Dream Engines: Nomad Cities

Dream Engines: Nomad Cities

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XartaX Jul 19, 2021 @ 5:58am
At what threat level is it suppposed to get hard?
I'm sitting at threat level 20 on the first map now without any real issues (researched roughly 1/3 of the tree I guess?). Just wondering what the scale is supposed to be like.
Last edited by XartaX; Jul 19, 2021 @ 5:59am
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Showing 1-12 of 12 comments
Cactus-Cat Jul 19, 2021 @ 6:08am 
I usually stay in an area at least to threat level 25 and after that I will leave if a wave comes from an undefended side.
If the defence costs more wood and flux than you can make in between waves, then it's time to leave.
Adders Jul 19, 2021 @ 1:40pm 
i'm currently sitting on the 2nd map (desert) i have every available resource mined and processed (don't have access to acid, carbon or copper here), I have a flying fortress with 550 ish people and i am getting to the last line of research, i understand that the higher level research items are supposed to be more efficient but i just made more researchers and more workshops set all the workshops to the glueberry and starwood production i have around 3k food surplus and 250 ish flux surplus with full storage and i thought about the same thing you were, anytime i see an attack coming i go there and build 8x 3 chevron crossbows behind a 2 layer wall i have done this at almost every conceivable attack angle and the big snakes and second tier shooty guys just melt as soon as they spawn. i am playing on a slower difficulty setting so am at cycle 400 and threat level 20~, i think that if they want to be a contender in this genre which has not many games right now the attacks have to contain more waves / more mobs or have multiple attack angles after a certain threat level, and also have mobs that specifically target towers / robot because making a broken wall maze makes these mobs incredibly simple to defeat. but overall i love the game, there are a few issues i see with the basic design right now but this is the major one. am looking forward to seeing how they develop this forward.

@lokimut the defence cost is irrelevant in my opinion as the resources are unlimited and with research you can get a lot more passive production out of "dead" veins and once the defences are put down they will cover multiple waves so as soon as you have your vectors covered you don't need to fly off ever. which makes the "nomad" part of the game a bit moot
XartaX Jul 19, 2021 @ 1:48pm 
Originally posted by Adders:
i'm currently sitting on the 2nd map (desert) i have every available resource mined and processed (don't have access to acid, carbon or copper here), I have a flying fortress with 550 ish people and i am getting to the last line of research, i understand that the higher level research items are supposed to be more efficient but i just made more researchers and more workshops set all the workshops to the glueberry and starwood production i have around 3k food surplus and 250 ish flux surplus with full storage and i thought about the same thing you were, anytime i see an attack coming i go there and build 8x 3 chevron crossbows behind a 2 layer wall i have done this at almost every conceivable attack angle and the big snakes and second tier shooty guys just melt as soon as they spawn. i am playing on a slower difficulty setting so am at cycle 400 and threat level 20~, i think that if they want to be a contender in this genre which has not many games right now the attacks have to contain more waves / more mobs or have multiple attack angles after a certain threat level, and also have mobs that specifically target towers / robot because making a broken wall maze makes these mobs incredibly simple to defeat. but overall i love the game, there are a few issues i see with the basic design right now but this is the major one. am looking forward to seeing how they develop this forward.

@lokimut the defence cost is irrelevant in my opinion as the resources are unlimited and with research you can get a lot more passive production out of "dead" veins and once the defences are put down they will cover multiple waves so as soon as you have your vectors covered you don't need to fly off ever. which makes the "nomad" part of the game a bit moot

It actually got a bit tougher around 25. But not by much, they managed to break walls a bit, but never touched a tower. I left, but more because I was capped on most things and wanted to move onto crystal than any real need.
Adders Jul 19, 2021 @ 1:52pm 
snip*

It actually got a bit tougher around 25. But not by much, they managed to break walls a bit, but never touched a tower. I left, but more because I was capped on most things and wanted to move onto crystal than any real need.

yeah i know i moved on from the first island at 24 or 25 when the giga snake dudes turned up, i moved on for the crystal too cause i just couldn't get enough workers with out it!
Cactus-Cat Jul 19, 2021 @ 2:20pm 
The game will become a lot harder when you have to play on maps with a higher global infestation level.
My next map will probably be on level 6 which means I will have to start on threat level 24.
Last edited by Cactus-Cat; Jul 19, 2021 @ 2:29pm
Dingus Jul 19, 2021 @ 7:48pm 
What game are you all playing?

By wave 25/27 I have to make massive amounts of walls with 6+ level 3 towers and still find myself having to leave.
XartaX Jul 20, 2021 @ 12:05am 
Originally posted by Dingus:
What game are you all playing?

By wave 25/27 I have to make massive amounts of walls with 6+ level 3 towers and still find myself having to leave.

Upgrade your weapons and actually help kill the wave yourself
Xarniia Jul 20, 2021 @ 7:45am 
I always leave when the ~24th wave is coming.
But I believe it's some luck about the maps you can/do go to. I only had one map with green wood/stone I went to and now really struggling with fuel.
Also I'm in the first run of the game, so my city is build pretty unorganized and I made a lot of mistakes.
Suggestion: Maybe would be great to "organize" the city in flight between the landings.

Anyway it's really nice to play the game. Can't wait for updates. :)
end_game_13 Jul 20, 2021 @ 7:04pm 
I'm playing on challenging difficulty at at wave 20, I get pushed back to my city walls they get breached.

At global level 4 now and just now had a map spawn that I can craft Carbonite at.

It does feel tough since the moment I land I need to build power and then hunt for fuel, I dont have time to change my city layout unless I get lucky with a low spawn map that gives me an extra wave to sort things.
AgentOOSoul Sep 30, 2021 @ 11:25am 
Originally posted by Adders:
i'm currently sitting on the 2nd map (desert) i have every available resource mined and processed (don't have access to acid, carbon or copper here), I have a flying fortress with 550 ish people and i am getting to the last line of research, i understand that the higher level research items are supposed to be more efficient but i just made more researchers and more workshops set all the workshops to the glueberry and starwood production i have around 3k food surplus and 250 ish flux surplus with full storage and i thought about the same thing you were, anytime i see an attack coming i go there and build 8x 3 chevron crossbows behind a 2 layer wall i have done this at almost every conceivable attack angle and the big snakes and second tier shooty guys just melt as soon as they spawn. i am playing on a slower difficulty setting so am at cycle 400 and threat level 20~, i think that if they want to be a contender in this genre which has not many games right now the attacks have to contain more waves / more mobs or have multiple attack angles after a certain threat level, and also have mobs that specifically target towers / robot because making a broken wall maze makes these mobs incredibly simple to defeat. but overall i love the game, there are a few issues i see with the basic design right now but this is the major one. am looking forward to seeing how they develop this forward.

@lokimut the defence cost is irrelevant in my opinion as the resources are unlimited and with research you can get a lot more passive production out of "dead" veins and once the defences are put down they will cover multiple waves so as soon as you have your vectors covered you don't need to fly off ever. which makes the "nomad" part of the game a bit moot

Then youre playing on a baby level difficulty, what do you expect?
Avrora Oct 4, 2021 @ 1:30am 
Threat level reference

Below LV4 : You only need robots to defend, even with white equipment.
Below LV10: To equip the robot with a starwood crossbow, you only need a few wooden walls.
Below LV20: Walls and turrets that only consume wood, favorable terrain, a large number of turrets, and infrastructure related upgrades have been completed.
Below LV25: Same as LV20, but the turret must be upgraded to one level and the destroyed wooden wall must be rebuilt in time.
Below LV30: Same as LV20, but the turret must be upgraded to the second level and the destroyed wooden wall must be rebuilt in time.
Below LV35: A lot of wooden walls and a lot of turrets. Wooden turrets are level two or three. It is better to have a metal wall. It is better to add a metal turret, but it will still be very difficult.
Below LV40: Same as LV35, but a second line of defense must be prepared. A single line of defense cannot resist the enemy, and the cost is huge.

If the robot is equipped with high-level weapons and AOE modules, the standard can be set to the level 3~4, but the role of the robot will become smaller and smaller over time.

In fact, I personally recommend taking off before LV30 in the early stage, because the cost of upgrading the secondary turret is acceptable, but the cost if you keep going is too high.
As the global infection level increases, it is best to take off to LV40 at most, otherwise the cost will be too high.

Repeating technology cannot balance increasingly stronger enemies, and the time that cities stay on the ground will only get shorter and shorter.
So in the end ,there are only two options, build a Nullifier Shield, or die.
Dingus Mar 27, 2022 @ 10:46am 
At first I had to leave 25 to 27, it seems difficulty decreased and now I've made it to 29 so far, same base defense mostly.
Last edited by Dingus; Mar 27, 2022 @ 10:46am
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