They Are Billions

They Are Billions

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Crowley Jul 4, 2019 @ 9:49pm
Blueprint contamination
Seriously, please tell me it's just a bug that'll be fixed next patch or something like that. Don't tell me it's done on purpose. Like, placing a building blueprint on the map, so a building that don't exist for now and is actually in construction, can seriously get destroyed AND create new infected like when your villagers get contamined when a REAL already constructed building is destroyed? What are they contamining? The blueprint and the potential futur worker of this place? Is that serious? I've lost a map just because I've put the blueprint of a farm one square too close of an infected and my soldiers don't came up in time for killing it before it destroyed the blueprint and so an army of infected popped out of it, what the hell??

I've played a lot of STR / City builder / Survival game / whatever-you-wanna-call-it and each time when a building under construction was destroyed you were just losing the ressources, or were refunded only half of them or something like that, but it never caused a so ♥♥♥♥♥-up situation. :stress:
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Showing 31-41 of 41 comments
Crowley Jul 7, 2019 @ 1:11am 
Fine, so all "facts" have been said and I'm just a troll? Alright.

So well, guys, this is your house, have a good life in it. [horstsondermann.com]

And remember, this is physical.
Evilsod Jul 7, 2019 @ 1:32am 
This entire thread is full of people disagreeing with you so... I'll leave you with a quote from Sir Ben Kingsley in Lucky Number Slevin:

"The first time someone calls you a horse you punch him on the nose, the second time someone calls you a horse you call him a jerk but the third time someone calls you a horse, well then perhaps it's time to go shopping for a saddle"
ZERO Jul 7, 2019 @ 1:50am 
Originally posted by Crowley:
Fine, so all "facts" have been said and I'm just a troll? Alright.

So well, guys, this is your house, have a good life in it. [horstsondermann.com]

And remember, this is physical.

i think some of your "facts" may have in fact been intended aesthetic design.
take doom for example. its a game with a large marketing budget, very nice graphics, and overall had a high production value. yet the ammo and pickups are floating green holograms, can i shoot a hologram? couldn't they have just put the ammo nearby and the hologram lead the player to a stash? i think they could have, but it wouldn't really add to the game.

while it might be confusing to some, as long as they understand the basic principles of cause and effect (house get hit = zombies spawn) i don't see a problem. don't get me wrong i have things i would like the game to change, mainly a more informative start to the campaign to teach players the basics.but this is not really high on my list of things that would help new / old players or even add to the quality of life to the game all that much. personally i think having multiple sprites for each building would be kinda pointless, would it make the game prettier? idk i don't feel it would even do that.

still its an interesting point to make and thanks it gave me something to read.
Demonic Jul 7, 2019 @ 5:15am 
Originally posted by Crowley:
Alright so fine, you want fact? I'll give facts. So let's agree those weird green glowing transparent spectral thingy are physical building. So let's take this as a fact. Then explain me this :

Look at me, I'm a physical building but you can see through me like if I was made of glasses. [zupimages.net]
Nice screenshot. It shows you a progress bar, which screams to the player that the building is being constructed. According to the game design building which is being constructed can be destroyed and infected.

Green glowing transparen spectral thingy is the visuals used by the devs for that stage. When finished the building looks differently and alongside with the absense of progress bar informs the player that it is finished.

Originally posted by Crowley:
Now another "fact" that has been said. "If they weren't physical, they wouldn't aggro, so if they aggro it's because they exist". Then explain me :

Why this tower don't aggro the pretty little infected just next to it and who was next to it when I placed it and started the construction [zupimages.net]

Buildings in the game have different "noise" level (aggro). Houses and production generate more noise - hence attract zombies. Walls and empty towers do not generate nearly as much noise if any at all. Hence - zombie ignores it.

Originally posted by Crowley:
So? Buildings are physical but you can see through it? Some of them aggro but some don't? It's a kind of random stuff? It depend of the infected maybe? The more it's rotten the less intelligent it is and so he don't react to some buildings?

According to game logic - yes. Buildings are physical during construction and yes, you can see through it because of the chosen visuals.

Originally posted by Crowley:
A game that have as its two main attribute Construction and Survival, should have clear construction things, no matter what, everything related to construction should be clear, and it should have fixe rules with no exceptions , because otherwise it means there's RNG in it, and so it should be tagged as Roguelike or anything similar that relay on RNG.
The construction design does have fixed rules. But apparently they aren't to your liking. The only thing here difficult to grasp is the concept of noise generation.

Originally posted by Crowley:
The underconstruction building appearence is not clear at all, anybody could be confused by this,
There is a glaring progress bar on top of the building. Also there is sound design that adds to it.

Originally posted by Crowley:
and don't tell me it's because they couldn't do a design of the building slowly evolving to its finished look, because old games like StarCraft 1 was able to do it, it had colored building that were slowly evolving and this game is old as hell. This stuff in TaB is just a personal choice of the devs to make the buildings look this way for luring players, or for not having to do a more developped appearence, or whatever else

It is obvious though. There is a progress bar on top of the building while it is being constructed. Units don't go through the buildings during construction. You lose actual resources to place a building. You can't get 100% refund after it has began constructing.

Originally posted by Crowley:
but stop saying it's normal, it's logical, it's obvious and stuff, it is not.

If someone doesn't grasp the mechanics of the game at the very beginning he should get it as soon as some zombie attacks an unfinished building. And then guess what players do...

They learn game mechanics and use them to their advantage. Like placing unfinished walls to stop the horde from infecting the colony.

Originally posted by Crowley:
Go play ARK, when you're about to place a building part, you have it floating in front of you, it is green, transparent, you can see through it and as long as it's not placed it's unphysical and untargetable. Why? Because it's a blueprint. Here it's the same look, the same stuff, but they chose to make it physic and targetable because they were sure some peoples would make the mistake to think it's a blueprint and so would aggro infected by placing a building and get screwed right after.
But this game isn't ARK. Why you assume that everything works the same here as in ARK?
Blueprints exist in many games and can be implemented differently.

But does TAB even have blueprints? In the game there is a Pause state, during which you can place your buildings and have 100% refund for them. You can plan your colony only in Pause state. When you unpause everything instantly begins construction.

There is no such thing as buildings constructing one after another.

You choose where to place it. It begins the construction. And you have a glaring progress bar showing that it is being constructed.

Also correct me if I'm wrong, but in ARK you have to PREBUILD the parts and they are constructed INSTANTLY without a PROGRESS bar. In what way is this similar to the TAB except for visuals?

Originally posted by Crowley:
All the other building games I know, old or recent, Triple A or Inde, have either physical building that progressively build and can be targeted or have a transparent untargetable blueprint of the building, but none have the appearence of one and the rules of the other.

TAB does it too. There are generally four states for every building.

1 state - Planning state - Pause required. You pause the game. You can place structures and cancel them with 100% Refund. The only state you could argue is a blueprint mode because during pause you can make a blueprint of the colony.

2 state - Construction state - Begins as soon as the building is placed if the game isn't Paused.
Buildings have progress bar, that shows that they are being constructed. You can't refund 100%. Units have to go around buildings and it is possible to block the road with structures during construction.

3 state - Completed state - Progress bar for construction dissapears. Building changes its visuals. It gives the player whatever it is supposed to give: Wood, stone, energy, food, colonists e.t.c

4 state - infected state. Has different visuals. Doesn't produce anything. Has to be repaired.


Originally posted by Crowley:

You have your opinion on this stuff? Good. You're fine with it? Good for you. I'm not fine with it, it's my choice. Can't accept it? Deal with it. You can mock on me or whatever that make you feel clever or superior but at least this topic might avoid to some new players to fall into this trap too.

Other people have opinion that differs from yours. Deal with it. It is your choice to get offended at anyone who disagrees with you.

You had assumed that buildings under construction do not exist because they look green and made a big deal of it when you found out that they can be destroyed. What did you expect from others? A big hug and a pacifier to calm you down? At this point it's not about structures being green. I think nobody would actually complain if devs change it to the stage-by-stage visual of construction. It is all about your approach to this topic.


Originally posted by Crowley:

PS :

Logic, same rules, no problem hm? Little buddy at the top don't give a ♥♥♥♥ about the little tower five steps next to him, but the two little buddies at the bottom are aggro by the building freaking far away from them.[zupimages.net]

Keep telling me it's normal and balanced. The aggro is just pure and total RNG, infected randomly decide to get aggroed or not, that's the fact.

Nothing random. You have an empty wooden tower which has little to none noise generation and a working quarry with a ♥♥♥♥ ton of noise generation. Seems logical that zombies aggro to the Quarry instead of an empty defensive tower.
Last edited by Demonic; Jul 7, 2019 @ 5:22am
You folks realize this was patched out in 1.0.8 on the 24th?

"Also, dwelling without colonists (waiting the train arrival) no longer spam zombies when they have been infected."

>.>
Evilsod Jul 7, 2019 @ 6:23am 
Originally posted by Sheepify:
You folks realize this was patched out in 1.0.8 on the 24th?

"Also, dwelling without colonists (waiting the train arrival) no longer spam zombies when they have been infected."

>.>

You do realise you're talking about completely the wrong thing?

A complete tent/cottage/stone house is considered empty until the train arrives to bring colonists so it makes sense it shouldn't spawn zombies. An incomplete tent/cottage/stone house will still cancel the build and spawn zombies because its the workers building it who get infected.
Originally posted by Evilsod:
An incomplete tent/cottage/stone house will still cancel the build and spawn zombies because its the workers building it who get infected.
Have you verified that blueprints get infected and spawn additional zombies after 1.0.8?

Edit: I'll be even so kind as to spare you the effort - they appear to. Took some effort, but I got a building tent infected with 2 extra walker spawns.

So, I stand corrected, and Numantian, presumably, has a minor tweak to make. Probably would help to make an appropriate post in "Feedback" instead of engaging in a bitchfest about it in General, though.

Considering the change to unoccupied buildings (that I mistakenly thought to apply to blueprints as well), Numantian's stance on this utmost important subject seems somewhat set.
Last edited by 76561188078797539; Jul 7, 2019 @ 7:08am
Quineloe Jul 7, 2019 @ 7:53am 
Originally posted by Sheepify:
Originally posted by Evilsod:
An incomplete tent/cottage/stone house will still cancel the build and spawn zombies because its the workers building it who get infected.
Have you verified that blueprints get infected and spawn additional zombies after 1.0.8?

Edit: I'll be even so kind as to spare you the effort - they appear to. Took some effort, but I got a building tent infected with 2 extra walker spawns.

So, I stand corrected, and Numantian, presumably, has a minor tweak to make. Probably would help to make an appropriate post in "Feedback" instead of engaging in a bitchfest about it in General, though.

Considering the change to unoccupied buildings (that I mistakenly thought to apply to blueprints as well), Numantian's stance on this utmost important subject seems somewhat set.

and he's back with a second account.

Do you still not know what a blueprint is? It's a mass produced print on light sensitive paper. How do you think construction works? You take the blueprint, put it on the ground and after a set period of time, a house appears by magic?

Again, the very first response to this thread answers your inane question.
Originally posted by Quineloe:
and he's back with a second account.
Sorry to disappoint, but I only post from one account.

I'd ask for any evidence that drove you to assume I'm somebody's alt, but we both know there ain't none and you're just lashing out for whatever reason.

Originally posted by Quineloe:
Again, the very first response to this thread answers your inane question.
Are you sure you quoted the right post there?
Last edited by 76561188078797539; Jul 7, 2019 @ 7:57am
Quineloe Jul 7, 2019 @ 8:02am 
There's no way there's two people on this planet who genuinely think blueprints are some sort of magic seed that grows buildings.

q.e.d.
Originally posted by Quineloe:
There's no way there's two people on this planet who genuinely think blueprints are some sort of magic seed that grows buildings.
Is that what I think? Well, thank you for your in-depth understanding of my reasoning.

Kindly keep me out of this particular drama, I've had enough of it on this forum.
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Date Posted: Jul 4, 2019 @ 9:49pm
Posts: 41