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Contributors: AznElite123/Ragnorak
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Strategies
Early Game (Waves 1-2)
Before Wave 1
1) The Economy, What to build and when to build.
a) Think ahead of where you will place your housing area and also plan where your
market and bank will go. Normally i do a 2x5 house setting before I know exactly
where to place them. So a 2x5 setting either horizontal or vertical, than vice versa
from the outside point end.
b) Check out this layout for houses. I used the Center’s Row format. Credit goes to
discord user: Night_Ange1 and Tegga21
c) Keep eyes out for food specifically grass area and forests. I normally placed
down hunter huts on either of them. Oh and don’t forget the fishies. Fishies
need some good lovin.
d) If a tree area is small remember that you cannot place hunter huts in the same
working area. So one food hut that provides 15 food is probably not better than 2
hunter huts that provides 10 food each resulting in a total of 20 food.
e) Also put hunters hut in grassland if they give 8 food per.
f) Sawmills are extremely important early as well. You got extra cash? Put down at
least 2-3 sawmill by the first wave. Once you get 30 lumber and have 4 energy (I
run out of energy fast because of spamming houses), rush a stone quarry.
g) Get 20 Stones and pop a soldier center down and pump out archers pronto.
h) Wood workshop should be placed halfway towards the first wave. If you get
research farm for a mayor, well you can build it ¾ or ⅘ towards wave 1 for a
ballista research.
i) If you see that you have 4 energy left, it’s a good indicator to start building a mill
ahead of time so you don’t have to wait for it to pop when you have 0 energy.
j) On map 1, 2, 3 and 4. My economy on brutal difficulty (10 days) is around
400-500 gold with at least 200+ colonist
k) Turn off the quarry if you have 40 stone. Once you have a market down you can
turn it back on.
l) NEVER LET your gold source overflow ever. Any overflowed gold will set you
back in the later game. Overflow = max gold reached in storage.
m) Scratching Posts is a single wall between the zombies and your farthest out
infrastructure. You don’t need a full line of walls in the first 2 waves or ever. Wall
costs money and they add up. That single wall is enough to get you a notification
of being under attack.
2) The military
a) DO NOT queue up troops, build them 1 by 1, use hotkeys on the soldier center
so you don’t have to go back to it. EX: CTRL + 3 while the building is selected.
b) By First wave on 80 Days I can get from 15-20 archers depending on how early I
can place it down.
c) You can go for rangers early. They are effective up to 20-25 to get the middle
area cleared. These are extremely basic troops that can be used until you get to
either snipers or high tier troops like titans or thanatos.
d) You can go for soldier’s as well. They are effective up to 10 to get the middle
area cleared. Do not use these soldiers near Villages of Doom or close to the
corners of the map. The soldier way early can also save workers, but workers
shouldn’t be much of a problem if you are fast in managing your economy. DO
NOT USE THIS TACTIC FOR MAP 4.
3) The Research
a) I normally always go for farm first. Farms are always sexy for massive food
income up to a max of 64. It is 2 food per grass tiles.
b) Farm is done? Have a shit ton of gold? Cottages to save space.
c) Market is for those with 200 colonists.
d) Ballista is for those who don’t kite or worried they have a small area to kite. I
research ballista typically a day or two before the first wave.
4) The Expansion
a) At the very start of the game, explore every single spot until you reach the horde
surrounding you then you can stop.
b) Once you finish exploring, start putting your archers to work in clearing out the
surrounding zombies, specifically the ones closest to your housing area.
c) I normally try to clear as many zombies around me as possible to provide myself
a kiting space. Otherwise I would push to expand my current housing area so
that zombies aren't too close to the houses. Food is always a great reason to
expand towards too!
5) Other Tips
a) Learn to bloody kite
b) To kite is to use a ranger to keep runners aggroed to her while you have a
secondary damage source which will be explained later
c) If you are playing on the 4th map, keep archers 1-2 tiles from another, when they
are blob together they draw more aggro.
d) PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE
PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE PAUSE
PAUSE PAUSE
Wave 1
1) The kiting method
a) Done if you have an open area to kite the zombies around.
b) Grab all your archers together and leave some behind at areas where auto
spawned walkers will move towards to keep your colony safe.
c) Move your bait slowly so the runners can catch up and not break off to attack the
archers clearing them off. Just don’t let the bait get hit.
2) The ballista method
a) More for 4th map and narrow areas that honestly can’t effectively kite.
b) Put a ballista down and some walls to block off the choke and continue on your
business.
Before Wave 2
1) The Economy
a) 200 Colonists? Get a market now, the extra food will help a lot more than placing
anymore farms down. But still place farms down if you run out of food.
b) Keep pumping out houses and food infrastructures
c) If you’re making 50 wood by this point you should be good on sawmills.
d) You don’t need more than one quarry unless you have plenty of workers, or a
stone workshop.
e) You can build a stone workshop if you feel comfortable. But once you researched
almost everything, definitely get a stone workshop to help clear out the excess
gold with sexy research :)
2) The Military
a) You should have at least 30 archers by this point, 40 if you really want to, but you
really only need 30.
b) I use veteran archers to guard areas that should have ballistas to guard to
prevent zombies from going sneaky deaky on your colony.
c) You can start blobbing your archers to quickly expand towards a direction. Just
don’t do it on map 4. No really don’t. Ok sure.
d) Soldiers are players choice. Just don’t do it on 4th map. Noise generation needs
to be limited so soldiers are out of question.
e) If you have 25+ archers, then you can go the sniper strategy explained later
f) Kiting can be done throughout in order to relieve pressure on troops or your walls
against waves or the actual zombie that’s already spawned on the map
3) The Research
a) No market yet? Research it
b) No ballista yet? Research it, unless you can wipe the random runner spawns that
come after wave 2 with only your mobile force
c) Watchtower is definitely going to help with expansion and vision over a general
area.
d) Snipers is optional, unless for the Veteran Sniper Strategy
e) Definitely get cottages by now, you should have a steady wood income
f) Fok stake traps
g) Stone workshop, should definitely be researched after wave 2, but if you have the
economy to get this, then go for it. Early stone walls isn’t always horrible.
4) The Expansion
a) Well this is when you should push towards food, stone, and land to build
mills/housing
b) Aggressive pushing is fine, which I normally do, but also comes with high risk.
Note that all four corners, the northern edge, and the southern edge contain
special infected including fatties, harpies, and spitters.
c) ALSO aim to expand towards strategic chokes. Easier to contain waves and the
final wave.
d) Watchtowers will give you far vision and give you a better idea to expand towards
that certain area/choke. You can delete it later if you want.
The Sniper Rush Strategy (Map 4) The best tactic for high score
1) Before 1st wave, you will worry more towards economy. This strategy depends on good
food and some building space rng. It really shines the less chokes to defend.
2) Focus primarily on economy. Get 2 sawmills or 20+ wood at least before first wave hit.
3) Rush a wood workshop, do not worry about stone or a soldier center.
4) Tech rush order: Farms -> Cottages -> Ballistas -> Market -> Snipers. Lookout tower is
situational really but more towards before wave 2. And finally stone workshop.
5) This strategy requires focused attention on the 5 starting units. Get them to veterans as
soon as possible so that you don’t have to worry TOO MUCH (you still have to worry
idiot) about runners.
6) Push food first at the beginning then focus housing area. Or split push if you’re boxed in
early.
7) Ballista should be researched AT LEAST 2 days before 1st wave hits. You can place it
whenever cause it will help clear zombies.
8) Place ballistas where there are only at most 10 zombies within range. Due to aggro from
ballistas shooting to damn much, you will probably get overruned. Ballistas have 5
activity generation per shot covered by 4 tiles. So make sure to clear as much as
possible with your rangers.
9) Once ballistas are placed use your rangers to kite zombies towards them. If you are
pulling runners try to pull at least 4-5 at a time unless you want to kite them around
(wastes time for no pause runners). Only time they can hit your walls is if there are no
zombies within 10+ tiles of the ballista. If you have 2 ballistas that has overlapping
radius, kite the zombies towards that overlap for maximum kill efficiency. Also you can
go super ham on pulling zombies like that. Easy 30 zombies kill at a time = faster
expansion.
10) 1st Wave can easily die to one ballista given you have kiting space. If you still have large
amount of zombies close to the ballistas towards the first ballista, you’re probably gona
need another one.
11) Normally I would want to rush a warehouse first next to farms before the marketplace.
You’re gona stack up on gold and you really want to prevent overfilling. You’ll also get
more wood to upgrade tents. Try to go for a market once you spent all the food after the
warehouse is done.
12) You can start snipers production either after wave 1 or wave 2. I prefer wave 2 because I
normally place down 2 soldier center with around 500-600 gold income per iteration.
13) A goal would be at least 20 snipers by wave 3.
14) Because you already cleared large amount of zombies around the ballistas, you are free
to use snipers immediately knowing when to pull back. Think in terms of kill ratio
compared to aggro. If zombies are hitting your sniper yea bring them back to the ballista
idiot.
15) Normally if you’re gona push the snipers towards a food source, you will want your
rangers to kite zombies into the ballista towards your housing area. Think of multitasking.
16) That’s about it. Everything else should follow towards thanatos or whatever you do
towards wave 6 and higher.
Version 0.5.4
- Fixed sound issues in some computers.
- Fixed: Some minor bug that could crash the game under specific conditions.
Version 0.5.3
- Fixed: Bug with units trying to target enemies not visible.
- Fixed: Some minor bug that could crash the game under specific conditions.
- Fixed: Spelling errors in English and Spanish version.
Version 0.5.2
- Fixed Critical Bug that could cause the game to crash when selecting units.
- Optimized overall performance.
Version 0.5.1
- Fixed: Visibility bug when looking through diagonal cells.
- Fixed: Lucifer sometimes could shot through diagonal walls.
- Fixed: When all games are deleted the Continue Game window is closed.
- Fixed: Exploit creating buildings in wrong places.
- Fixed: Infected buildings no longer provide supply resources (workers,food,energy).
- Fixed: Undo/Destroy builidings when the mouse was over the building.
- Fixed: Bug when resuming/pausing the production of multiple buildings at once.
- Fixed: When selecting targets the current selection could be cleared if moving the mouse.
Version 0.5.0
- Multilanguage Support: The game now supports multiple languages. In the next 2-3 weeks 8
new languages will be added.
- New Language Available: Spanish
- Solved issue that affected some players because of the VCRedist package.
- Solved many bugs and crashes reported by the users.
- Added Zoom with Keyboard with keys: Page Up, Page Down, Plus, Minus.
Version 0.4.9
- Fixed: Dismissed units are now removed from the selection groups.
- Fixed: Graphic Glitch with Infected Worker Male.
- Fixed Exploit: Creating multiple units that need oil supply.
- Fixed: Units cost per turn is updated inmediately after they die (before it was when the corpse
dissapeared).
- Fixed: Players units sometimes could pass through walls.
Version 0.4.8
- Old Games can be deleted from the Continue Game window.
- Minor bugs / crashed fixed.
Version 0.4.7
- Fixed some issues with sounds in some computers (voices looped...).
- Balancing: Changed score factor requirements for unlocking maps. Now it is more progressive.
Scores and difficulty remains the same.
- Minor bugs / crashed fixed.
Version 0.4.4
- Unlocking the map themes is now easier. The Score Factor needed for the three locked
themes are: 75%, 85% and 100%. In this way the player have more combinations to tweak the
difficulty.
- Camera vibration by explosions is now attenuated if the zoom view is wide.
- Fixed: Changes Log window empty entries.
Version 0.4.3
- Fixed: Mayors that adds extra life for structures also apply it for all the structures already built
(it is not necessary to repair them to gain the extra life).
- New music themes for the infected swarms.
- Improved map generation balancing.
Version 0.4.2
- Fixed: Thanatos did not produced activity sound when shooting.
- Fixed: Infected building where not walkable when reloading a game.
- Fixed: Mayor Martha Artis
- Fixed: +20% building defenses made attack towers indestructible.
- Infected are more pronto to burn when they are reached by fire.
Version 0.4.1
- Improved units response time to the player orders.
- Improved units AI: Now when their target is dead before shooting they look for another target
in their attack range and they shoot it directly without needing to reload the weapon.
- Some more balancing adjustments for Thanatos unit.
Version 0.4.0
- New Feature: 60 new Mayors with different levels elected after reaching specific colony
population values. 64 new mayors created.
- New Mayors Window where player can see the Colony Mayors along the time.
- New Unit: Thanatos.
- Lucifer cannot attack through gates.
- Added visual effects when targets are shot by Soldiers, Titans and Executors.
- Fixed crash when using ALT-TAB when creating a new game.
- New music theme for the final swarm.
- Stakes trap can be upgraded to wire fence trap.
- Improved units AI in chasing mode.
- Achievements enabled.
- Veteran units are shown with their correct colors in the portraits of the commands of the
Towers.
- Engineering Center Units now consumes oil with time. No more units can be created if the Oil
supply is zero.
- Many more small balancing adjustments and issues fixed.
Version 0.3.23
- Fixed: In some cases, units life regeneration did not work at expected.
- Fixed: Restoring a game don't remove the queded orders to be created or trained.
- Visual Enhancement: Attack towers show visually their attack range when selected or they are
being built.
- Fixed: When a building is upgraded the on screen event message displayed as the old
structure.
- Fixed: When using the command attack it can be reused inmediately after killing a target
without waiting to finish the unti animation.
- Fixed: When building strutures now it shows the resource values taking into account the bonus
buildings or other bonus as the ones of the mayors for computing the totals.
- Fixed: New units created could be veteran from the beginning.
Version 0.3.22
- New Feature 'Veteran Units': Ranger, Soldier and Sniper now gain experience by killing
enemies and can ascend to veteran with improved attack values.
- New Feature 'Target Priority': Units can choose between two modes: Attack Nearest Enemy or
Attack Highest Level Enemy. It can be set for the Attack Towers and the Unit Towers.
- Units move to available positions when the player builds a structure on top of them.
- Fixed bug: Units could end stuck between towers and walls.
- Added graphic animation on map when moving soldiers from towers (as when used the
movement commad).
- Fixed: Swarm direction could change when coninuing a game and the swarm was being
notified.
Version 0.3.21
- Improved mouse selection on units. Now it is easier to select units or select the targets with
mouse click.
- Fixed exploit: When loading a game, structures that are being built show the map as if they
were enabled.
- Hardware Compatibility: When Low or Medium Texture quality is used, the background and
terrain images are also scaled down to save system and video memory.
- Now it is possible to build over rubles.
Version 0.3.20
- Mountains and forest are now opaque, units cannot watch or shot through them.
Version 0.3.19
- Bonus Buildings area is shown even when the place to build is not valid.
- Energy Area Map is shown when a Tesla Tower is selected.
- Balancing: Attack towers cannot be disabled.
- When food reserves are negative all units without food will double the gold payment.
- Resume / Pause production commands are now in different slots so that it is easier use it
when multiple buildings are selected.
- New Ambient Sound for the Peaceful Lowlands map theme.
- Fixed some bugs to improve the compatibility and reduce specific crashes.
- Minor balancing adjustments.
Version 0.3.18
- Added some new voices for the Mayors.
- Fixed: Cancelling research on pause returned no resources (now it is 100%);
- SlimDX prerequisite is finally installed by Steam as the other requisites.
- Fixed some minor bugs.
Version 0.3.17
- Fixed: When loading game, the resources count were truncated to 200 if they were higher.
- Fixed: In very rare ocasions the structures built had a weird (but funny) size.
- Fixed: Mayor with extra energy range for the command center, it also grans extra watch range.
- Fixed: Cancelling a research in pause mode (before it has been started) is free.
- Fixed: Dwellings did not display the gold generation in their features screen.
- New Graphic Option: Always on Top. It force the game in window mode (or borderless) to be
always on top of all the other windows. It can be useful for those that uses borderless window
and the taskbar is shown on top of the game.
- New Music Pieces for the "Choose your Mayor screen".
- Units voice phrases selection improved: now, short phrases are selected with more frequency
than longer ones.
Version 0.3.16
- Balancing: Repair costs and time for infected buildings were higher than the usual repair cost
to reflect the "desinfection" costs. We have removed that extra cost.
- Hardware Compatibility: Fixed some issues that could crash the game when starting or loading
games.
- Alert about units or structures attacked now it is shown inmediately.
- Improved contrast of the energy layer when building in the Frozen Highlands map.
Version 0.3.15
- Fixed Bug: Units did not be aware of unseen enemies that come from outside the map.
- Fixed: Sometimes the infected could attack through diagonal walls.
- Fixed: Units could get stuck when building structures on top of them.
- Fixed: City Hall of Doom population size was not scaled by the zombie population factor value.
- In Full Screen Borderless Window the cursor can move the camera when placing it near the
screen borders.
Version 0.3.14
- New graphic mode: Full Screen Window Borderless.
- New Ambient Music for The Desolated Wasteland theme.
- Improved multimonitor management.
- Fixed bug: Units can go out from the map in chase mode.
- Fixed bug: Units can enter in a tower when being built or upgraded.
- Fixed bug: Setting rally point from multiple Soldiers Centers with right click.
- Improvement: When building strucutes that collect resources it always shows the amount of
resource collected in the area to be build while it is in the explored part of the map.
- Ballista are not hidden in the menu when the Executor is researched.
- Fixed crash while pressing End key.
- Fixed: Wrong display of quarries gold generation.
Version 0.3.13
- Physics Interaction Improved: Now infected or units that are pulled to the water will die drawn.
Also all units can be crashed or suffer damages if they are pushed into rigid elements like
mountains, forests...
- Fixed: Towers did not give bonus to attack range.
- Balancing: Tower Wood and Stone now gives +2 and +3 to Watch and Attack range.
- Fixed: Building structures only finished when they were on Screen.
- Fixed Bug: Power Plant did not consummed resourcer for operating.
- Fixed: Mouse not working on multimonitor after pressing ALT+TAB and return to the game.
- Units/targerts can be selected when they are behind buildings or other structures.
Version 0.3.12
- Fixed: When upgrading multiple buildings resources supply needs of Food/Workers/Energy
were only computed for the first one.
- Fixed: Disable Command Shortcut key is P instead of X (Repair All).
- Improvement: If the game cannot start with the selected graphic options they will be reset to
the default values.
- Fixed: Units or Structure could be selected by clicking or dragging on the GUI.
Version 0.3.11
- Fixed compatibility with some GPUs.
Version 0.3.10
- Fixed exploit: Deactivating buildings.
- Fixed bug: Lucifer fire is shown on Hold when no attacking.
- Fixed compatibility issue in Windows 7 - 32 bits.
Version 0.3.9
- Balancing: The game is a bit less brutal.
- Infected Life reduced ~10-15%.
- Infected Swarms from day 50 and above are reduced ~10%.
- Doom Village population reduced ~10%.
- Units don't overkill targets. If a target is about to die units will attack a different target. This is
specially important for the Sniper unit.
- Fixed bug: Some units/structures can get stuck shooting a phantom target.
- Fixed issue about showing too much info when trying to build structures in not explored areas.
Version 0.3.8
- Implemented new option Lock Mouse Cursor that prevents the cursor for leaving the gameplay
window or fullscreen are. It is set on by default.
- Fixed some problems under specific hardware configurations.
- Fixed bug: Building Iron Mills minimum distance with Wood Mills.
Version 0.3.7
- Added Keyboard Layout Options with WASD camera movement.
- Steam Cloud enabled.
- Fixed bug that affected the mouse clicks on some multi-monitor configurations.
Version 0.3.6
- Improved compatibility on different Multi-monitor setups.
- Fixed Bug: Infected and Doom Buildings cannot be selected when they are under the fog of
war.
- Fixed Bug: Units can end stuck when enter in a Tower just when it is upgraded.
- Fixed Bug. Mayor that extends the command center energy radius continue doing after
reloading.
Version 0.3.5
- Improvement: Double Click on a unit, selects all the units of the same kind that are inside the
camera area.
- Improvement: When you are building a structure that can be rotated, a message will appear
telling the player that can rotate it using the TAB key.
- Improvement: When you click twice on a selection group, or use twice their corresponding key,
now it centers the camera on the group.
- Fixed bug: Extract All Units in Towers was disabled when having units inside.
Version 0.3.4
- Fixed critical error, which prevented to win the game. Old games saved will continue with the
bug, so we recommend to start a new game,
Version 0.3.3
- Changed saving user stats method (to fix random Game Over crash).
- Lucifer fire affects Doom Buildings.
- Fixed text clipping in Game Over screen.
- Fixed some bugs that could lead to random crashes.
Version 0.3.2
- Score Factor required for unlocking new map themes has been updated (it was too high).
- Fixed some tooltip messages.
- Fixed some spelling errors.
- Fixed two crashes.
Version 0.3.1
This is the first version public and available for the ones that purchased any of the special
editions of They Are Billions from our web.