177 Responses

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  1. Michionlion
    Michionlion August 5, 2012 at 8:31 am |

    First 😀 looking really good. I can not WAIT to get my hands on the editor…. SO MANY CREATIVENESS GOING TO WASTE! 😀

    1. 4xC
      4xC August 5, 2012 at 1:31 pm |

      What’s with the sudden change of implication? Your comment here appears both supportive AND degrading. No offense at all but you confuse me a little bit here. A threat/insult and smiley faces plus “looking really good”?

      Plus, the creativeness can’t really be wasted considering Virgil makes each game ultimately superior to its predeccesor (the first 2 games are still some of the best I have ever played by the way, Virgil), and considering how much more creative he makes himself look with each update, change, new unit, plot depth point, and every part of everything else

      1. Lurkily
        Lurkily August 6, 2012 at 1:42 am |

        I can’t see a threat or an insult. I see three parts here. “Looking good,” “I want to play with it,” and “the “creativeness going to waste” thing. Considering that he said he wanted to get his hands on the editor, I think he means that the creative talents of the players are going to waste, rather than trying to offer an insult.

        1. 4xC
          4xC August 7, 2012 at 7:27 pm |

          That makes sense when you put it that way. In fact, I think the majority of people in the world these days is laced with less creativity. For example, famous art work mostly dates back before our time and you don’t see new creations in museums very often.

          I also think that if competitions require more creativity to win, people who lost most of the real official games would probably have more chances to win, because you just don’t see creativeness much in modern times, except for CW. That’s one reason why I love these games: they express creativeness and originality.

        2. Michionlion
          Michionlion August 10, 2012 at 5:41 pm |

          Yes, that is correct. I wanted to get the editor because i have so many good ideas i want to put into practice…. i guess i have to satisfy myself with just thinking about it…

  2. Nemoricus
    Nemoricus August 5, 2012 at 8:43 am |

    Those ore packets are making me think of chocolate for some reason….

    Also, this is very cool and I think the Guppies will be a lot of fun to play with.

  3. Yunas_Jet
    Yunas_Jet August 5, 2012 at 9:07 am |

    Really like what you’ve done with the guppy. I forsee lots of new strategies coming into play now. Which is always good.
    I’ll assume that you’ve removed the “remote ore harvesting” ability of the harvester though… So now the only way to extract ore is through ore mines. Which is a much welcomed change In my opinion. The remote harvesting did seem a bit overpowered…

    But anyway. Keep up the awesome!

  4. anon
    anon August 5, 2012 at 9:08 am |

    First of all: your play-style kind of bugs me. You overbuild at the start, but then underbuild after that. Only two Guppies supplying eight air units?? At least fill your starting island with Reactors and Guppies.

    I take it Guppies can not directly gather ore from the ground? That seems like it’s moving backwards a bit, but I love the mobile energy storage concept. So I guess it evens out?

    Question about Ore Rigs: do they require energy to operate, or are they a “build and forget” unit?

    The game is looking beautiful so far. Keep it up!

    1. Lurkily
      Lurkily August 5, 2012 at 10:41 am |

      Keep in mind that this level was played to demonstrate capabilities, not earn a high score.

    2. 4xC
      4xC August 5, 2012 at 1:46 pm |

      First off, it would have taken more time to build all those reactors and extra gurrpies on the first island.

      Second the idea behind each clips is clearly not to do the best on a certain test mission. It is what Virgil says it is in each clip, which, in this case, was to show us all what the new modified guppy can do, so I would not be quick to judge his real play style based off of these clips since he was not going to win the level before this clip ended.

      Thirdly, I doubt he would be playing for the best time humanly possible if he was telling us about units, abilities, level circumstances, and plans to conquer at the same time he was playing the level itself. Those talks cut into his times when he was not really doing anything in the level but saying somethig important for the demonstrations. (The time for 13:59 on the last clip was something to be proud of if Virgil was trying to win in under 14:00 though (NOT SARCASM))

      You’re right about the game is looking beautiful so far.

      By the By Virgil, what is your preffered play style?

      1. Lurkily
        Lurkily August 7, 2012 at 9:26 am |

        Considering that CW is built so much with overbuilding in mind, and the way he alternates between task focus, I have the suspicion that V is one of those players that alternate between phases of overbuild and assault, with a preference to fortify their positions . . . just my guess, though.

  5. Lurkily
    Lurkily August 5, 2012 at 9:13 am |

    Loving the dynamics that are emerging from these changes. Looks like such fun!

  6. Thomas
    Thomas August 5, 2012 at 9:29 am |

    That’s a pretty cool idea, maybe you could have storage units follow the same concept, would be great if you could make a buffer while the guppy does a resupply.

    1. Lurkily
      Lurkily August 5, 2012 at 10:45 am |

      Pretty sure storages will act like that – guppies appear to have many paralells with CN’s on a network – activating the network, storing energy. I suspect storage on a remote network will still charge up. But I don’t think it will usually be necessary, as the guppy is the bottleneck – having storage won’t ever solve guppies running too fast, or not fast enough, to match supply.

      As for providing a buffer of their deliveries, well, you already have a storage unit like that. Guppies.

      Have one guppy supply a guppy pad very close to the remote network, and nothing else. Use the second guppy to deliver the goods TO The remote network, with an extremely short flight time. This provides the resources on the guppy, and the remote pad, as resources ‘in storage’ to supply that network, while the guppy making long-range hops keeps it supplied.

      As for resupply

    2. gorgan184
      gorgan184 August 6, 2012 at 8:52 pm |

      I was thinking of something like a crate that the guppy could drop off. Then when the crate began to run low on supplies the guppy could refill the crate.

      Does there currently exist a unit that can store packets besides the guppy?

      1. Lurkily
        Lurkily August 7, 2012 at 9:27 am |

        Just resupply a second guppy pad that has a near-zero flight route. You got exactly what you need right there.

        1. Itssnowing
          Itssnowing August 12, 2012 at 1:29 pm |

          That’s actually pretty clever, but it takes up extra space. Compressing the guppy to just one section would be more efficient, and likely more cost-efficient. (If you’re just making a container, if wouldn’t have to go through the work of making something that can fly, ya?)

          Game-play wise, it’s an interesting restriction, though. Hopefully it won’t re-supply itself with packets, though 😉

  7. Thallori
    Thallori August 5, 2012 at 10:15 am |

    First off, very nice and thank you once again for posting another video. I love that ore and energy are both stored and transported by the guppies now, it opens up some more strategic plays that I’m sure can lead to some great interactions with current ideas.

    I do have a question, while I understand that bars are almost traditional in CW for showing packets, health, ect. but they seem a bit difficult to find in this iteration leaving at-a-glance intelligence difficult to gather; Would a circle (or half circle as the case may be) work better for this? Would it be possible (it certainly would be pretty) to design the sprites with a circlebar of information in mind, incorporating some of the UI into the game similarly to how Dead Space puts necessary information on the player’s back?

  8. JohnyB
    JohnyB August 5, 2012 at 11:11 am |

    Virgilw,is this the last game in series or there will be other creeper worlds?

  9. Kurt
    Kurt August 5, 2012 at 11:25 am |

    I’d like to see a change in how you build units – just in the UI. I would really like it if you could ‘draw’ them. When laying down collectors if you draw a line it would automatically lay them down as far apart as possible. Same for relays. All other units would fill in as tightly as possible.

    Game is looking good – and interesting! Looking forward to it, as usual.

    1. Bob
      Bob August 6, 2012 at 12:12 pm |

      What does UI stand for?

      1. me_me_me
        me_me_me August 6, 2012 at 11:32 pm |

        User Interface

  10. sweetdude 64
    sweetdude 64 August 5, 2012 at 11:50 am |

    the guppies really came in handy here.

    I didnt really understand how the energy guppy helped, wouldnt it be the same as a packet guppy?
    I didn’t see it give out any type of packet, but it was green.

    1. Lurkily
      Lurkily August 5, 2012 at 10:36 pm |

      Energy is like electricity. Note that collectors never send packets to the CN or to storages.

      The energy guppy is just like the storage units that already exist. They just charge on one network, and discharge on another.

  11. Bob
    Bob August 5, 2012 at 11:57 am |

    When you said that you were changing the guppies to an all-purpose unit, I thought that you would change the look and name too; luckily, you did not.

  12. TrickyDragon
    TrickyDragon August 5, 2012 at 12:12 pm |

    Beautiful. Now to find a way to stop them……

  13. jim
    jim August 5, 2012 at 12:26 pm |

    looking very good, cant wait for it to be released :).

    What if you allowed the strafers to patrol an area, they neutralize any creeper in there patrol area and can shoot down any spores in there patrol area aswell.

  14. Jimlad 42
    Jimlad 42 August 5, 2012 at 1:03 pm |

    I’ve said this on the first vid, but at the end of commenting, so I’ll try again here.
    What if you made a VARY evil unit. what it would do is it would act like a spore tower, but it would drop emitters. and to kill it, you have to kill all the emitters on the map.

  15. 4xC
    4xC August 5, 2012 at 1:19 pm |

    Another stroke of pure genius on your part. Impressive move with the merged and new abilities for guppies.

    By the way, do you have any plans or ideas to integrate the concept of CW2’s micro-rift or something similar into CW3? On the really, REALLY large maps that I understand this game has, I was wondering if things like instant transport units/structures/something else like the micro-rift would be necessary.

  16. Koker93
    Koker93 August 5, 2012 at 1:31 pm |

    I am loving the look and gameplay of the new game. Much like the wait fot CW2 I am probably going to be going nuts for a while waiting for CW3…

    I love how as you watch the 3 videos you have posted you can see the game maturing too. The detail level goes up sharply each video. Looks really awesome.

    I am an overbuilder by nature and cant wait to have levels with 15-20 guppies keeping everything topped off 🙂

    One suggestion for the initial story levels though – make the last few a lot harder, hopefully one that takes a long time. It was a bit of an anticlimax when I made it through the first 13 levels without even having to backtrack in CW 2 and then made it through the rest in short order as well. Give us a real challenge, either in the main story or in some extras. Something like corvus temple comes to mine – one of my favorite maps. (#233btw)

  17. 4xC
    4xC August 5, 2012 at 1:49 pm |

    On this website called the Total War Center, there’s a forum on a Zelda-game-in-progress that has a list of what to do with the game before release.

    Do you think your site could have one for CW3?

  18. 4xC
    4xC August 5, 2012 at 1:53 pm |

    One more thing, Now that we have seen the current structures and weapons for CW3, could you show us the Titans and Orbitals in action? Or do you plan to keep them secret until the game is done and ready for us to play?

    No complaints with door #2 and no problem.

  19. Mister_Andy
    Mister_Andy August 5, 2012 at 2:49 pm |

    It looks better and better every time you preview it!

    Also, I’m VERY happy to hear that the campaign won’t have a lot of broken up land like this; I was concerned from the series of videos here that you’d never be in any danger no matter how long you took. heh.

  20. SlickRick
    SlickRick August 5, 2012 at 4:01 pm |

    looks good!

    I think guppies should only be able to transport a resource that has a packet form so if you wanted more energy you should have to be connected to a node.

    1. Lurkily
      Lurkily August 5, 2012 at 10:48 pm |

      I like energy guppies, myself. They provide a rather expensive and on-again-off-again way to make use of distance collector networks. Also, it provides options in reinforcing isolated CN’s that have energy problems.

      You can take in a packet guppy, which may have a longer route to deliver packets past a CN and to the front line, or you might bring in an energy guppy, allowing packets to dispatch from the CN.

      Lastly, I like them because, for the first time, they use two resources – energy and packets – in a different way. 1 energy was one packet, and sending 1 packet cost one energy. Up until this point, there wasn’t a single gameplay mechanic that made the distinction between the two important.

      1. SlickRick
        SlickRick August 6, 2012 at 8:04 pm |

        If you have guppies that can do every thing you only need one CN, but if guppies could only bring resources between CNs that would be interesting…

        1. Lurkily
          Lurkily August 7, 2012 at 9:47 am |

          CN’s can dispatch packets without delay from multiple locations, and all they need is a single node connection. They have none of the delay or burst-effect of guppies, but supply instantly, on-demand, from multiple locations, and their source is mobile.

          I think CN’s might have one or two advantages over guppies. Guppies will always be a stopgap measure – landlines to a forward CN should always be most desirable – they just function better.

          Not that it should always be an option in every circumstance . . . just that circumstances permitting, the network should be the ‘gold standard’.

    2. Bob
      Bob August 6, 2012 at 10:24 pm |

      But for missions like this, it would be really unfair as there is almost no room to build and produce energy

  21. weekengamer
    weekengamer August 5, 2012 at 7:45 pm |

    It looks great, I can’t wait! I do have a couple of questions, first, are you able to make “land bridges” with the terps so you can make relay connections? Second, in that northern network, if you put storage there, will the collectors charge them if there is surplus and will they instantly charge the energy guppies when they come for a refill?

  22. sweetdude 64
    sweetdude 64 August 5, 2012 at 9:57 pm |

    If you made a terp, could you terraform the unavailable space?
    Also, what does the terp do if on a power zone? (if it does anything..)
    Last but not least, can a strafer or a bomber have an attacking line clear across the map?

    1. Bob
      Bob August 6, 2012 at 12:10 pm |

      I don’t think that unavailable space is made of tiles, so the terp has nothing to terraform
      I think it uses less power for terraformation
      They probably don’t have enough ammo, depending on how large a map is.

    2. cooltv27
      cooltv27 August 6, 2012 at 1:36 pm |

      I hope so
      I assume it gets a longer range or uses less energy
      I assume so

  23. stefano
    stefano August 6, 2012 at 12:48 am |

    will you put these maps in game as tutorials? or maybe bonus missions?

  24. alfie275
    alfie275 August 6, 2012 at 4:58 am |

    Idea regarding terps:

    Make it so that to raise land you must first lower some other land, maybe have a “mass” balance or something.

  25. Fernando Dallabeneta
    Fernando Dallabeneta August 7, 2012 at 7:27 am |

    Do you plan do leave that instant charge from airbase to strafers and bombers? The way it is now you can just spam it till you run out of resources.

    I really like what you did with guppies. Some way to put energy and ore processing on remote locations would be great too.

  26. Fernando Dallabeneta
    Fernando Dallabeneta August 7, 2012 at 6:44 pm |

    Not about this video, but have you considered a leveling scheme where upgrades stay on next missions. They should be bought by XP or something else.

    I do like playing side missions with bonuses, something like SC2. You have the option to play the history right away or go for some side quests to grab some bonuses.

  27. 4xC
    4xC August 7, 2012 at 7:59 pm |

    Say, if it takes a lot of creeper to escape isolated land spots with open space surrounding them, why is there anticreeper on the open space in the clip?

  28. 4xC
    4xC August 7, 2012 at 8:12 pm |

    By the way, there is this really old war/strategy/conquest game I am familiar with by the Command and Conquer company in the Tiberium series called Tiberian Sun that strikes me a quick question about this game.

    In TS, resource-gathering units called harvesters collect tiberium and deposit it into refineries and then into tiberium silos when the refinery is fill to the max. However, it gets deposited into one silo at a time in the order of which they were built from oldest to latest until all silos are full and harvesting stops until tiberium either gets spent, silos get destroyed, or more silos are built. when more tiberium gest spent, silos drain in the order of which they were built from latest to oldest.

    The question: Should storage units in CW3 fill up with energy one at a time in the order of which they were built and drain in the opposite order and function in all the other ways that tiberium silos do? In the clip, they seem to fill up all at once and not one by one.

  29. Tunnen
    Tunnen August 7, 2012 at 8:22 pm |

    I think you should either give the emitters some anti-air capabilities, or perhaps create a new creeper structure that allows them to shoot down guppy and other aircraft. Perhaps either requiring the original landing structure to be rebuilt, or allow it to regenerate a ship but uses a lot of energy/ore. That way you can help disrupt air superiority on some of the maps to force ground assaults or other change in tactics.

  30. ZOMBIE
    ZOMBIE August 7, 2012 at 11:00 pm |

    Somone had mentioned warp rifts, the thought of using them as a weapon intead of what the guppies do comes to mind, like draining said lakes, place the warp in the middle and warp A transports contents of creeper, good or bad to warp B where u probably have defenses to deal with said contents of the lake at a relative speed. just a strange and interesting idea imo lol wonderful job so far if it came out as is i’d buy it

  31. 4xC
    4xC August 8, 2012 at 12:34 am |

    Question, has a final color been decided for the Anti-Creeper? This clip plus the others show a change for each one.

  32. Stummi
    Stummi August 8, 2012 at 8:13 am |

    have you ever thought about getting your games into the indie humble bundle? Your games are all great and this could be a good point to spread them 🙂

  33. Urmanural
    Urmanural August 8, 2012 at 11:26 am |

    Could you add an option to use the old textures for creepers, units, explosions, and so on? i kind of don’t like the new look of the game :/

    1. Urmanural
      Urmanural August 8, 2012 at 11:27 am |

      creeper emitters*

  34. 4xC
    4xC August 8, 2012 at 1:42 pm |

    Having seen clips with only one Command Node in Each so far, how would it be if at least one future clip showed multiple CN’s in action on the same level?

    This way, we may have an idea when to employ either a seperate network, or a fleet of guppies, or both for that matter.

  35. JohnyB
    JohnyB August 8, 2012 at 2:25 pm |

    In creeper world 1/2 you could build infinite ammount of weapons which would cause masive lag. Could there be amount of weapons you can build? Like first you can build 10 units , then you would have to build some kind of storage,and you can have 20 units now!

  36. 4xC
    4xC August 9, 2012 at 10:22 am |

    Hey Virgil, in the first CW3 clip, you said something about packet speed upgrades in your network. How do you employ faster packet speed in this installment?

    1. 4xC
      4xC August 9, 2012 at 10:38 am |

      Also, considering the most recent 2 clips are test maps that you tell us you created really fast, is time too limited to create a full size map without the gaps to make a test clip of?

      If so, no problems really since these clips still help us get the point so to speak. And I also wonder what upgrades and abilities are granted to units in Power Zones that we haven’t seen already?

      I know the mortar launches more bombs and a longer distances, the shield has a bigger radius, the pulse cannon can machine gun nearby creeper, and the strafer gets 2 times as much ammo for each munitions load and shoots 3 at once, thus by extension, mathematically gives it the “Power of 6” as I like to think of it (2×3=6).

      And I know you said some other things about what other units can do in the PZ’s in blog comments, but I rember the first 4 units better because they were actually demonstrated throughout the clips. Do you think that you could show us what the other units can do in the PZ’s in future clips, or will they be held back like, as I presume, the Titans and Orbitals will be?

      If the answer is option 2, I for one can wait and I guess it will mean not spoiling us too much, if at all.

      Loving all progress by the way.

  37. 4xC
    4xC August 9, 2012 at 10:53 am |

    I must say I am a little confused by the idea of not having much room to build in this clip? What do you mean exactly by that since there is quite a bit of empty space on the Home island (where the CN is) after storage pods are built and there are only 4 reactors which are on the Northern island?

    I get what to do if there is very little space to build out, but how does it work out Here? would it have taken too long and too much energy to build reactors on the Home island? Was it more cost-efficient to build collectors on the Northern island along with the 4 reactors which frankly don’t seem to take up much room? By the way, I get how the energy guppy helps when it brings back all that energy.

    Although, I do see the need for more energy for the 1 packet guppy. Also, I am not denying your point and concept in the least; I am just a little bit confused, that’s all.

    Again, progress is freaking awesome!

    1. Lurkily
      Lurkily August 10, 2012 at 7:14 am |

      I think the point is that the new guppies let you operate without having to pack your home island like a box of dominoes in order to have the resources for an assault.

      It’s not impossible to mount an assault with only the home island and only packet guppies, but you wouldn’t have bombers, and it’d be a rough ride.

      What the new guppies provided enabled a strategy that let him sprawl out with collectors instead of turning the home island into an experiment in spatial awareness, as well as bring bombers to bear, to establish that foothold.

  38. 4xC
    4xC August 9, 2012 at 11:10 am |

    Do the guppies still carry 150 of whichever resource? I actually tried to count how many packets the first guppy was loaded with at the very beginning just now, and although I didn’t get an exact number, I think I got substantially less than 150.

    Some more questions:

    How much anti-creeper does each bomber load up with to get max?

    Same question regarding strafers and energy?

    How much energy does each weapon need to be at max?

    How much health does the Nullifier (and other weapons for that matter) have?

    Does it need as many packets to fully charge as it does to build it?

    How much energy can a Command Node and storage unit hold?

    By the way, I frequently think things through in logic, math, science, and other things that may be necessary just because I am a rather analytical person and I was curious and had these questions to ask. And you know how in CW2, unit energy, supply and health was numerically displayed, and displayed by a bar in CW1?

    Well now I’m thinking it would help if both are displayed in CW3. I know they do that in the Starcraft games and when I did the first 2 games (Original and Brood Wars) The bar and numbers helped me keep track of them (but mostly the numbers).

    1. Lurkily
      Lurkily August 10, 2012 at 7:17 am |

      Number bars at the top of the screen would be indicators that could lie to you – either that or they’d put up as many bars and numbers as CNN’s nightly news hour.

      I’m pretty hopeful that we’ll be able to select a CN for specific resource information on that network.

    2. Bob
      Bob August 12, 2012 at 11:06 pm |

      You can count all these things out for yourself if you get bored sometime during the game.

  39. 4xC
    4xC August 9, 2012 at 11:13 am |

    Another question I just now had: If a guppy landed on a power zone but its pad wasn’t built right on the PZ, would it still benefit from the PZ’s power?

    1. Lurkily
      Lurkily August 10, 2012 at 7:18 am |

      I’m curious about this one, too . . .

  40. sweetdude 64
    sweetdude 64 August 9, 2012 at 7:11 pm |

    I want to see ‘the beam’ in action.. can that be i the next video?

  41. JohnyB
    JohnyB August 10, 2012 at 1:32 pm |

    What if you have builded small outpost with mortars and stuff,suddenly they run out of energy,but all the guppies very ” busy ” and they wont make it to that island in time….SO here is my idea if they run out of energy you could double click on unit and it will open option bar, option-activate reserve energy supply,energy bar will fill up again,and by doing so-buying some time for guppies to arrive

  42. sweetdude 64
    sweetdude 64 August 10, 2012 at 3:31 pm |

    Yea, on the weapons tab between mortar and strafer, there is a beam tower.

  43. sweetdude 64
    sweetdude 64 August 10, 2012 at 3:33 pm |

    oh wow…im an idoit 🙂 i would still like to see it used at some point in the next video though.

  44. cooltv27
    cooltv27 August 11, 2012 at 10:51 am |

    if a building is built in the EXACT middle distance between 2 command nodes, but still reaches both, which CN will supply it with packets?

    1. Itssnowing
      Itssnowing August 12, 2012 at 2:39 pm |

      The game would probably default to right-left / top-bottom rules of some sort.

    2. Shanglion
      Shanglion August 12, 2012 at 4:40 pm |

      It would be the first command node that was built.

    3. TrickyDragon
      TrickyDragon August 12, 2012 at 8:41 pm |

      the least travel distance i presume.

      1. cooltv27
        cooltv27 August 13, 2012 at 8:57 am |

        exact middle same distance

    4. me_me_me
      me_me_me August 13, 2012 at 9:22 am |

      It would most likely default according to direction.. Basically with something like this one of the CN’s will update first and therefore supply packets first. The only thing I can think of that is like this is a game called minecraft where often things in a NE direction (I believe its ne) update first.

  45. hoodwink
    hoodwink August 11, 2012 at 12:25 pm |

    Well, I must say, after migrating to videos from screenshots, i’ve learned at lot more about what’s being developed and how the game feels.
    My favourite parts so far are the guppies and the terraformers (terps?). Building your own base on high ground by expanding the terrain while the creeper sits in a pre-made hole is an amazing thought.
    Could you do a video demonstrating the uses of terraformers very soon?
    Also, in map generation, would it be possible for an emitter to be placed on top of an ore deposit, so that, when destroyed, the ore rig then receives a boost from the resulting power zone? If so, what would that power zone give it?

  46. Itssnowing
    Itssnowing August 12, 2012 at 1:47 pm |

    Will there be Energy > packet or Ore > AC buildings in CW3? Or will the main ship be the only thing capable of doing that?

    I love the guppies, they unlock a lot of interesting gameplay. I hope they stay as the replacement of micro-rifts :B
    Speaking of Micro-rifts, it was talked about earlier how they won’t be included in CW3. Will there be a reason for this, plot-wise?

  47. 4xC
    4xC August 12, 2012 at 10:23 pm |

    Say. I was thinking more about what could make the CW3 particularly good and I noted that in each of its predeccesors there was only ONE specialized defensive weapon and I thought that this game could do with MULTIPLE KINDS of special weapon defenders.

    In CW1, there’s SAM vs. Spores that originate offscreen

    In CW2, there’s Phantom Coil vs. Phantoms that originate from destructible gateways onscreen

    So far, CW3 has “Particle Beam vs. Spores that originate from destructible Spore Towers onscreen”

    However, I just had an idea for an advancement in Special attacks and defenses. What if the Creeper had a structure that could attack with a Creeper Worm, Mole, Gopher, or some other kind of SUBTERRANEAN enemy and the humans would need some kind of special defense weapon to destroy the underground menace?

    I got the idea from the game I once mentioned “Tiberian Sun” (TS) where the evil NOD forces could send infantry into the heart of GDI bases with Subterranean APC’s, or launch suprise infantry attacks with subterranean Devil’s Tongue tanks that were equiped with flame throwers.

    Come to think of it Virgil, I kind of now forsee a unit with the power to temporarily stop Creeper emitters from functioning properly that which was another inspiration from TS’s E.M. Pulse cannon that could stop vehicle movement.

    By the way, the humans I think could probably need a unit that could actually DETECT the underground creeper unit before the new special weapon could kill it.

    The main Idea behind all of this is this: I thought the CW3 game could do well with more than one special defense weapon.

  48. 4xC
    4xC August 12, 2012 at 10:29 pm |

    Quick question: what tells you the network’s energy collection rate like it tells you in the first 2 games?

    I see the amount of energy in reserve, but I do not see what tells the actual rate of collection.

    1. Bob
      Bob August 13, 2012 at 5:19 pm |

      He will add numbers soon

  49. 4xC
    4xC August 12, 2012 at 10:32 pm |

    Another thing: do ore mines not require energy or power to operate in this game like the rigs do in CW2?

    If not, no complaints at all, just curious.

  50. 4xC
    4xC August 13, 2012 at 6:44 am |

    Considering that the Guppy has different energy values in each clip, I take it a final packet cost for it has not been finalized yet? Or has it?

  51. 4xC
    4xC August 13, 2012 at 7:08 am |

    By the way, question I still have that is in one of my previous comments that has so far been unanswered: How do you employ packet speed upgrades? Wil it be offscreen like in CW2, or onscreen like in CW1 (building unit).

    That reminds me, will there be something like the CW2 tech domes in CW3? I actually don’t care whether they are or not but I will say in CW2, it was and is sometimes a hassel to build a bunch of tech domes and then have almost no choice but to replace them with reactors because coincidentally, I often ended up researching all upgrades before ending each level. Then again, the hassel could have been necessary to make it clear strategies have drawbacks as well as advantages; and that would ease my feelings about doing SO MUCH with the domes.

    None of the above is in any way a complaint of any kind. Frankly I CAN’T complain since I totally HEART games revolving around strategy, war, management, and conquest. That’s why I often play the strategy games at AddictingGames.com. In fact, if it wasn’t for that site, I possibly never would have followed up on your series considering I possibly never would have HEARD of it!

    FREAKING AWESOME!

    1. 42ah42
      42ah42 August 13, 2012 at 9:29 am |

      I would personally like to see packet speed handled differently, with the packet needing to pass through the speeding structure to be accelerated, to make early building more strategic, and making it more difficult to build them effectively later, as a trade off for having more surplus energy to do so.

      Good grief, that was a long sentence.

      1. gorgan184
        gorgan184 August 13, 2012 at 10:51 am |

        perhaps the relays could give the packets a speed boost. relays currently don’t have much use except spanning moderate gaps, with the speed boost they could be used like a “packet highway” speeding much needed resources to the front lines.

        i think it would be cool to see upgrades for individual units. like the pz but instead of staying on an area the upgrade stays with a unit. the upgrade could be “purchased” from the unit menu. some upgrades could be faster firing rate for blasters, increased energy production for collectors, or faster packet speed for relays.

      2. 4xC
        4xC August 13, 2012 at 9:03 pm |

        The longer the sentence, 42ah42, and the longer the comment, the more necessary stuff gets relayed through the web to Virgil. Besides, people tell me my words are big (I take no offense to that), and I like to make all of my comments on this blog count, so that’s why I practically write a speech-giver’s lines with most of my comments considering how long I typically make them.

        See how long THAT sentence was? Nothing to be ashamed of. And that idea of yours as to how to handle packet speed: as the Spanish would say “Es muy interesante.”

  52. JH
    JH August 13, 2012 at 1:31 pm |

    Random idea about speed upgrades: You could build some sort of “speed node”, when a packet travels through a speed node it will gain a temporary speed boost and after a few seconds the packet will return to it’s normal speed and will have to pass through another speed node to speed up again.

    Oh, and one more thing: Local storages. Will anything like that be in the game? I think they could compliment the guppy really well.

  53. sweetdude 64
    sweetdude 64 August 13, 2012 at 3:38 pm |

    I would’ve posted something last night, but i thought no one would ever see it, but i see that more comments are up so im gonna try here!!!
    I saw something in the comments about spore towers and came up with an idea simular to that..
    4XC mentioned all but 2 spore possibilities.
    destructable spore tower on screen but calling in spores from off screen and spores coming from 1 location on the map, but no spore tower.
    Will this be ANY WHERE in the game?
    I would LOVE to have spore towers on screen but spores coming from the edges instead of the tower itself.
    You could probably add it to the editor rather quickly.

    1. 4xC
      4xC August 13, 2012 at 5:10 pm |

      If spores DID come from off the screen as you suggest, I think we would all go through the confusions and hassels I imagine most of us went through in CW1.

      What I mean is in the first game, even though time was displayed as to when the spore attacks would commence, there was no telling how many spores there were beforehand, AND it was trickier to pinpoint where the attacks would come from.

      In CW2, it was more manageable since we knew exactly how many phantoms would attack and where they would come from. This way we knew how many phantom coils we should have before destroying the gateways that phantoms originated from.

      If spores originated offscreen in this game, I think it would be harder to defend ourselves from their attacks since their origin locations would be more unpredictable.

      So I ask you Sweetdude 64: what is it about offscreen spores that you want? Nothing personal by the way.

      1. 42ah42
        42ah42 August 15, 2012 at 10:43 am |

        On the other hand, with on-map spore towers we have the issue we did in cw2. If you can get enough phantom coils in range of the gateway, but not a nullifier (think bonus level 2) the gateway is as good as destroyed, that is, ineffective. This would be particularly bad for spore towers halfway between the player and the emitters. The larger an area that spores come from, the harder they are to contain. I do agree though, if a spore tower shoots from offscreen it should tell you which edge.

  54. jks
    jks August 13, 2012 at 3:48 pm |

    what about having so that the CN can send out unlimited number of packets/AC (as long as you have enough) but collectors and relays have a limit to how many packets/AC they can transport so that you have to have more than just one connection between the CN and far of areas and the packets follow the path of lest resistance.

    could be interesting to have to build more of a network not just so as to have a backup line if the creeper comes to close or you are a little unlucky with spores but also to have a better/more efficient flow of packets/AC.

  55. Jimlad 42
    Jimlad 42 August 13, 2012 at 5:03 pm |

    I just noticed, What’s that “Edit Map” button?

    1. 4xC
      4xC August 13, 2012 at 7:56 pm |

      The maps are editable because of the Terp, so that is likely what its purpose is for.

  56. ShadowDragon7015
    ShadowDragon7015 November 18, 2012 at 2:04 pm |

    the guppy looks so fun and its kind of cute how it just goes back and forth

Comments are closed.