Don't know what it is about this game but I keep coming back to it just a mere 4000+ hours on steam, every time I watch you Kensei I get inspire. I think I may have to try these 1800% maps. Great post
You are not alone in that. I only have about half of your hours and I kind of suck at this game, but it still draws me back after watching a Kensei video. 🙂
I think that noise works as follows: Each time a unit fires, it adds its noise to the square it is on (archer 1, soldier 3, sniper 10, ballista 5, thansatos 500, I could look up the others). Every second when nothing is firing (or it might be 2 or 3 seconds), the noise of that square is halved. The zombies have a chance based on noise to aggro each square. So a soldier doesn't generate 3 aggro with each shot. His square aggros constantly; strength 3 after the first shot, strength 60 after the 20th shot. If he pauses for a second, his square's aggro drops to 30, then 15 after another second. If 3 soldiers stand in the same square and all shoot 50 times without moving or pausing, that square is now generating 450 aggro every time the zombies check. So you might try moving each unit to a different square every now and then even if you have no place to retreat to. Edited sound numbers; my memory was bad. Also according to the data files, traps reduce speed 50%.
Just some dev comments in the data file I modded. If I interpreted it right, the zombies all check their aggro chance against every square in their hearing range every 20 frames. If nobody is shooting on a square, every 60 frames, halve the aggro of that square. I think the game runs at 60 fps if you aren't getting slowdown. I don't have the actual aggro chance formula, but there are noise values for all weapons. I looked up a few more for you: Titan 20, walker 1, runner 2 suit 3, chubby, venom, harpy 10, mutant 200. So you would think that a soldier firing a shot would cause the zombies in hearing range to check against 3 aggro, but it doesn't matter how fast or slow you fire. That shot doesn't trigger the check. They check at a set rate, and the aggro just keeps ramping up as long as you keep shooting in the area. @@mie1666
Wow, I wrote a huge reply from the notifications tab yesterday and apparently it did nothing. The data file I have been modding has some dev notes that I hope I have interpreted correctly. It also has noise values for every attack. Walker 1, runner 2, suit 3, harpy, spitter, chubby 10, infected mutant 200, mutant 20, titan 20, lucifer 10. It doesn't have the actual formula, but it seems the zombies have more chance to aggro on one large noise source than 2 sources of half size. The chance is obviously much lower the farther away they are. They also bring other zombies within radius 1 with them when they aggro. You would think that a soldier shooting would cause a check against 3 aggro for all zombies in hearing range, but neither of those happen. The zombies check their aggro against all squares in range every 20 frames regardless of how often you shoot. The soldier's square counts as 3, then 6, then 9... as long as he keeps shooting. Every 60 frames when no units on a square are shooting, the aggro value is halved, and I think the game believes that it runs at 60 fps (it takes about 5 frames to go through a program loop though). Using this info, I have been replaying the campaign, having archers take a step after killing 4 zombies or so regardless of whether they need to. On the narrow pass or lowlands, it keeps the hordes from filtering forward towards your base before you are ready.
@@Elfis99 I've read wiki, and got some additional info (but, as all wikis go, it could be inaccurate). So, basically zombies check for noise, or rather "activity", in range 4 times of their vision. This activity created by zombies and your units. Also, every Zombie has a threshold, defined mostly by zombie's alertness. As I understand it, it's a required amount of activity, to agro a zombie, and lower numbers mean less chance to agro. As far, as I'm aware, there's still no completed list of those noises. Some of it I got from wiki, some from you. Maybe, there's some more deep information about it, but up until now I didn't find it.
I might also have misinterpreted the dev note about aggro. The aggro might accumulate on the unit instead of on the square, and then all units on a square add their aggro together for the check. This would mean you can't dump aggro by moving to a different square; only by actually stopping your shooting for a couple seconds. But I'm not sure. Ah yeah, there was a number for max aggro distance that was 4. I thought that was a low number, but it must mean, as you say, 4x their vision range.
This content is even better than your (fantastic) successful playthroughs. 3 hours of early-game tension is more entertaining than a full game where you have reached a critical mass of snipers by the second hour.
Agree I like that too , The hardest point is when you have to stop and consolidate , when you can see a resouce you really need but in really open spot@@KenseiTV
I admire your persistence 💣. Usually when I see games it's just a successful attempt only but I never know the price have been played for it. Thanks for the inspiration Kensei.
Comme disait Pierre Corneille "A vaincre sans péril, on triomphe sans gloire." (le Cid). Cette série d'échecs démontre le mérite de vos victoires. Merci
I prefer to watch this attemp videos instead of succesful game :D I keep guessing when the shit will hit the fan! And you were capeble of save many situations when I say: that's it! :D
@@KenseiTVI There is one thing bothering me May you tell the audience what mayors there are to choose from? I always watch from my couch and can't read it =)
Majority of 900% map is beatable with skill even if you feel like it is impossible. Modded maps that increase to 1800% is majority dependent on luck, because it doesn't matter how much skill you have when some maps are actually impossible.
Don't know what it is about this game but I keep coming back to it just a mere 4000+ hours on steam, every time I watch you Kensei I get inspire. I think I may have to try these 1800% maps. Great post
You are not alone in that. I only have about half of your hours and I kind of suck at this game, but it still draws me back after watching a Kensei video. 🙂
Same. I'm very fickle with games and usually lose interest quickly. But there's something about billions, still have lots of fun with it.
I think Kensei helps, I would like to see a They are Billions 2
This, for some weird reason,is my jam.
Enjoy it then!
@@KenseiTVI very much did, and thank you.
Nice video Kensei, appreciate watching all the attempts.
Glad you like them!
I am really enjoying these 1800% runs. Thank you for the content🙏.
Man, that is some frustration, The Flashback clips from previous vids don't convey how much wasted effort goes into each success.
i have no idea how you dont get burnt out but damn i love your videos
48 month subs from his fans. 😉
Finding different maps and challenges as well as taking breaks helps
Well this was somewhat comforting to see that sometimes the game is unfair to others as well.
I think that noise works as follows: Each time a unit fires, it adds its noise to the square it is on (archer 1, soldier 3, sniper 10, ballista 5, thansatos 500, I could look up the others). Every second when nothing is firing (or it might be 2 or 3 seconds), the noise of that square is halved. The zombies have a chance based on noise to aggro each square. So a soldier doesn't generate 3 aggro with each shot. His square aggros constantly; strength 3 after the first shot, strength 60 after the 20th shot. If he pauses for a second, his square's aggro drops to 30, then 15 after another second. If 3 soldiers stand in the same square and all shoot 50 times without moving or pausing, that square is now generating 450 aggro every time the zombies check.
So you might try moving each unit to a different square every now and then even if you have no place to retreat to.
Edited sound numbers; my memory was bad. Also according to the data files, traps reduce speed 50%.
That's interesting! Is there more information about probabilities and distance?
Just some dev comments in the data file I modded. If I interpreted it right, the zombies all check their aggro chance against every square in their hearing range every 20 frames. If nobody is shooting on a square, every 60 frames, halve the aggro of that square. I think the game runs at 60 fps if you aren't getting slowdown.
I don't have the actual aggro chance formula, but there are noise values for all weapons. I looked up a few more for you: Titan 20, walker 1, runner 2 suit 3, chubby, venom, harpy 10, mutant 200.
So you would think that a soldier firing a shot would cause the zombies in hearing range to check against 3 aggro, but it doesn't matter how fast or slow you fire. That shot doesn't trigger the check. They check at a set rate, and the aggro just keeps ramping up as long as you keep shooting in the area. @@mie1666
Wow, I wrote a huge reply from the notifications tab yesterday and apparently it did nothing.
The data file I have been modding has some dev notes that I hope I have interpreted correctly. It also has noise values for every attack. Walker 1, runner 2, suit 3, harpy, spitter, chubby 10, infected mutant 200, mutant 20, titan 20, lucifer 10.
It doesn't have the actual formula, but it seems the zombies have more chance to aggro on one large noise source than 2 sources of half size. The chance is obviously much lower the farther away they are. They also bring other zombies within radius 1 with them when they aggro.
You would think that a soldier shooting would cause a check against 3 aggro for all zombies in hearing range, but neither of those happen. The zombies check their aggro against all squares in range every 20 frames regardless of how often you shoot. The soldier's square counts as 3, then 6, then 9... as long as he keeps shooting. Every 60 frames when no units on a square are shooting, the aggro value is halved, and I think the game believes that it runs at 60 fps (it takes about 5 frames to go through a program loop though).
Using this info, I have been replaying the campaign, having archers take a step after killing 4 zombies or so regardless of whether they need to. On the narrow pass or lowlands, it keeps the hordes from filtering forward towards your base before you are ready.
@@Elfis99 I've read wiki, and got some additional info (but, as all wikis go, it could be inaccurate). So, basically zombies check for noise, or rather "activity", in range 4 times of their vision. This activity created by zombies and your units. Also, every Zombie has a threshold, defined mostly by zombie's alertness. As I understand it, it's a required amount of activity, to agro a zombie, and lower numbers mean less chance to agro. As far, as I'm aware, there's still no completed list of those noises. Some of it I got from wiki, some from you. Maybe, there's some more deep information about it, but up until now I didn't find it.
I might also have misinterpreted the dev note about aggro. The aggro might accumulate on the unit instead of on the square, and then all units on a square add their aggro together for the check. This would mean you can't dump aggro by moving to a different square; only by actually stopping your shooting for a couple seconds. But I'm not sure.
Ah yeah, there was a number for max aggro distance that was 4. I thought that was a low number, but it must mean, as you say, 4x their vision range.
This content is even better than your (fantastic) successful playthroughs. 3 hours of early-game tension is more entertaining than a full game where you have reached a critical mass of snipers by the second hour.
Love the no re roll maps, I hate the open maps the most,
I like having to figuere out every map again with no reroll
Agree I like that too , The hardest point is when you have to stop and consolidate , when you can see a resouce you really need but in really open spot@@KenseiTV
Happy to have the attempts, thanks for the upload! Love seeing someone else take on apparently-impossible challenges.
53:50 - hes coming!😮
This was a good idea for a vid. I find the first 20ish days the most interesting as after that its a foregone conclusion.
we need more of this 1800 stuff :)
I wanted you to win so much
I loved this video. Seeing the mistakes helps me see where and why I am also going wrong in my runs. Tha ks for the content. Keep up the good work
I admire your persistence 💣.
Usually when I see games it's just a successful attempt only but I never know the price have been played for it.
Thanks for the inspiration Kensei.
Welcome zombies!
Only just started watching but my word that first map spawn is cursed, such a strange start, excited for the rest!
Comme disait Pierre Corneille "A vaincre sans péril, on triomphe sans gloire." (le Cid). Cette série d'échecs démontre le mérite de vos victoires. Merci
Those where rough Kensei . Still good stuff thank you I really enjoyed it.
These are excellent, would love to see more attempts
54:00 zombies decided to have a revenge on a "Only rangers run" and had an "Only walkers overrun"
Yeah, I like this attempts video.
"What is that!?" 00:53:50 LOL Ouch. Just a mass of red wandering in...Oof.
Ouch, that last loss was painful to watch. So damn close!
Kensie ! Can we all form an aliance and send Numantian games a request for some new content like maps and weapons to slay those blasted zombies!!!
That 50% sniper speed is awesome!
To see the loyalty to this game it makes me a bit sad that Numantian didn't expand on it.
I prefer to watch this attemp videos instead of succesful game :D I keep guessing when the shit will hit the fan! And you were capeble of save many situations when I say: that's it! :D
The walker wave at 54:00 😂 was going so well until then
🎉
Not a they are billions player, but good video!
KenseiHi KenseiLove KenseiSip
Hello there
Здравствуйте. Сначала лайк и коммент а после просмотр. Традиция. Сегодня мой лайк 295👍
clicking like before even starting to watch^^
Thanks!
@@KenseiTVI There is one thing bothering me
May you tell the audience what mayors there are to choose from? I always watch from my couch and can't read it =)
yes same here when i watch from mobile!!@@fg786
1:36:20 - so sad😢
щось нереальне, анбілівебл)))
1:01:42 A reply to the ranger?
where can i download this map???
I used the TABSAT tool for 1800% difficulty
@@KenseiTV okay thanks kensei 😎
6:00 - 800% doesn't depend on luck ?) only skill ?)) nice joke))
Majority of 900% map is beatable with skill even if you feel like it is impossible.
Modded maps that increase to 1800% is majority dependent on luck, because it doesn't matter how much skill you have when some maps are actually impossible.
Awesome!!