Brykx Posted October 24, 2018 Share Posted October 24, 2018 From what I've read about the new AI in a17 zombies are taking the way of least resistance etc., which makes me wonder how path lenght, turrets etc. are taking into account and if a kind of tower defence base layout will be possible. Will something like this "work"? Link to comment Share on other sites More sharing options...
LuckyStar Posted October 25, 2018 Share Posted October 25, 2018 Interesting. With new AI comes new fun ways to exploit it and grind zombies. This looks like a fun build. Link to comment Share on other sites More sharing options...
Gazz Posted October 25, 2018 Share Posted October 25, 2018 Better AI does not stop tactics. It only invalidates cheesy exploits. =P Link to comment Share on other sites More sharing options...
LuckyStar Posted October 25, 2018 Share Posted October 25, 2018 Better AI does not stop tactics. It only invalidates cheesy exploits. =P Hahaha but what if your tactics ARE cheesey exploits? Link to comment Share on other sites More sharing options...
Gazz Posted October 25, 2018 Share Posted October 25, 2018 Then they are not cheesy ENOUGH! Link to comment Share on other sites More sharing options...
LuckyStar Posted October 25, 2018 Share Posted October 25, 2018 Then they are not cheesy ENOUGH! I was actually going to respond to this with a cheesy Gif... .....I ...... seriously don't look them up when you're on a diet! @.o Link to comment Share on other sites More sharing options...
Blake_ Posted October 25, 2018 Share Posted October 25, 2018 Better AI does not stop tactics. It only invalidates cheesy exploits. =P What if every single one of the black squares were plain and simple one hit pieces of glass windows? Does that count as an exploit, a cheesy exploit or a glassy exploit? Link to comment Share on other sites More sharing options...
Gazz Posted October 25, 2018 Share Posted October 25, 2018 That would be a CLEAR exploit. (and this was cheesy) Link to comment Share on other sites More sharing options...
Carbala Posted October 27, 2018 Share Posted October 27, 2018 Then they are not cheesy ENOUGH! It ain't easy being cheesy... Link to comment Share on other sites More sharing options...
Aldranon Posted October 27, 2018 Share Posted October 27, 2018 1) I was thinking of having a drop to near bedrock (to kill off the weak zeds) 2) Then a run across 10 rows of log spikes (to kill off the medium strength zeds) 3) Then the base is 7x7 with the corners being steel. Behind each wall are three shotgun turrets that will fire, point blank, at the (now) weaken radiated zeds that manage to break a wall block. This should save a lot of ammo not being wasted on the weak and medium strength zombies and give the shotgun turrets max damage per shot on only the strongest remaining ones. Note: I might need a 9x9 fort so turret fire can cover the entire wall better. Link to comment Share on other sites More sharing options...
palikkamaa Posted October 27, 2018 Share Posted October 27, 2018 I was inspired by that design and did fair bit of testing. If you can get zombies funneled into the tunnel, they are dead. What I did was: 1) tunnel was 38 blocks long and 2 wide(25 feral soldiers couldn't fit in and started flailing at the entrance) 2) floor had one layer of steel spikes and on top of that layer of water to slow them down That was more than enough to handle normal ferals and normal polices. If you want some action, you can create "custom arrow slit" by placing backwards wedge tip and upside down ramp on the wall. This does protect from polices spit until they are very close. If that wasn't enough, 3) turrets make this complete overkill. Link to comment Share on other sites More sharing options...
Aldranon Posted October 28, 2018 Share Posted October 28, 2018 I was inspired by that design and did fair bit of testing. If you can get zombies funneled into the tunnel, they are dead. What I did was: 1) tunnel was 38 blocks long and 2 wide(25 feral soldiers couldn't fit in and started flailing at the entrance) 2) floor had one layer of steel spikes and on top of that layer of water to slow them down That was more than enough to handle normal ferals and normal polices. If you want some action, you can create "custom arrow slit" by placing backwards wedge tip and upside down ramp on the wall. This does protect from polices spit until they are very close. If that wasn't enough, 3) turrets make this complete overkill. I like the water idea, I didn't know they were slowed by water. But the tunnel might be too long and encourage the zeds to dig down and not go down the pits and down the spike tunnel. I think its best to have all your defenses within the night horde spawn distance range. I'm guessing tunnels longer than 15 meters to your fort would be too long. Unless you build a trench to bedrock completely around your base? A lot of work (or TNT!) to do it. Link to comment Share on other sites More sharing options...
Aldranon Posted October 28, 2018 Share Posted October 28, 2018 How about a "Double Decker" tunnel? Lower level - At bedrock, Easily accessible to zeds, has spikes. Upper level - Player shoots and drops explosives on zeds. Only accessible from players fort(s). Or every 500 meters you have a fort where you can only access the forts from a draw bridge so if one fort is over run with zombies, they still cant get to the upper deck of the tunnel. Every 40 (my guess) meters you have a pit fall to the lower level to help zombies get to you. Which leads to a "stage two" grid of forts where each fort is connected to four other forts! The forts can be very small, just strong enough to get to the surface in safety. Then, you are pretty much perfectly safe from night hoards (by Day 534). Link to comment Share on other sites More sharing options...
Katitof Posted October 28, 2018 Share Posted October 28, 2018 I had complicated, but amazing design for a horde defense bunker, but if AI is good now, this will not be actually useful and work as intended! Link to comment Share on other sites More sharing options...
Kattla Posted October 28, 2018 Share Posted October 28, 2018 From what I've read about the new AI in a17 zombies are taking the way of least resistance etc., which makes me wonder how path lenght, turrets etc. are taking into account and if a kind of tower defence base layout will be possible. Will something like this "work"? [ATTACH=CONFIG]25254[/ATTACH] Perhaps one more door with a 1 - 2 block gap between. And a turret covering that gap from above. Link to comment Share on other sites More sharing options...
Brykx Posted October 31, 2018 Author Share Posted October 31, 2018 I'm so exited to test/abuse the new zombi behaviour in a17 Another design to be tested/improved: + all the things in my head. Maybe a groundfloor maze?!? ^^ Link to comment Share on other sites More sharing options...
warmer Posted October 31, 2018 Share Posted October 31, 2018 What is this circled in red? Link to comment Share on other sites More sharing options...
Brykx Posted October 31, 2018 Author Share Posted October 31, 2018 What is this circled in red? [ATTACH=CONFIG]25280[/ATTACH] Preassure plates with 2 lines of electric fences above it . Link to comment Share on other sites More sharing options...
HungryZombie Posted October 31, 2018 Share Posted October 31, 2018 Nice design! I'm excited too. I've tried similar designs in the past to try and funnel the zombies and they just get stuck on a corner or something and start beating on the walls. Never worked out quite right. Be fun to see how it works in A17 Link to comment Share on other sites More sharing options...
Feycat Posted November 3, 2018 Share Posted November 3, 2018 Is there any evidence that a normal fight cage has been invalidated? Is the whole "trap field" thing a necessity now, or does a normal "ring around the base with an overhang, and rows of steel spikes outside of that" still normal? Zombies aren't learning to jump gaps, right? Link to comment Share on other sites More sharing options...
LuckyStar Posted November 3, 2018 Share Posted November 3, 2018 Is there any evidence that a normal fight cage has been invalidated? Is the whole "trap field" thing a necessity now, or does a normal "ring around the base with an overhang, and rows of steel spikes outside of that" still normal? Zombies aren't learning to jump gaps, right? Lots we'll have to learn on the fly. I'm wondering about my tried and true design and if it'll even need to be adjusted. And about jumping..... yeesh I hope not! Although.... that would be fun! Link to comment Share on other sites More sharing options...
unclevlad Posted November 4, 2018 Share Posted November 4, 2018 As long as the player(s) are part of calculating the path of least resistance, the ability to move in three dimensions within a base is likely to have as much impact as fixed physical defenses. I think building defenses in such a way that players can draw zeds away from weakened sections is going to be critical. If the new AI is smart enough to realize that "I could follow that meat sack down the wall, but if I keep beating this section I can get past the whole wall", we are toast. Link to comment Share on other sites More sharing options...
pApA^LeGBa Posted November 5, 2018 Share Posted November 5, 2018 The iron bar around a small tower will still work. Unless they got so strong in A17 that you don´t even wanna try to kill them without having at least a shotgun. And that would make early game pretty much impossible. And tbh, if cheesing and laming is not wanted, why did they jump on the zombie hypetrain and didn´t use other enemies? I expect beeing able to outsmart those few this game calls a "horde" as they are zombies. Or give us real hordes. Like hundreds. (No more special Z´s then ofc) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.