103 Responses

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  1. Havvix
    Havvix July 8, 2012 at 10:57 am |

    Is there a limit as to how much the refinery can store?

  2. sparten57
    sparten57 July 8, 2012 at 11:15 am |

    Awesome! I was wondering if the anti-creeper will be upgradable in this game? In the last one it obviously wasn’t and I always thought it seemed just a little underpowered (Whenever I’d use it it just seemed like the normal creeper decimated it. Unless I had around 3 times the amount of anti-creeper).

  3. anon
    anon July 8, 2012 at 11:21 am |

    So makers have to stay with the network and use energy? I liked them when they didn’t need energy. Just build them and power the ore rigs or collect the artifacts, or neither if the map maker was kind enough to seal off a maker with a powerful emitter. Out of curiosity, why do the red drones have cyan energy bars? And when are the packet speed structures coming?

    I have been saving every pre-release screenshot in a folder title “CW3 evolution” and it’s really come along visually and technically since the first 3 screenshots. Pulse cannons now look 100% better, mortars look tougher with grey/red instead of orange/red, berthas are more sci-fi and less 18th century. In addition, there’s now drone settings for lazy people, anti-creeper implemented, omnidirectional repulsors… You sir, are currently my favorite game designer.

  4. TrickyDragon
    TrickyDragon July 8, 2012 at 11:22 am |

    Awesome! i love the physical aspect, but will their be a way to just “dump” the AC, or is the only way to use it by some sort of weapon?

  5. Dinnerbone
    Dinnerbone July 8, 2012 at 12:58 pm |

    This looks awesome. I can’t wait to see how it plays!

  6. Thomas
    Thomas July 8, 2012 at 1:05 pm |

    Not much to do with the news itself, but just heard you were making a third game (Previous owner of the two games as well).

    And i believe you were once trying to get it on Steam, but didn’t hear back.

    Did you keep it up, or did you just give up? They’re bit busy, but persistance can really pay off.

  7. Mister_Andy
    Mister_Andy July 8, 2012 at 1:49 pm |

    Game looks absolutely incredible so far!

    I have to say, the new shields and terraforming units are going to be fantastic additions.

    I’d also love a complex tech tree though, upgrade-wise. It really makes a game much more re-playable if there’s a lot of customization through upgrades, especially if some levels really lend themselves to certain upgrades, so one has to try different things to win.

  8. MrNo
    MrNo July 8, 2012 at 2:01 pm |

    What kind of limitations will there be on mining the ore? How fast can it be mined? Is there any limit to how much each deposit can hold?

  9. TrickyDragon
    TrickyDragon July 8, 2012 at 2:40 pm |


    virgilw:

    Makers (temporary name I probably will change) are actually immobile in Game 3 and something that you build on top of a killed Emitter. They then turn energy unto AC at a rate similar to the old Emitter.
    Upgrades (speed and otherwise) will be getting their own attention in due time.
    .

    So, the “makers” will not use ore? instead they will use energy that we produce to “re-activate” the old emitter to produce creeper in our favor (anit-creeper) is this right, or will they just use ore?

  10. TrickyDragon
    TrickyDragon July 8, 2012 at 7:34 pm |


    virgilw:

    Correct. These ‘Makers’ are used to convert a destroyed Emitter Core (what is left after you take out an emitter) into something that can produce AntiCreeper. So after you take out an emitter, you can build one of these structures on top of the remaining emitter core. Pump energy into it and you make AC.

    so i assume that map makers will be able to start some maps with null emitters, like visiting previous worlds? or can we still do the AC emitter thing? (no makers involved)

  11. Telapoopy
    Telapoopy July 8, 2012 at 8:16 pm |

    That would be cool if there was a creeper structure that allowed all creeper (to a certain extent) to be manipulated so it can concentrate towards a certain direction instead of always being dispersed evenly. This could open up some new forms of difficulty. I can imagine creeper doing a tsunami effect by gathering a bunch of creeper out of firing range and then sending a massive flood of creeper in an attempt to break through the defences. I can also imagine creeper focussing towards sections where you have less defensive turrets. The ONLY problem that me (and probably many people had about CW was that once you have a good footing, it is impossible to lose unless you do something really stupid. The spore waves added a new type of danger because it could get you to neglect one type of defence or the other but it still didn’t mean much when you get a well defended fortress set up. This intelligence idea could get you to have to constantly alter your placement of defensive structures depending on where the next predicted attack will take place. You will have to reserve space for additional turrets that you might have to move around from one place to the other due to how powerful a collected burst could be. Not only will there be waves of spores that you have to worry about but you will have to keep an eye out for a possible creeper burst because, instead of just seeing a timer for each wave like with the spores, the burst of creeper would not be performed at even spaces apart or be shown by a timer. You would have to see the aproaching clump of creeper or see the tide go way out to know where and when the creeper will strike. Controlled clumps of creeper has to be connected to at least a thin layer of creeper. If you cut off the controlled density of creeper from other creeper, it will dissipate and lose control until it rejoins. finally, it would be more difficult to travel creeper uphill and will have to abandon some of its mass to progress. The only but major problem of putting this in CW3 would be the complexity of the algorithims you would have to develop to be able to have such an AI in the game. If it is too much, then I guess you could have a survival mode thing where more creeper is spawned as the time goes by. I have probably wasted so much time typing this. but I just like thinking about the game with that intelligence in it and I wanted others to imagine CW being like that too.

    1. Jimlad 42
      Jimlad 42 July 9, 2012 at 5:03 pm |

      What if we had something like nexuses to make this happen? maybe have different variations of the nexuses, So you have a mobile one that’ll go around and avoid getting cut off from the CC, (controlled creeper) but anything can damage it. then we have a immobile one that you have to use a nullifier to kill.

      1. Lurkily
        Lurkily July 10, 2012 at 1:43 pm |

        What if a discrete enemy structure were to specifically create mobile field-points (like shields in reverse) to gather up creeper, and send them on a semi-randomized curving spline path that converges on a random player unit and vanishes?

        The fields wouldn’t be discretely visible to the player, but the targeting of player assets and the directed motion of the creeper that originates from this structure would be.

        With a little logic in field structure, you can use this for a number of effects, such as a broad ‘wave’ that orients itself on the spline path, or a series of field points following the same spline, to create a more directed and focused ‘spear’ of creeper to dig at a single point of your defenses.

        1. me_me_me
          me_me_me July 15, 2012 at 3:33 am |

          what if instead of something like that maybe there would be a structure or type of creeper that could change its viscosity. ex. when away from your structures it spreads like it usually does but when it senses blasters it thickens at the fromt line pulling the creeper forward or if it encountered mortars it became less viscous and flooded toward your mortars rapidly. And i just had an idea for a new enemy: something similar to phantoms but it acts like a conversion bomb in reverse and it targets anti creeper (randomly or like the mortars where it targets deep pools) turning any anti creeper it hits into creeper no matter how deep. … so maybe it isnt such a good idea to use anti creeper as static defense 🙂

  12. sweetdude64
    sweetdude64 July 8, 2012 at 10:49 pm |

    no matter what you half to use energy to make/maintain a weapon. In CW2, you needed to build and maintain the ore rigs to produce anti creeper( you also need to build a maker which takes energy too.)
    NOW onto my question..
    What is the number, 501, surrounded by green exepth the bottom right? You know, the —> direction mixed with the l
    l
    V direction 🙂

  13. Shanglion
    Shanglion July 8, 2012 at 11:37 pm |

    You said ore mines will produce at different rates but, will they do so at an infinite amount.

  14. JohnyB
    JohnyB July 9, 2012 at 2:38 am |

    Virgilw,there are severeal ” holes ” around the map,are these ore mines? It looks like a black hole

  15. JohnyB
    JohnyB July 9, 2012 at 2:41 am |

    Also,Virgilw have you been thinking about adding ” Tesla coils ” to special weapon list? Tesla coils would be pretty good you know.

  16. oh hai
    oh hai July 9, 2012 at 3:52 am |

    are there any ideas for new weps? or any modifications going into the old ones in the future?

  17. sweetdude64
    sweetdude64 July 9, 2012 at 12:41 pm |

    virgilw- will there be any weapon or special unit that you control with the mouse?
    like the blasters for example, you could make it to where ever your mouse is,they shoot.(with it being in range of course)
    and have you put any thought into a sniper? It could have long range and slow-medium fire rate. It takes out the densest creeper but only 1 block at a time.
    Also, I would like to see a ‘kill count’ on units. When you click on them, it shows how much creeper it has disinigrated into the creeper mist it deserves to be.

  18. Jason
    Jason July 9, 2012 at 2:30 pm |

    Have you noticed significant performance changes since you switched to the current compiler? Does it support 64-bit and/or multiprocessing? Personally, I use an i7 that doesn’t have terribly fast individual processors, but a high collect rate with a large cache. On especially complex maps in CW2 I’ve seen my single core push forward with some precipitation.

  19. JohnyB
    JohnyB July 9, 2012 at 3:07 pm |

    Virgilw,maybe there could be a weapon that opens a BLACK HOLE? But using this weapon would be very,very VERY dangerous becouse you will not know where the black hole will open,if you are lucky enought it may open right in the center of creeper acrivity and suck it in,tyhen after sometime ( about 5-3 sec. ) it will close. BUT BEWARE…if it will open right in the middle of your ” base ” it will suck in all your units, You could also upragade this weapon so it atleadst a bit may tell you where the black hole may open.

    1. midnite111
      midnite111 July 12, 2012 at 12:30 am |

      But isn’t that what the THOR did from CW1 ?

  20. sweetdude64
    sweetdude64 July 9, 2012 at 4:23 pm |

    For the editor, i assume you there will be options to change the ground color/creeper color/unit design. How many layers of terrain are possoble in the editor currently?

  21. Telapoopy
    Telapoopy July 9, 2012 at 7:45 pm |

    I have an idea for what the tesla coil should do: It should VERY slightly reduce the density of the entire mass of creeper in contact with each other per shot, instead of removing a bit of creeper in the area shot making it quite an effective weapon when you are being confined on a small island and everything else is dominated by creeper. That is, if creeper liquid is a conductor like water….

  22. Jimlda 42
    Jimlda 42 July 9, 2012 at 9:29 pm |

    I like the white outline on the AC!

  23. Alfie275
    Alfie275 July 10, 2012 at 7:30 am |

    What if tesla coils caused creeper to temporarily become solid where it hits it?

  24. Gremash
    Gremash July 10, 2012 at 12:02 pm |

    I too am curious about the BETA version. Is it going to be a preorder thing or is there some special person list you have to be on? I purchased both CW1 and CW2 (CW2 the moment it was available) and will absolutely buy CW3 when available.

  25. cooltv27
    cooltv27 July 10, 2012 at 12:13 pm |

    I am loving the pictures so far, I can hardly sleep at night I just want to get up and play cw3!
    could you post a video of you playing through a level? That will at least let me sleep easier.
    Idea for a level:
    there is creeper every where and a small island is defending itself but will become over run, you have no control of this place. you use a kill all laser (1 use only on this level type) to clear out a spot big enough for a quick base and try to rescue the other base.
    ^ post a video of that please!

  26. JohnyB
    JohnyB July 10, 2012 at 2:27 pm |

    I have an idea-Bombers could carry a nuke,bomber will fly to your slected location , drop the nuke and after 10 seconds it will blow up,damage will be….hmmmm….about 3 berthas. + It would create a large crater on map. * ATTENTION ATTENTION,ONE BOMBER CAN CARRY ONE NUKE AT TIME. * After 10 minutes you can use the nuke again.

  27. Jimlad 42
    Jimlad 42 July 10, 2012 at 3:41 pm |

    What are those things that are attacking the emitter?

  28. Jimlad 42
    Jimlad 42 July 10, 2012 at 3:45 pm |

    Also, I think that storage units should store any type of packets, and that can be specified, so you can store AC in it, and you can tell it to store, say, 20 building packets, 20 ammo packets, and 15 AC packets.

  29. sweetdude64
    sweetdude64 July 10, 2012 at 8:03 pm |

    will there be a unit that favors attacking creeper that is being produced by emitters, or, ‘spawnkilling?’

    And about the beta, there is a special person list type of procedure. It is all the people that are really helpful and active on the blog.(alothugh I have tried the blog and it is very confusing for me… I also wish there would be some sort of challenge to see whom can play the beta, For example,who ever has the most experience, or who has the most highscores, even who has created the most maps.)

    1. Gremash
      Gremash July 11, 2012 at 11:29 am |

      I guess I will just have to start trolling the blog to get a shot at the beta :).

    2. Michionlion
      Michionlion July 11, 2012 at 1:04 pm |

      Forums are better. The blog is not very organized. That said, if you start posting meaningless stuff, you also won’t get accepted. Best thing to do is try to join the MapMods, and go from there. Not many people pay special attention to the names of commenters on the blog.

  30. JohnyB
    JohnyB July 11, 2012 at 9:25 am |

    I think that would be unfair,becouse everyone wants to get beta,and there are people that havent created any maps but want to play the game too.

    1. CobraKil
      CobraKil July 11, 2012 at 7:57 pm |

      It’s the most respected people on the forum get into beta. The blog won’t do anything for you.

  31. midnite111
    midnite111 July 12, 2012 at 12:28 am |

    Ok here it goes. One day me and my friend where talking on the bus and we came up with an idea, what if for mortars and blasters within their rang you could target like drones because in CW1 it was very annoying to look over and see your regiment of 5 mortars firing at a (deeper yes ) but completely un-important pool, you could still have the automatic targeting but all I’m asking is that you should be able to switch to manual targeting of blasters and mortars
    –that’s my two cents

  32. lapsapnow
    lapsapnow July 13, 2012 at 5:18 am |

    Virgilw I have a quick question concerning game 2 blaster. Shouldn’t they be able to fire while moving?
    I mean… they are flying anyway! but I guess they need to aim… however they could shoot inaccurately at creeper… well there’s my 1 cent….

    1. cooltv27
      cooltv27 July 13, 2012 at 6:58 pm |

      I agree with this

  33. wanttosee
    wanttosee July 13, 2012 at 11:01 am |

    would be cool if the wiggly-emitter-things occasionally divided.

    1. Lurkily
      Lurkily July 14, 2012 at 9:23 am |

      That would be making a lot of additional creeper, and changing flow patterns rather randomly. Also, since they don’t move, even if you divided their output by 2 each division, dividing them would be rather pointless.

      1. wanttosee
        wanttosee July 14, 2012 at 12:45 pm |

        thought the random flow-change would be a fun thing. nvm then.

  34. Telapoopy
    Telapoopy July 14, 2012 at 10:08 am |

    maybe there could be a weapon that infects creeper with a virus that decreases “damage” resistance of the infected creeper. It is only temporary, and the weapon can infect a large area (maybe a 10-15 square radius) but has a very slow fire rate (about half of mortar fire rate) The virus is resisted by creeper, making the virus effects temporary. Weapons will target infected creeper as top priority.

    1. lapsapnow
      lapsapnow July 14, 2012 at 2:31 pm |

      Humm interesting thought…. how ever if the “infector’s” shot areas are “top priority” then if it fires some where your unit’s ( lets say mortars ) wold start fireing at some noneffective target instead of say… keeping a vital pool of creeper pinned. therefor allowing the creeper to flood your base….

  35. Twi
    Twi July 14, 2012 at 4:54 pm |

    You know, all this terraforming makes me wonder if weapons could be made specifically to take advantage of it.

    For instance, when I saw terraforming, one of my first thoughts was that you could make chokepoints to channel the Creeper into a killing zone rather than just trying to hold off a wave of Creeper along your entire line. This gives me a couple of ideas.

    One: Line damage weapon. Flamethrower, lightning rod, whatever: the point is that they deal damage to all Creeper in their line of fire. (Within their range, of course.) While they’d be easily swamped if they were surrounded, such as would be likely on level ground… in trenches and valleys where the Creeper could only come from one or two directions, they would be very powerful.

    Two: Gas cloud. Probably delivered by artillery, it would spread outwards over a large area over time. It can’t move up terrain, however. Most likely it would also keep damaging Creeper over time, making it useful for area denial. IF one was feeling fancy, one could make it so that each cell of gas does less damage as the number of affected cells go up. This would again lead to a situation where it would be much more lethal in confined spaces. (If you felt silly, you could make it go UP instead of down. That would be…interesting, to say the least.)

    Since Virgil mentioned symmetry, and both of the above ideas rely on confined space and terrain differentials, I might as well throw in ideas for things that work better on level, open ground.

    Spray: Exactly what it says on the tin. Does a cone area of damage. Maybe it’s a shotgun or a flamethrower or what have you, but the main point is the area of effect. Also, perhaps useful for holding a line with relatively few weapons.

    Gunner: In a way, the Blaster’s big brother.Possibly tougher than most weapons, it’s basically a machine-gun Blaster of awesomesauce. However, it cannot target anything on different elevations, at all. (Note: While it would be nice if it could fire on Creeper that is on low terrain but whose height reaches the Gunner’s level, I have no idea how hard that would be to code.)

  36. Richard333
    Richard333 July 14, 2012 at 6:43 pm |

    I just noticed that in the build section of the screenshot there is a unit called the Terp what is that?

    1. Twi
      Twi July 14, 2012 at 7:50 pm |

      I think that’s supposed to be Terrap? Either way, it’s the terraforming unit, IIRC.

  37. Patrick
    Patrick July 16, 2012 at 8:20 am |

    I wonder if you’d mind labeling the pictures somehow? I don’t know what part of this I’m supposed to be looking at.

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