They Are Billions

They Are Billions

28 Years Later - Phase 08 (Passfire)
42 Comments
Rakunomagisk 1 Mar, 2023 @ 4:23am 
GOOD
ShutUpMorty 21 Apr, 2020 @ 6:07am 
Outstanding creativity with the story of the campaign. I enjoyed playing it. Cannot wait to play 29 years later!
POBmaestro  [author] 22 Jul, 2019 @ 3:57am 
@Marken - glad you finished and enjoyed the series. And yes I know that feeling all to well with the map you are talking about. I'm on the last mission of the official campaign and not really enjoying the 'surprises'. I play on 500-800% but probably going to drop the difficulty on that last one :D
Marken 22 Jul, 2019 @ 2:18am 
Honestly I redo it already - while expecting what could come to me from what directions etc. , I beat the level while also not stopping and beating whole campaign , so I could say it was awesome , with the london level I actually tried to destroy whole city but due to time limit - I had to destroy asap the control tower ; p,
But losing at that time was literally like the campaign mission (If you haven't played or didn't came to that mission or if you just want to know a challenge , don't read what's next)
where you had on last wave out of sudden from 3 sides wave of medium/big group of mutants , when one would expect gigants or huge wave of other zombies than 5-6 mutants on each side crumbling whatever defense one had at that time builded.
POBmaestro  [author] 21 Jul, 2019 @ 7:15pm 
@Marken - thanks for all the feedback! I take all feedback into account when designing future maps.

The the key difference of campaign style maps over survival is you can replay the same map from the beginning and know what to expect. I hope you do decide to retry this map - I'm sure you'll do it much easier 2nd time around :)
Marken 19 Jul, 2019 @ 2:50am 
[ Part 3 ]
I could have tried building snipers, but because of no economy expanded , nor iron mining, had to stick with soldiers to the end , they are great and could beat up it if not for last wave which honestly spitters killed me for crumbling all walls I had in seconds even when 12 ballistas (on highest priority target) and 4-5 executors (on nearest ones) couldn't do much to spitters work.
I think I will try it again today - I kinda had to cool down because of my frustration , so I am sorry if by any chance I was like annoying to deal with haha : P , knowing already how map looks like , where iron and how long farm land is to the south and if I get to the turret upgrade it's already win situation in my opinion.
Phase 12 on random choices was great played it before starting the whole campaign of 28 years later.

Steam 1000 letters is killing me :steamfacepalm:
Marken 19 Jul, 2019 @ 2:49am 
[ Part 2 ]
The city with barrels was great , one quick tap of mouse, city destroyed.
Here's wrong step of mine once again because of this I wasn't thinking about building army of soldiers faster because I assumed the other two cities will also have some barrels on top of them.
The time when I started clearing North side city took me to the time when first showed up constant waves from all sides - which honestly kinda freaked me out, had to get back just to wait 1-2 days to see that's actually slow walking zombies ; P.
Marken 19 Jul, 2019 @ 2:48am 
Ah right forgot, forgot If anyone who didn't played yet is reading comments here are some Spoilers be aware , please.

The problem were mostly expansion of my colony (which well - I screwed up by leaving aside the land for farms which also led to wasting too much time to gain some food/electricity),
Mayors ( <--- this kinda is mostly rng , but I am thinking right now what would happend if you get first mayor with ballista upgrade - would I get compensation when smith will give me that upgrade or not? : p ) - which first one was great because training time and cost of soldiers was taken down by around 30% , well... second one was useless without stone workshop (which I couldn't even get to because of my poor navigation and exapnsion of colony) it was shock tower tech, didn't last long enough to get to 3, and last mayor though haha. I know there are modded Mayors, but even without them it is beatable.
[ Part 1 ]
POBmaestro  [author] 19 Jul, 2019 @ 12:54am 
@Marken - sorry you feel like you wasted hours losing on these phases. Phase 7 has a Harpy bug for some which I spent many hours trying to fix but for myself and my 4 testers it does not happy anymore so it's hard to eliminate for everyone.

Phase 8 is designed to be challenging but this is the "easier" version of the map - Phase 8X is many times harder - but it will be a struggle without enough defence for the constant waves which proved popular with the community. I appreciate you don't want to try again, but may I ask what tactics you had, for example stone walls & soldiers & ballista? This helps me develop the sequel campaign, where I'm planning "Easy", "Medium" & "Hard" difficulties rather than just Easy & Hard, which will help meet the range of player experience.

You can skip Phase 8 without losing out on much. On Phase 12 you can find extra rangers and some bonus food if you survive Phase 8 with both of Smith's daughters alive. Hope this helps and thanks for your feedback.
Marken 18 Jul, 2019 @ 2:47pm 
Honestly ,with phase 7, got around 5 retries because of stupid harpies at the beginning, but atleast got it with garson alive , got into phase 8 just to waste 4 hours of my life to lose it :steamsad: and get surprised by "almost infinite" waves from all sides twice . I will not even touch with my mouse this phase again and will move on to phase 9 , just kinda wanted to give my opinion on those two phases so far, and kinda wondered what happens if you miss/leave one phase behind and start the next one , does it have random choices or you can choose them?
Xcac 24 Feb, 2019 @ 8:27am 
Ha ha didn't see it thanks
POBmaestro  [author] 24 Feb, 2019 @ 7:38am 
Nice, yes knowing what to do with the central village/city does help on repeat runs. ImKibitz has played this map now and can be viewed here: https://www.youtube.com/watch?v=nVD6_76VeB8&t=772s
Xcac 24 Feb, 2019 @ 7:35am 
Thanks I could read it and I didn't have to wait Imkibitz to play the map. Like I said it was challenging and get rid of the central village at the beginning is the absolute way to win, first I put a ballista and then I saw the barrel and it was simple I just lost two times 2 squads of 15 snipers by getting so greedy but after mass producing them no problem. The waves of quick zombie was fun also and all my snipers turned veteran without academy.
POBmaestro  [author] 24 Feb, 2019 @ 1:00am 
Blessings O'Babylon - At the start, as well as Smith saying to expand south east for the stone, at the end of the conversation there is a hint that says "If you can, at some point explore to the south east and retrace Smith’s old steps through the Peak District to try and find an old friend."
Blessings O'Babylon 23 Feb, 2019 @ 6:02pm 
@POBbby
While it is absolutely true that you give a hint to expand to the south east, it was only a hint to expand to the Stone and the Grassland in that area. Once that was accomplished, more pressing issues - namely, the village - became priority, meaning i stop expanding in that area. After all, i got the stone and grass, which is what i was told to get. "Now, to work on that Village that i cant easily chokepoint off without taking out some of the buildings... Oh look, a Barrel in the middle of the village! Nice, now i can get back to the Map guy..."
POBmaestro  [author] 23 Feb, 2019 @ 4:30pm 
@Blessings O'Babylon - it is hinted a couple of times that you should go south east to get into the Peak District and find the man you passed in map 7. It is also in the text not to destroy the oil platform! Otherwise the last map to get to it would have been pointless...at least I didn't have the same condition that oil = 0 fails the map! Map 4 is always going to be frustrating if you don't expand in the right way. I've seen players use the Titan from the start and be just fine, it's just about knowing how and when to expand to the bridges which are the ideal choke points and I tried to include as many hints as possible without holding the players hand.
POBmaestro  [author] 23 Feb, 2019 @ 4:25pm 
@Xcac - glad you enjoyed the map, sometimes walkers can get stuck outside the map. The default end is day 70 so if you continue your save it should end shortly after your last wave anyway? Then you can read the end lore :D
Xcac 23 Feb, 2019 @ 4:10pm 
Just beat the final wave but the game didn't end so I cannot read what happened after. O love your story and I don't want to redo the map again (even if I played once). It was rather challenging actually but I had good mayors at the beginning like 20 iron reserve so snipers could be produce quick. Thnak you your maps are amazing.
Blessings O'Babylon 22 Feb, 2019 @ 6:52pm 
And i only ever got back to the truck with Mrs Dog and Dead guy after clearing the central village - i didnt even realise i was supposed to go around.

That said, i enjoyed the spotlight given to the Lucifer. I think that unit, just like the Solider unit, is criminally overlooked in the TAB meta. In the right situation, especially in small groups, the Lucifer is a absolute monster. Its only when massive waves of Fatties appear that it becomes useless - but thats what snipers are for.
Blessings O'Babylon 22 Feb, 2019 @ 6:50pm 
I found this map the most frustrating youve made; there are no real clear chokepoints to reach, early on, and the town being so close to the initial starting point was a nightmare. I found this map was only really beatable with repeats - i didnt expand far to the north simply because i was focusing on the village in the centre of the map, so when i got the alert for a wave coming from the north i was completely unprepared for fatties and the waves of fast infected. I also lost a 30-day run by deleting the oil refinery to save resources - only for me to get told "Don do dat" after its gone. Oops. I eventually did it, though - with the help of a little exploit. The North Eastern entrace, some way up the path, there is a Power Tower that is next to a lake - the infected would funnel between a gap between the two obstacles and march in one-by-one. A single lucifer and two towers soloed the entire last wave from that direction. Not even any walls.
POBmaestro  [author] 21 Feb, 2019 @ 4:04pm 
@aqm - thanks, very kind of you. I'm not a professional games designer (yet!) and live in England, but I appreciate what you say. Hopefully Numantian Games make it big when the game is released and expand to the UK!
aqm 21 Feb, 2019 @ 3:41pm 
you should really become a professional games designer (if your not already!)

these maps are amazing, infact if your near spain, you should totally ask Numantian Games for a job
POBmaestro  [author] 21 Feb, 2019 @ 12:17pm 
@Ginger - thank you so much, comments like that make me want to keep making maps! Hope you manage to pass the map. Let me know if you need any hints :)

@Zumba Prime - I try and make my difficulty curve so it starts hard so you are prepared for the final wave, so if you fail on day 7 it's far less frustrating than failing on day 70. The X versions are much the same curve as regular maps but scaled up, typically 2 - 3 times more infected in the waves and on the map plus giants.
Zumbo Prime 21 Feb, 2019 @ 11:23am 
Probably. I found some of these mods are all over the place with difficulty curve. One in particular sends these tiny waves of a few dozen, maybe a couple hundred fast infected, then the final wave is hundreds of specials without any ramp up at all. It's like hitting a brick wall after riding a bike downhill.
Ginger 21 Feb, 2019 @ 11:01am 
@POBmaestro
Keep making the maps they are great i lose somtimes but i always want to keep tryig to pass it i have so much fun playing them thanks
POBmaestro  [author] 21 Feb, 2019 @ 1:35am 
@Zumbo Prime - Sounds like you need to try the harder X version :)
Zumbo Prime 20 Feb, 2019 @ 8:36pm 
TBH it was fairly easy to get to it. No special infected anywhere on the map after the first set leaves. Even managed to get power and turret at both ends.
POBmaestro  [author] 20 Feb, 2019 @ 12:12pm 
@Zumbo Prime - that would be nice to make it more worthwhile repairing it. For now it is just there as a relic of the last map. It is quite hard to reach it, and I think anyone who reaches it will be fine for the final wave without any bonuses from it, but it would be cool to have custom achievements!
Zumbo Prime 20 Feb, 2019 @ 10:47am 
I would hazard a guess that somehow an infected gets stuck somewhere inaccessible for the player's units. It's good thinking on your part making the end day so close.

As a side note, if/when the devs add more options, would there be a bonus for repairing, powering & defending the outpost?
POBmaestro  [author] 20 Feb, 2019 @ 3:44am 
@Ctdsx - thanks for the feedback. The problem is I don't have any pathfinding problems, nor do the people who tested the map or the streamers I've watched play it. So it's impossible for me to fix it myself and it would really need footage uploaded to the game dev bug reporting discussion section.

It's also impossible to combine the two maps sadly. The infected can only be commanded to go to the Command Center, so by the time Smith got there it would have been destroyed resulting in game over a long time ago (unless it was out of reach as it is in P7, but then you couldn't re-take it). Also you would have to obviously destroy the whole wave which would make the lore of this huge ambush coming from the south and taking out the colonies pointless since Smith destroyed it all...

As you say the editor needs improvements and the game is still in early access, but I don't think we are going to see anything radical changed for some time.

I'm glad you still liked the map though :)
Ctdsx 20 Feb, 2019 @ 2:58am 
prc002 already mentioned it.
Somehow pathfinding is completely broken on this map - units go straight to their target instead of finding a way around obstacles. This is first map where i encountered pathfinding bug.
It is very annoying - i have to babysit every single unit and have to guide every one manually through the "maze" of my buildings.
On your other maps pathfinding works well and i don't really know what caused the problem...

Theoretically, is would be nice to merge phases 7 & 8 into one map - you already have a "time limit" for reaching the command center. But i guess we need some improvements in map editor as well as normal save system. Honestly i already use save scumming but this is not intedned right now

PS Don't get me wrong, i like your map =) Just felt an urge to complain about that damned pathfinding which in not really your fault
POBmaestro  [author] 20 Feb, 2019 @ 12:35am 
@Zumbo Prime - thanks for the feedback. You're not the first to say this, but it's worked fine for me and the players I've watched play it. So there's not much I can do except say it's just one of those things that happens to a custom map. At least the final wave is day 66 and the game ends day 70, so it's only a wait of a few minutes...
Zumbo Prime 19 Feb, 2019 @ 6:16pm 
Good stuff. Just a heads up, the game doesn't end after the final wave is destroyed and keeps chugging until Day 70.
POBmaestro  [author] 19 Feb, 2019 @ 4:24pm 
@Kulg - thanks, really nice of you to take the time to give such nice feedback. Glad you found the series and hope you enjoy the rest of the campaign which will be out soon :)
Kulg 19 Feb, 2019 @ 12:31pm 
Only recently found this 28 Years Later series and I have to say this is all really well done, you're doing amazing work here POBmasetro, keep at it ;)
POBmaestro  [author] 18 Feb, 2019 @ 5:30am 
Thanks for the feedback! Not sure what was up with the Tesla Towers. I've checked them all and they should work fine, but I've moved them a little bit to try and make sure they are all close enough to one another. I guess worse case it would just be a matter of demolishing them and rebuilding them? I've also added a reference to a certain friend at the end ( Mrs Dog comes to you from the Peak District and is adopted by Smith's daughter(s) ) as I forgot to include that...
Jamish Makon 18 Feb, 2019 @ 1:08am 
The out post on this map has a buggy electrical field tesla tower placement wouldnt supply energy some places while others would. It was weird. All in all very good map.
prc002 17 Feb, 2019 @ 1:02pm 
yea it wasnt too bad, just noticed it, cuz i think it actually started on the walker wave around 50... so music for a long time haha! Great map tho, like always
POBmaestro  [author] 17 Feb, 2019 @ 12:23pm 
@prc002 - it was ok on my two test runs on this map but unfortunately this is a bug that is fairly common on a lot of custom maps. There isn't really much I can do about it apart from make the map really simple, but as the final wave is on day 66 at least it should only take a few minutes from the end of the final swarm to reach day 70. Hope you otherwise enjoyed the map?
prc002 17 Feb, 2019 @ 12:17pm 
there's also another bug where units get stuck somewhere.... and u ahve to wait till day 70 to win, even though i've killed everything on the map
POBmaestro  [author] 17 Feb, 2019 @ 9:54am 
@Aelague doh! Yes that appears to be a bug. It worked for me so I'll need to find another way to trigger the failure of the mission for being a bad father! Thanks for posting :)
Arlague 17 Feb, 2019 @ 3:58am 
I am currently doing it, both Smith's daughter died (i am a bad father XD ), yet the game is not over. Bug maybe ?