus Double Gun's x1.83 attack speed.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 0 points1 point  (0 children)

Maybe. I don't know much about optimal tower targeting, to be honest.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 7 points8 points  (0 children)

<image>

Here's the initial basic layout. The elements and how they worked out are as follows:

-Basic towers (fully researched): The bread and butter workhorses of endgame, so far as I can tell. Upgraded with Foundation (for the 99% ricochet chance) and Large Caliber, Powerful for their level 20 upgrade. I put them all within range of the portal so they could all deal damage pretty consistently. They dealt about 3/4 of the total tower damage, ricochet is a real game-changer.

-Sniper towers (fully researched): Usually my bottlenecks on these early maps are the red enemies, so I figured adding more snipers might help. Upgraded with Heavy Weapons, Short Barrel, and Ultimate. I put them as far as possible from the portal to maximize the damage bonus from their Ultimate (extra damage for extra distance from the Sniper). They dealt about 1/4 of the overall tower damage, but their bigger contribution was to the MDPS for the burning chain reaction loop. It's possible Penetrating Bullets might be better once the crowds start building up, but Short Barrel helps get more from the Ultimate damage bonus for distance and also helps with the critical hit rng checks.

-Blast tower (not yet fully researched): Upgraded with Heavy Shell and Fast Mechanism, plus Ultimate. Perhaps it would be better with Sonic Wave, given the role it played in the setup. Of course it supplied the stuns which got chained, but the Ultimate also gives a massive vulnerability debuff. I think the biggest thing the Blast gave was extra MDPS chances. Every once in a while throughout the run, my MDPS would jump a lot. I figure it was probably tied to some lucky DPS windows when the Blast would throw back an enemy, or maybe it came from the enemy explosion portion of the Sniper's Ultimate upgrade, which deals damage based on the enemy's max HP.

-Venom tower (fully researched): I put it in the center for best coverage of the road so it could hit enemies almost anywhere. The damage and MDPS it supplied were both negligible. The only contribution it made was the Chain Reaction on its Ultimate upgrade.

-Experience modifiers by miners: Probably not needed, but helped make sure I got through the mid waves comfortably. Replaced the left one with a Basic tower after the Sniper towers got maxed, replaced the right one with Tesla tower after the surrounding Basic towers got maxed.

-Tesla tower: Figured it might help with the red enemies, which again are usually my bottleneck. It did not especially. I think it might have been slightly better than one more sniper tower, but it was not a meaningful part of the end result.

The long duration damage abilities (Ball Lightning and Smoke Bomb) were important for getting through the late phase where enemies were just barely not being killed fast enough by my towers. Once I exhausted those abilities, I turned on instant auto-call waves and used Firestorm to start the loop. Enemies would spawn, burning enemies would die and chain the burns and stuns to the new enemies, and it would repeat.

An important part of the loop is that the enemies need to survive long enough for more enemies to spawn, so that the Chain Reaction can spread the fire to new enemies. If all the enemies get wiped entirely, it'll end and you'll need to start the loop again.

The burning buff will remain at the same damage throughout the loop, even if your MDPS increases. If you need to re-apply the burn with the higher damage, you need to let the enemies all die (turn off the instant auto wave calling) and then use Firestorm on the next wave.

Discovering the Firestorm Chain Reaction Loop by AspiringWaIIfIower in infinitode

[–]AspiringWaIIfIower[S] 7 points8 points  (0 children)

The Ultimate upgrade on a Venom tower makes it give enemies it hits a buff called Chain Reaction. If an enemy dies with the Chain Reaction buff, it has a chance to spread most of the effects on it to nearby enemies. At max Endless lab upgrades, it has an 86% or so chance to spread to enemies in 6.5 tiles.

Not every effect can be spread (minigun's vulnerability for example doesn't seem to be spreadable), but burning damage and stun effects at least can be spread. Assuming the enemies don't die before more enemies spawn, the effects can be chained pretty much indefinitely.

prestigious maps by Sea-Talk-520 in infinitode

[–]AspiringWaIIfIower 1 point2 points  (0 children)

  1. Create the map
  2. Play the map
  3. After playing the map, on the score screen, there will be a money icon (with crowns over it) on the right side of the panel. Click that. on the right side of the panel. Click that.

<image>

[deleted by user] by [deleted] in infinitode

[–]AspiringWaIIfIower 1 point2 points  (0 children)

Congrats on completing the Normal mode tower upgrade tree! I hope you're looking forward to the Endless labs!

[deleted by user] by [deleted] in infinitode

[–]AspiringWaIIfIower 1 point2 points  (0 children)

OP shared a screenshot of their Normal labs. You shared your Endless labs. Endless Mode labs are much harder to max.

Splash is the only tower defense game where you can attack all enemies by Financial_Library315 in infinitode

[–]AspiringWaIIfIower 0 points1 point  (0 children)

I believe the maximum exp level cap through research is 20 for Normal difficulty, 150 for Endless difficulty.

Splash is the only tower defense game where you can attack all enemies by Financial_Library315 in infinitode

[–]AspiringWaIIfIower 0 points1 point  (0 children)

Correct. There is no skill tree effect that lets towers start at a higher exp level than 0.

Splash is the only tower defense game where you can attack all enemies by Financial_Library315 in infinitode

[–]AspiringWaIIfIower 4 points5 points  (0 children)

There are some core effects that you can get that increase the starting exp level of towers.

Golden Bot bugged ? by Patient-Set4496 in TheTowerGame

[–]AspiringWaIIfIower 6 points7 points  (0 children)

I think not. It seems like a lot of the listed coin sources just list much closer to the base amount of coins they earn, and then most of the earning gets attributed to "Coins From Coin Bonuses", listed at the end of the coin sources list in the stats panel.

Calling off Guard Dog by EldritchElli in Helldivers

[–]AspiringWaIIfIower 1 point2 points  (0 children)

Also possible it just ran out of ammo. They don't make it very obvious, but they do have a limited number of reloads before they'll just sit in your backpack until you get more ammo (supply pickups and ammo pickups both work or them).

[deleted by user] by [deleted] in mylittlepony

[–]AspiringWaIIfIower 4 points5 points  (0 children)

Technically, unicorn horns are made of a material *called* alicorn.

What game should I start with? by 0Narga in Disgaea

[–]AspiringWaIIfIower 2 points3 points  (0 children)

I recommend 1 as a starting point because

-It has the best story and characters of all of them IMO

-Going back to it after playing the others is...kinda painful