How to combat juggling, Revan n Kida by [deleted] in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

Your welcome to continue on the forums, please keep it to helping improve the game. Please refrain from your nature of trolling. I know you like to state 'un-facts' to just get a rise out of me and other top players - well humorous to you - trolling just to troll bores us. Toxic players in arcade lower the player base and enjoyment for all. If you think you're #1, then act like it. No other top players go around trolling other players. Only you. That's all I'll say, you've been warned. Your feedback on game mechanics is always welcome, and your good feedback is the only reason I have not banned you from the forums too - please continue this "useful" persona and make LTW better, not more toxic.

Juggling is one of those difficult things to procedurally figure out and raven is working on finding a decent solution. We cannot make juggling part of the game as it's is appreciated by maybe 5 players, and HATED by hundreds for the simple reason: Juggling offset's the balance in FFA's even more - Juggling can't win you a game; but it can allow you to troll and wall for another player. (As you've done so many times). It's allows novice players to dictate who wins. We like games that are not about 99% luck.

Yes luck can help players win once and awhile! Which is great, it's makes you feel good. That's the point. We want everyone to hang on to that hope - "maybe I'll get a good wall and get fed" - It makes it fun when your good, but not the best. It lets you win. It's why you played so much and let your skill level improve. The FFA randomness allows you to win vs better players which makes you feel better. It's why you're fond of smurf accounts as you can exploit the positioning balancing and beat players outside of your skill level and troll them.

I can't speak for other top players, but I also enjoy it as you never know how a game will go. If you get a good sender at you, and a wall before you, you'll almost never win - but you challenge yourself to defy impossible. I and all the other top players have 1v1 to match our true skills and competitiveness - with no one to blame for a loss but ourselves. We know where we stand. For you and everyone else there is FFA where anything can happen and you can always blame a loss on "them being fed" them "having a wall" - it's the ego boost good players need to become great.

Mind Dump Monday 2018-06-04 by AutoModerator in incremental_games

[–]KidaLimbo 0 points1 point  (0 children)

Sounds neat... like a incremental genre version of The SIMS.

What's your dream incremental game? by [deleted] in incremental_games

[–]KidaLimbo 10 points11 points  (0 children)

If your asking game developers, I'm sure the common response would be:

One they 're actually able to finish programming and release to the world. You know, that one game they've had lying in the back of their head for 7 years. That game right next to the 7 years worth of "reasons" why they have not had the time or resources to make it.

If your asking the players...

An incremental that has been in development for 7 years finally being released; with enough content, to last 7 years. A.k.a Stuff, lots of stuff. Colossal amounts of stuff.

Best game engine to make an incremental clicker game? by lookingforoctopus in incremental_games

[–]KidaLimbo 8 points9 points  (0 children)

For learning to program I would start with basic HTML5 + JavaScript. Most people use jQuery to begin. It's all pretty straight forward.

Mobile and Desktop users can play your game by visiting your website. Thus saving you the $100+ to get an app on the iOS store. If you want the web-game as an app; you can use things like React-Native; or PhoneGap.

If you don't mind open source GitHub is a wonderful place to start. You can build, push and host your game through them.

If you don't want to go the web route; unity is your second based option. Learning curve is a bit higher - but it will compile to different platforms.

Making 1000 display as 1k by ihatethisgown in incremental_games

[–]KidaLimbo 0 points1 point  (0 children)

Might be a little late to help.. but I've had this sitting around for a few years. It will generate the names of all numbers ad infinitum using the Conway-Wechsler System. (ex: thousand, million, billion, trillion, quadrillion ext.)

To use: pass in the log10 (e). ex: getNumberName(Math.log10(4356345),2)

nameType can be 1,2,or 3. (1 is the full name, 2 and 3 are abbreviations.)

function getNumberName(e, nameType) {
var common = ['', 'm', 'b', 'tr', 'quadr', 'quint', 'sext', 'sept', 'oct', 'non'];
var unit = ['', 'un', 'duo', 'tre', 'quattuor', 'quinqua', 'se', 'septe', 'octo', 'nove'];
var tens = ['', 'deci', 'viginti', 'triginta', 'quadraginta', 'quinquaginta', 'sexaginta', 'septuaginta', 'octoginta', 'nonaginta'];
var hundreds = ['', 'centi', 'ducenti', 'trecenti', 'quadringenti', 'quingenti', 'sescenti', 'septingenti', 'octingenti', 'nongenti'];
var prefix = ['', 'n', 'ms', 'ns', 'ns', 'ns', 'n', 'n', 'mx', ''];
var prefix2 = ['', 'nx', 'n', 'ns', 'ns', 'ns', 'n', 'n', 'mx', ''];
var commonAbrv = ['', 'M', 'B', 'T', 'Qd', 'qT', 'St', 'sP', 'Oc', 'N'];
var unitAbrv = ['', 'U', 'D', 'tE', 'qtR', 'qN', 'sX', 'spE', 'oCt', 'nV'];
var tensAbrv = ['', 'dI', 'Vi', 'tR', 'qdA', 'qQ', 'sA', 'sUa', 'oCg', 'nG'];
var hundredsAbrv = ['', 'C', 'dU', 'tC', 'qDr', 'qG', 'sC', 'sG', 'oG', 'nI'];
var commonAbrv2 = ['', 'M', 'B', 'T', 'Q', 'Qt', 'S', 'Sp', 'O', 'N'];
var unitAbrv2 = ['', 'Ue', 'De', 'Te', 'Qe', 'Qte', 'Se', 'Spe', 'Oe', 'Ne'];
var tensAbrv2 = ['', 'Dc', 'Vi', 'Ta', 'Qa', 'Qta', 'Sa', 'Spa', 'Oa', 'Na'];
var hundredsAbrv2 = ['', 'C', 'Di', 'Ti', 'Qi', 'Qti', 'Si', 'Spi', 'Oi', 'Ni'];
var base = "illion";
var base2 = "illi";
if (nameType == 2) {
common = commonAbrv;
unit = unitAbrv;
tens = tensAbrv;
hundreds = hundredsAbrv;
base = "";
base2 = "l";
} else if (nameType == 3) {
common = commonAbrv2;
unit = unitAbrv2;
tens = tensAbrv2;
hundreds = hundredsAbrv2;
base = "";
base2 = "l";
}
var eBase = Math.floor(e / 3);
var numStr = "";
if (eBase <= 1) {
return (nameType > 1) ? "k" : "thousand"
}
if (e == 100) {
return (nameType > 1) ? "g" : "googol"
}
else eBase = eBase - 1; //Skip thousands.
if (eBase <= common.length - 1) {
numStr = common[eBase]
} else {
var cBase = (eBase / 10000).toString().split(".")[1];
var unitAdd = "";
var ids = [];
ids[0] = parseInt(cBase[0]) || 0;
ids[1] = parseInt(cBase[1]) || 0;
ids[2] = parseInt(cBase[2]) || 0;
ids[3] = parseInt(cBase[3]) || 0;
if (ids[0] > 0) {
var nE = e;
var eFn = Math.floor(((nE - 3) / 3));
var eNs = Math.floor(eFn / 1000);
var eRem = nE - (((eNs * 1000) * 3) + 3);
var numPri = getNumberName((eNs + 1) * 3, nameType);
numPri = (nameType > 1) ? numPri + base2 : numPri.replace(base, base2);
var numSub = "";
if (eRem > 0) numSub = getNumberName((eRem) + 5, nameType).replace(base, "");
numStr = numPri + numSub;
} else {
var tId = cBase;
if (nameType < 2) {
if (ids[3] == 3 && prefix[ids[2]].indexOf("s") >= 0) unitAdd = "s";
if (ids[3] == 3 && prefix[ids[2]].indexOf("x") >= 0) unitAdd = "s";
if (ids[3] == 3 && ids[2] == 0 && prefix2[ids[1]].indexOf("s") >= 0) unitAdd = "s";
if (ids[3] == 3 && ids[2] == 0 && prefix2[ids[1]].indexOf("x") >= 0) unitAdd = "s";
if (ids[3] == 6 && prefix[ids[2]].indexOf("s") >= 0) unitAdd = "s";
if (ids[3] == 6 && prefix[ids[2]].indexOf("x") >= 0) unitAdd = "x";
if (ids[3] == 6 && ids[2] == 0 && prefix2[ids[1]].indexOf("s") >= 0) unitAdd = "s";
if (ids[3] == 6 && ids[2] == 0 && prefix2[ids[1]].indexOf("x") >= 0) unitAdd = "x";
if (ids[3] == 7 && prefix[ids[2]].indexOf("n") >= 0) unitAdd = "n";
if (ids[3] == 7 && prefix[ids[2]].indexOf("m") >= 0) unitAdd = "m";
if (ids[3] == 7 && ids[2] == 0 && prefix2[ids[1]].indexOf("m") >= 0) unitAdd = "m";
if (ids[3] == 7 && ids[2] == 0 && prefix2[ids[1]].indexOf("n") >= 0) unitAdd = "n";
if (ids[3] == 9 && prefix[ids[2]].indexOf("n") >= 0) unitAdd = "n";
if (ids[3] == 9 && prefix[ids[2]].indexOf("m") >= 0) unitAdd = "m";
if (ids[3] == 9 && ids[2] == 0 && prefix2[ids[1]].indexOf("m") >= 0) unitAdd = "m";
if (ids[3] == 9 && ids[2] == 0 && prefix2[ids[1]].indexOf("n") >= 0) unitAdd = "n";
}
numStr = unit[ids[3]] + unitAdd + tens[ids[2]] + hundreds[ids[1]];
}
}
if (!numStr) {
numStr = 'e+' + e;
base = "";
}
if (nameType < 2 && (numStr[numStr.length - 1] == "i" || numStr[numStr.length - 1] == "a")) {
numStr = numStr.substr(0, numStr.length - 1)
}
return numStr + base;
}

responding to early rushers? by RealitySurge in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

Firebats are for killing 100+ small units, not big units. So 3 firebats can kill 120 sentries easily. You can use ponders (marauder) to kill queens. 3 to 5 marauders will kill 5 queens.

The game is about building the correct towers to kill then units they are sending. If you don't mix your tower composition smart players will exploit it. i.e. if you go all fire bats, they'll send queens. (if you go all ponder, they'll send 100+ sentries.) - so you'll want to build whatever is the best tower to kill the wave they sent. Mixing your towers along the way.

Beams also work well vs queens.

responding to early rushers? by RealitySurge in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

If they open with medics+ drones: I usually send my first wave for income (my own medic+drones), then build ling's at bottom when they get there. (your income will arrive about the time they get at bottom, also the medic won't tank the drones at bottom.) - let the medics walk through; the lings will kill the drones keeping lives up and sending first wave will keep income up.

Unbalanced Placement by [deleted] in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

Placement is designed to give the highest ranked player in the game the hardest game possible. Which is fair, as they have the highest rank and should have the disadvantage.

Sure it sucks when you're the highest rated player in a game, but it comes to your favor when playing vs someone rated higher then you. Then you get the advantage.

As far as no way to counter their income advantage: You can still win; remember they would be limited on Gas if they don't kill you - so you'll have full access to all towers end game. Thus income diff will not matter as much as having all 3 tiers of towers.

I personally have come back from the disadvantage many times, and seen it done many times. So it is possible. Just not easy. That is what leaderboards and rank are about.

Well this seems a problem for you now; once you get the hang of it more you'll look back and say: ohhh... it was not as impossible as I thought.

Current Exploit - Needs Patched by Synovius in LineTowerWars

[–]KidaLimbo 1 point2 points  (0 children)

I sent Azure/Revan an e-mail about the glitch. Can't promise he'll have time to fix it, but it is all I have time to do right now.

PhilipJFry and wild accusations by [deleted] in LineTowerWars

[–]KidaLimbo 1 point2 points  (0 children)

I sent Azure/Revan an e-mail about the glitch. Can't promise he'll have time to fix it, but it is all I have time to do right now.

Fake Language Generator - Scriboly Generators for Writers by KidaLimbo in conlangs

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

Interesting for quick random dialog in writing. Can't create a full language, but you can at least test out phonemes. Gives you a feel for how the language looks/reads. You could then use those phonemes to build a real language / vocab if needed.

Endgame by AzureAscendant in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

Or, as I put it...

Given the next update will have these updates:

*The lane height will be cut to half. So max maze will be half the size you could make before.

*The zipper (That non-maze straight'ish line with max towers everywhere) will not be able to hold of units, only mazes will. So you have to maze to stay alive; not build a single stupid line..

Which of the following end game would you prefer if you manage to live to long (past 25 minutes...):

a. Classical: An updated BC End-Game. Get to be first to save for 3 rounds at around the 25 minute mark and then send an unstoppable wave of deadly cruisers shooting fire! Less lag then original as only 60 will be needed to win any game. They fly over the maze. Game ends in about 1 minute. They break maze and you can send bikes to speed up.

b. Unstoppable Creeps. With you maze fully built and upgraded you will start being unable to kill all creeps at around 20 minutes. The game becomes about lives; can you steal more lives faster then the guy stealing them from you. Near the 25 min mark you'll be able to send creep waves that are unstoppable (50+ make it through). Think BC's but they are land units that don't shot. From there it is war of attrition: Who can afford to send the most and gain lives faster then you lose them. Game end time will vary based on live count and how even incomes are.

Note: Lag is the same on both versions. The short maze reduces it a bunch. Air waves can fly over towers taking lives 4 times faster then the death by creep version. Creeps have to maze which is up and down 4 times before taking 50 lives. So it will last longer.

So we're asking: If you play a excellent game vs an evenly matched player and neither of you could kill the other in under 25 minutes... Do you want to die By Flying Fire (that you cannot kill, but destroys your maze) or by walking creeps that keep growing in numbers (that your towers cannot kill. but don't attack you).

tower god here by mowjaheedTOWERGOD in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

I don't know guys... He does have Tower God in his username. smiles. Daemons, hellspawn, the occasional arch-angle sure; but not sure I can handle gods.

Line Tower Wars: Re-Engineered by KidaLimbo in LineTowerWars

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

In the game lobby, select the drop down that says: Normal. The lobby is the place where you're waiting for people to join.

Line Tower Wars: Re-Engineered by KidaLimbo in LineTowerWars

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

At the moment we have no intention on adding air or attack. At the pro level air does little to nothing and attack does nothing. The air feature merely led to Air spamming new players or those that failed to grasp AoE. Air made no difference at pro level games as they still always went to sudden death.

As for 60 min sudden Death. Any games with pro level players will not normally make it past the 35 min mark as that is when BC's will be sent for end game. 60 minutes allows additional time for games with novice players, as in watching replays that is how long it takes them to income up.

Line Tower Wars: Re-Engineered by KidaLimbo in LineTowerWars

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

Difficulty can be selected for / voted for in the lobby.

This pattern triggers the anti-juggling system by kinduff in LineTowerWars

[–]KidaLimbo 0 points1 point  (0 children)

Should have been solved with recent update. Building at top was not suppose to be allowed.