So I remember reading interviews when 28 Days Later came out, where the director was adamant that the infected suffering from the Rage virus were "NOT zombies". Bit of a stretch, but it made me wonder about starting countries for NAZG, for example UK in that example would be a logical inference. James has put in subtle references before where you need to make a mental link between a reference and a given country (i.e. Spalin Russia = Cold War reference = Cold 1&2) so it's also possible that the achievement title "Not Another Zombie Game" could be a slight reference to something in pop culture that would give a hint.
You are right. I was accidentally reading the Creationist numbers, which mentions a 40% reduction to mutation chance. 0.15 is the correct number indeed for GM. I will edit the original post.
Assuming that approach (which is essentially our approach from before we tried hydrolysis), how are we going to save up enough DNA to make it all work? If we spend all that DNA on abilities/transmissions it seems hard to believe we'll still have enough for lethal symptoms plus a few devolves.
It works, but whilst I can get to 100% infected I can't do it with enough DNA to be meaningful afterwards. I usually get hit by 5 devolves, for 7, 8, 9, 10 and 11 (total 45 DNA), generally having around 65 left. Starting in USA, not evolving drug 1 until 1.7 billion infected. Genes, CS, aqua, blank, mimic, extreme
Ok fellas. i have been following your posts and have some thoughts on NAZG. I have tried the BH/BO strategy. Lots of variations. Max i hit is the 3.5b dead mark. Lets apply logic to this challenge. To get 100% dead, there 2 ways to get there. Increase lethality. Slow down the cure. 1. Increase lethality. I have evolved all lethal symptoms including bat 2, with all the cure slowers (except for GM, since if used, wouldnt have enough dna for those symptoms). There is just not enough lethality available. 2. Slow down the cure. I have evolved all cure slowers, using gm, with most lethalities. The cure still moves too fast. Possible solutions to NAZG. Some sort of event needs to happen, even if there is no an actual event trigger. Second, severity is needed to get the countries into anarchy, slowing down the cure. This has to be important, because all cure slowers combined are not effective enough. Looking at Increasing Severity There are 3 transmissions that increase severity, bat 2, bird 2, rat 2. Note once they evolve, they cant be devolved, and they will trigger the virus being noticed. The severity of the symptoms alone, dont get the job done. I even got the bath time combo, and it didnt help. There is simply not enough DNA to get all the severity symptoms and transmissions. I also noticed that there are transmissions that have the same attributes as symptoms, maybe combining them leads to additional severity, but not identified by a combo. For example, saliva 1 & 2 with hyper salivation, gastrointestinal expansion with gastroenteritis, maybe urogenital expansion with polyphagia because of hygiene. I have experimented a little bit here, but not enough. Make you can try. Conclusions One thing was consistent. You need every single cure slower, or you definitely dont stand a chance. There is simply not enough DNA to evolve every symptom/transmission that increases severity. Lastly, I believe that the BH/BO strategy is not the right solution, even though it has produced the best results. If you think carefully, every achievement can be completed without the use of genetic modifiers, even if more challenging. This strategy relies on the genetic modifiers, thats why I believe it is not the answer. I have shot ever possible technique I can think of. Also hit a dead end. Back to the drawing board.
given that we cant kill fast enough, we cant slow the cure fast enough, I'm shifting my efforts to trying to cause anarchy.
The number of DNA bubbles has some random factor to it, yes? Do we have an understanding of the specific situations that would produce the most orange bubbles between start and 1.7B infected? If we can maximize that it may give us the additional DNA we need later. I've been trying to figure out the slowest way to expand, all genes black except for cyto and mimic, starting in rich countries, etc. Also I don't think we've totally figured out the formula for preventing most mutations through spending DNA. Evolving Gene ReShuffle 2 has been my only reliable way to getting to 3.5B with no mutations.
Orange DNA spawns in a logarithmic fashion. The more DNA you have acquired from it, the more time it will take for the next bubble to spawn. It works that way so that it is more or less "finite", like Red DNA is. That's how the bubble frequency works for it. Why some bubbles have 4 DNA while others have 1 is still a mystery to me. The bottom line is, that both Red and Orange DNA have a cap. Red has a hard cap, Orange has a soft cap. Only Blue DNA is -theoretically- limitless but I doubt NAZG has anything to do with it.
Been working on a high score New high score (for me) for Zombie Will post method later, but two clues Time and the low cure% for Brutal should be analysed. Credit for the basis of the method goes to Redpill and Celestus87.
Yep I've been thinking all these strategies we are employing for NAZG will translate well into overall high score attempts. I remember back initially when we were beating it on brutal with zombies that we didn't think it was even possible to stop the cure before 100% or near to it. Nice score Kayg!
I remember how hard I was trying to beat brutal the first day it was released... Now, I'm like "brutal??? Muahhahahhah!!!"
Is it just me or does it seem like they pop up faster in some countries than others depending on where you start? Or maybe it's just the infection rates vary a lot depending on population size so it has the illusion of coming at slower or faster rates.
I think this is just an illussion. You will always have quite a lot of orange bubbles spawning frequently early in the game in your starting country but that's probably due to the fact that you only have that country infected combined with the fact that you have not yet acquired a lot of orange DNA and the logarithm hasn't started to be starving you yet...
Third clue The biggest slow down to the cure is when infected people become zombies. This doesn't help with NAZG but if You get to 100% people infected and go all out zombie from insomnia, picking up coma etc along the way, the cure will basically stop after a while as the disease converts everyone in the world to either dead or zombie. The best bit, Z-COM can be ignored. The country they start in is 100% infected and rapidly heading from infected to zombie. Spend a few points on symptoms to boost your zombies and you are home and dry. ( Remember we learned from the Worm disease that for high scores, the disease complexity DNA spent does factor into the score, so having picked up every cure slow already just spend spare DNA as you see fit. ) Takes a while to get to 100% people infected, use the method of your preference. I used Base Oxide with abilities drug 1, GH, GRS 1 and 2. Got lucky mutates but also got hamstrung a bit with hot countries and air filters hence the excessively long time.
Do we know how the bonus "infection" DNA works? You know the ones where it just gives you DNA as you infect more people and not based on any bubble, and it gives you more chunks early on and then with about 5% of the world to go? Is it based on % infected milestones? Infection rates?
Also I tried a game where I bought all abilities when I got the common cold message, just to see if it would stave off mutations, and I still got one at 4.3B infected, one at 5.4B infected, and one at 6B infected before I gave up. So there definitely is a limit to how much DNA spending does to discourage mutation, at least in terms of abilities alone.
I gave up on the GM gene method, it works but you spend too much DNA. BH or BO both allow mutations that don't cause the disease to be noticed. I chose Base Ox because there are more possibilities therefore less chance of running out of viable non symptom mutations, like happens sometimes with BH. I will offer that I got less forced mutations in brutal than in casual, but that is based on 1 high score game in brutal verse many NAZG attempts in casual. I could just have been lucky.
I noticed the same thing on the base oxidation games I tried. By the time I had all healthy people infected the rate of mutation seemed to slow way way down. So I wonder if the overall complexity of the plague impacts the rate of mutation? In other words, the more complex it is, the less frequently it mutates? Which begs the question, how is that complexity calculated? By number of trans/abilities? Or the sum of the DNA they represent?