I was trying to debunk a theory and I stumbled on something interesting... Has anyone tried to adding GRS1 when the cure is at 99%, and then wait for it to raise again to 99% before adding GRS2? I always believed that GRS has a proactive effect...But it looks like to me that it does not (aka, the earlier you buy it, the least effective it is). I could be wrong on that account. It's just a theory that I can't test at the moment. PS. To further explain this, I always thought that GRS increased the budget required to complete the cure. But it seems to me now that it just reduces research conducted by a specific percentage, rendering an early purchase ineffective.
Definitely some cool ideas here - some already on the ideas list but will add the others *** p.s. general comment - I'm not sure about all this sniffing - isn't it a bit like cheating if you find the solution that way? p.p.s. you won't find the solution for this one by sniffing
I tested this out by using the Unlimited Plague, waiting for the cure to get finished, and then just evolving and devolving GRS 1. The cure percentage went something like this: 100%, 88%, 100%, 92%, kept going up. That means GRS increasing the budget is correct, yeah, you can buy it anytime.
If I had found the solution to NAZG via sniffing, I'd probably not post the whole thing, because figuring out these things is part of the fun!
Tried it but 15 months later cure found, will continue trying, has it been confirmed that it works for this virus?
Hopefully you will consider my idea to add the game difficulty to the disease summary screen, so a player can find out what difficulty the game is when they started it and put it down for a while before coming back. Also, a few posts back , page 144, you hinted about possibly making it easier. Like the Splain hints led to paralysis. Any update on when a hint/clue will be forthcoming for NAZG?
Not really... without sniffing we would never have found that Photophobia has no purpose other than ruining your life. What was the design goal for that symptom again? I mean, sure, it's part of an achievement but besides that it's less than worthless, it's actually "harmful".
Can you sniff the POTUS/Spalin nuke trail? If you can then it is likely that you are right and NAZG is a beat the clock achievement. If you can't then the developer is likely right and we are not going to find NAZG by sniffing. I don't dispute that useful stuff has been sniffed, but as yet nothing definitive on NAZG. So lets look at what we can't find and see if that tells us something.
What I can personally sniff (taking into consideration that I'm not really into hacking, I just followed an intuitive hunch...) are the game texts and the game properties (genes, skills, etc). Anything that has to do with scripting and encoding is 1000 miles far from my abilities. The text for SPalin/Potus is sniffable but that's about all there is to it. The fact that you have to level up cold/bird is part of the script and therefore unreadable. NAZG is completely hidden. Which means that it is a script and not an event. James actually confirmed it in his last post.
Hmm, was this a hint indicating that statement could have been the right strategy? 1) Coming from the dev of a game that has three self-described cheat plagues 2) I think cheating would be if we hacked the game and made it do things it wasn't supposed to do. Instead we were just looking for clues to a very difficult achievement that we've been beating our heads against a wall over for the last couple weeks. 3) You guys should be flattered that we've spent this much time figuring out the intricacies of your game! I think it's safe to say we are all big fans of it and not trying to spoil anyone's fun. 4) K3A's message suggests he'd agree with me Good to know thank you! We may have just gotten one!
Absolutely agree. I'm not looking to hack/jailbreak plague and give myself loads of DNA and cheat that way, I've beaten every disease on brutal without cheats, and thanks to some strategies from this forum got good speed times and a very good high score. I'm simply looking for clues to an achievement which is matching nuking in terms of difficulty find out how to do it.
I was able to get the world totally infected but only had 60 DNA left due to having to devolve symptoms, which was not enough to get all the lethals much less devolve more of them. Some interesting observations, though: 1) Mutation chance does not seem to have any relation to daily infections, because they still occur even after the whole world is infected. 2) If I evolve absolutely nothing, I get mutations as early as 1.2 billion infected or something. But I noticed that during the games that I had purchased drug 1 & 2, gene hard, and reshuffle 1 & 2 up front that I always seemed to be mutation free until 3.5 billion infected. So maybe one of those (or some combo of them) help stop mutation chance until the half way point at least. Hopefully there is a cause and it's not just luck. So what I'd like to find out next is which combo of abilities guarantees no mutations until 3.5 billion infected. If we know that, we could expand slowly to 3.5B to collect lots of orange bubble DNA and then when the first symptom mutates, then devolve it and kick in some transmissions to race to the 100% infected finish line.
Anyone who has sniffed the game, has the potential to do anything he wants with it if he performs a certain series of actions. (No, I'm not telling...) For instance, I know what I have to do to make NAZG easy for me to get. I'm not gonna do it because that would make me lose interest in the game overall. I like the high difficulty bar, messing with it to make it easier would defeat the purpose of playing. I want to beat the game the way it's supposed to be beaten. I'm just still trying to find what that way is...
Air 3: (Didn't know about that...) +5% research budget required Insomnia: +1% research budget required -1% future research speed Photophobia: +1% research budget required -2% future research speed Fever: +1% research budget required -1% future research speed Coma: +10% research budget required -7% future research speed Delirium: +10% research budget required -3% future research speed Psychosis: +5% research budget required -1% future research speed Hyper Salivation: +1% research budget required Gastroenteritis: +1% research budget required Polyphagia: +1% research budget required Autophagia: +1% research budget required Cannibalism: +5% research budget required Genetic Reshuffle 1: +10% research budget required Genetic Reshuffle 2: +20% research budget required Genetic Hardening: -15% future research speed ----------------- Total budget increase: 72% -5% (Air 3 needs CR) = 67% Total future speed reduction: 30%
Even though you can't get Air 3 without zombies, it might be helpful for high score. Thanks for the info!
Guess what Er what? Oh BTW I'm not telling either, although I suspect the developer has put in place methods to detect/ prevent unauthorised sneakiness, I would. He might have left an Easter egg other than HI_GAME_SNIFFER.TXT but again, not telling.