Knuckle Cracker

Particle Fleet => Map Makers, Ship Builders, and Coders => Topic started by: Grand Teki on January 19, 2018, 02:10:50 PM

Title: Pass The Map 3
Post by: Grand Teki on January 19, 2018, 02:10:50 PM
A bit modified PTM Rules

1. To let everyone know that you are making a section of the map, post LOCKED in this thread. Pick a square and make something there! Feel free to delete the border (or not, if you're into that.) Once you have made your section, finalize the map, post UNLOCKED and attach the map to this thread.

2. Only one person may reserve the map at a time. However, if you take longer than 24 hours to create your section, you forfeit and someone else can lock the map.

3. You may not contribute more than two map sections at once. If you have already contributed once, you must wait until at least three others have contributed after you.
4. There's a UID 0 core in the upper left if you need it. Don't delete it (even if you don't need it)!

5. Map rules can be changed by public consensus alongside map-specific rules.

7. Once the final tweaks are done, MOST PEOPLE who contributed an area must submit a score before we can upload the map. If a lot of people can't do it, we need to make the map easier.

8. Since the thread creator gets to set the map-specific rules, public voting can change those too!

GM and Planetfall [in PTM1] noticed that some of our scripts aren't staying updated. As in, we post a map to the PTM thread after making a change to scripts, and the next person modifies the map and posts it with the old version of the scripts. This is an easy mistake to make. If you put the new map into the previous save folder, the scripts in that folder will be used instead of any script in the map with the same name. If you save, the script stored in the map gets overwritten. The solution is to either empty the old script folder before loading a new version of the map, or create a new folder each time.

Theme: 
Try to make it a bit connected to the Particle Fleet roleplay story found on the Hiigara Defence Force (http://knucklecracker.com/forums/index.php?topic=21907.0) thread!
I'll modify the rules to make more sense - e.g. fusing rules 5 and 6
Map-Specific rules:
1. No totems! You must vote if you want to change this.
2. No ships over 300 CM cost if a quicker building solution isn't provided.
3. Particle max is 3000. Keep that in mind.
4. Metallic land height will be decided at the end!
5. #3 and #4 will only be applied in the final map.
6. Amt. of energy per square can NOT go over 10 energy (without mine production AMP bonus), but multiple square's power pool can be merged if agreed upon!
7. Minimum 9, maximum 25 amp gems total. Can be spread out or not.
However, the blank map is just a "test" map, but 3 and 4 are things to keep in mind whilst making squares.




NOTICE: This is a copy of the Pass The Map 2 thread's first post but it was modified. It will be 4x4 medium sized squares. Everything changed from the original thread will be highlighted in blue.
Title: Re: Pass The Map 3!
Post by: cpaca on January 19, 2018, 04:35:18 PM
I'd like to point out that the copy of PTM2 is an almost-exact copy of PTM1 
QuoteTheme: 
The map, although made by many people, must look like it was designed by 1 person.
[e.g. you don't have a fortress in top-left and then some random land in top-right and then really hard stuff in bottom left and then half the squares have PRPL that really only affects their square]
I'll modify the rules to make more sense - e.g. fusing rules 5 and 6
Map-Specific rules:
1. No totems!
2. No ships over 300 CM cost. 
3. Particle max is 3000. Keep that in mind. 
4. Metallic land is land height 5
5. #3 and #4 will only be applied in the final map. 
6. Amt. of energy per square can NOT go over 10 energy [ this is assuming no mine production AMP bonus, duh] 
7. Minimum 9 amp gems total. If one square has 9 amps, or each square has 1, I don't care.
However, the blank map is just a "test" map, but 3 and 4 are things to keep in mind whilst making squares.

That's the thing that comes at the very bottom of the message. I'd suggest you change some of that. Things I modified in that: 
 
The theme (Please please don't use that theme different theme this time plz) 
"No totems" I think this might have been in PTM1 but i'm not sure, change would be logical if you can come up with a reason. 
"No ships over 300 CM cost" OK that makes sense, makes sure one square doesn't have a super OP ship that upon capturing doesn't make all the other squares really strong. 
Nothing about modular superships though. 
"Particle max is 3000" If you want to change that, OK, but i would suggest keeping it under 4-5k as some potato computers might not be able to handle larger numbers. 
"Metallic land is land height 5" "Metallic land" is un-mireable land, so I think this one is logical to keep [but again, your choice] 
"#3 and #4 will only be applied in final map" yadda yadda etc. etc. basically "ok you get to do testing but that'll be final" 
"Amt. of energy per square can NOT go over 10" Your choice on this one, this was added in PTM2 but again, stops one square from having a ton of energy and just being overpowered in general 
"Minimum 9 amp gems total" In PTM1 we had the problem where nobody was adding AMP gems so it was near the end when we finally added some AMP gems. 
 
I cannot stress this part enough though: please change the theme 
 
Edit: Is this PTM6 because it's PTM 3 factorial and 3 factorial is 3*2*1 which is 6
Title: Re: Pass The Map 3!
Post by: Grand Teki on January 20, 2018, 06:33:36 AM
quote
Quote from: cpaca on January 19, 2018, 04:35:18 PM
I'd like to point out that the copy of PTM2 is an almost-exact copy of PTM1 
QuoteTheme: 
The map, although made by many people, must look like it was designed by 1 person.
[e.g. you don't have a fortress in top-left and then some random land in top-right and then really hard stuff in bottom left and then half the squares have PRPL that really only affects their square]
I'll modify the rules to make more sense - e.g. fusing rules 5 and 6
Map-Specific rules:
1. No totems!
2. No ships over 300 CM cost. 
3. Particle max is 3000. Keep that in mind. 
4. Metallic land is land height 5
5. #3 and #4 will only be applied in the final map. 
6. Amt. of energy per square can NOT go over 10 energy [ this is assuming no mine production AMP bonus, duh] 
7. Minimum 9 amp gems total. If one square has 9 amps, or each square has 1, I don't care.
However, the blank map is just a "test" map, but 3 and 4 are things to keep in mind whilst making squares.

That's the thing that comes at the very bottom of the message. I'd suggest you change some of that. Things I modified in that: 
 
The theme (Please please don't use that theme different theme this time plz) 
"No totems" I think this might have been in PTM1 but i'm not sure, change would be logical if you can come up with a reason. 
"No ships over 300 CM cost" OK that makes sense, makes sure one square doesn't have a super OP ship that upon capturing doesn't make all the other squares really strong. 
Nothing about modular superships though. 
"Particle max is 3000" If you want to change that, OK, but i would suggest keeping it under 4-5k as some potato computers might not be able to handle larger numbers. 
"Metallic land is land height 5" "Metallic land" is un-mireable land, so I think this one is logical to keep [but again, your choice] 
"#3 and #4 will only be applied in final map" yadda yadda etc. etc. basically "ok you get to do testing but that'll be final" 
"Amt. of energy per square can NOT go over 10" Your choice on this one, this was added in PTM2 but again, stops one square from having a ton of energy and just being overpowered in general 
"Minimum 9 amp gems total" In PTM1 we had the problem where nobody was adding AMP gems so it was near the end when we finally added some AMP gems. 
 
I cannot stress this part enough though: please change the theme 
 
Edit: Is this PTM6 because it's PTM 3 factorial and 3 factorial is 3*2*1 which is 6
[close]

I will change up the stuff you mentioned, but I'll try to keep it balanced and stuff.
Title: Re: Pass The Map 3 [Vote before tuesday afternoon (UTC+1)!]
Post by: Builder17 on February 25, 2018, 08:02:39 AM
Quote from: Grand Teki on January 19, 2018, 02:10:50 PM
Theme: 
Try to make it a bit connected to the Particle Fleet roleplay story found on the Hiigara Defence Force (http://knucklecracker.com/forums/index.php?topic=21907.0) thread!
Why it needs theme other than something to make it feel made of same person?
Quote from: Grand Teki on January 19, 2018, 02:10:50 PM
Map-Specific rules:
1. No totems! You must vote if you want to change this.
2. No ships over 300 CM cost if a quicker building solution isn't provided.
3. Particle max is 3000. Keep that in mind.
4. Metallic land height will be decided at the end!
5. #3 and #4 will only be applied in the final map.
6. Amt. of energy per square can NOT go over 10 energy (without mine production AMP bonus), but multiple square's power pool can be merged if agreed upon!
7. Minimum 9, maximum 25 amp gems total. Can be spread out or not.
However, the blank map is just a "test" map, but 3 and 4 are things to keep in mind whilst making squares.
I suggest keeping PRPL minimum to not make map too unusual?

I don't have much else to add to this. :/
Title: Re: Pass The Map 3 [Vote before tuesday afternoon (UTC+1)!]
Post by: FOXX on February 28, 2018, 12:13:47 PM
when do we start with this PTM?
Title: Re: Pass The Map 3 [Vote before tuesday afternoon (UTC+1)!]
Post by: Grand Teki on February 28, 2018, 04:03:43 PM
Quote from: FOXX on February 28, 2018, 12:13:47 PM
when do we start with this PTM?
Sorry, I completely forgot about this. I'll probably do something tomorrow and let you guys make the map.
Title: Re: Pass The Map 3
Post by: FOXX on February 28, 2018, 05:05:38 PM
Nice :)

I'll take a square for sure but i think the starter of the thread should go for the first square.

Title: Re: Pass The Map 3
Post by: bluebolt on February 28, 2018, 09:15:09 PM
So if I take a spot, it's ok if I add custom modules to enemy ships? :3
Title: Re: Pass The Map 3
Post by: Grand Teki on March 01, 2018, 09:32:33 AM
Quote from: FOXX on February 28, 2018, 05:05:38 PM
Nice :)

I'll take a square for sure but i think the starter of the thread should go for the first square.
I totally respect your opinion, but I don't think I'll make the first square, I don't have any ideas >~<
typing that felt weird tbh
Quote from: bluebolt on February 28, 2018, 09:15:09 PM
So if I take a spot, it's ok if I add custom modules to enemy ships? :3
Whatever you feel like, just make it beatable please :)
Title: Re: Pass The Map 3
Post by: FOXX on March 01, 2018, 11:03:29 AM
Quote from: Grand Teki on March 01, 2018, 09:32:33 AM
I totally respect your opinion, but I don't think I'll make the first square, I don't have any ideas >~<
typing that felt weird tbh

And i respect your opinion.
But do you have the starting Map to post here so somebody can get started :)
Title: Re: Pass The Map 3
Post by: Grand Teki on March 01, 2018, 11:52:31 AM
Quote from: FOXX on March 01, 2018, 11:03:29 AM
And i respect your opinion.
But do you have the starting Map to post here so somebody can get started :)
I'll post one tomorrow, I can't do it rn because life :|
Title: Re: Pass The Map 3
Post by: FOXX on March 01, 2018, 12:34:09 PM
Quote from: Grand Teki on March 01, 2018, 11:52:31 AM
I'll post one tomorrow, I can't do it rn because life :|
So tomorrow it starts :)
I won't be able to hop in untill Sunday but i'll participate.
Title: Re: Pass The Map 3
Post by: bluebolt on March 01, 2018, 04:51:28 PM
Totally implementing some prpl stuff if i get a hold of a square
Title: Re: Pass The Map 3
Post by: cpaca on March 01, 2018, 05:34:10 PM
Quote from: bluebolt on March 01, 2018, 04:51:28 PM
Totally implementing some prpl stuff if i get a hold of a square

You know you're not the only one with custom modules.

The CEO of the CMC called.
Title: Re: Pass The Map 3
Post by: bluebolt on March 01, 2018, 08:03:24 PM
I do know i'm not the only one, and I wasn't exactly referring to custom modules either. I was thinking of putting down some turrets...
Title: Re: Pass The Map 3
Post by: Grand Teki on August 05, 2018, 05:21:55 PM
Made the division, and the lower left corner square. Feel free to modify anything in there, just please keep the pickups and convos used by them intact ;D

Large image
(https://i.imgur.com/G0PYDc8.png)
[close]
Title: Re: Pass The Map 3
Post by: FOXX on August 07, 2018, 02:19:27 PM
LOCKED
Title: Re: Pass The Map 3
Post by: FOXX on August 07, 2018, 02:40:06 PM
UNLOCKED

- I have set the DoppelSpawner in the SW to 40000 to we can spawn in more thing if we want.
I will set this to 0 before finalizing.
- The MireSpawner value 6 leaves an AmpGem behind.

Who is next?

Title: Re: Pass The Map 3
Post by: cpaca on August 07, 2018, 03:48:17 PM
LOCKED
Title: Re: Pass The Map 3
Post by: cpaca on August 07, 2018, 04:21:49 PM
UNLOCKED

I added some PRPL to the map.
WARNING: DO NOT CREATE ANY SHIPS WITH THE NAME "UpgradedCruiser" OR "UpgradedJoven" AS IT WILL BREAK MY PRPL SCRIPTS!

You may be noticing the huge amount of ship pickups on my square - Scatter those around the map, please. (The one next to the turret stays).

When a player collects enough ships, the ships fuse.
There are a total of 4 smallBoxes (including mine) and 6 UpgradedJovens.

When a user collects 2 smallboxes and 3 upgradedjovens, they fuse into an upgraded cruiser.
When a user collects *every* ship, they fuse into 2 upgradedcruisers which fuses into 1 upgradedmaurauder.

(Note: They only fuse once they're fully built.)

Sidenote on the turret I also added - It shoots slowly (3 shots per second) but has 0 energy used per shot.

Lastly, the "upgraded" ships have ParticleSniper script on them - 3 energy per second normally, 6 when AMP'd.  However, the range is fairly large, and it snipes the nearest target instantly without delay immediately after firing. 

(we're going to be needing so much energy... there's 2 particlesnipers on each joven... i forget how many on the cruisers and maurauders.)

Shipmodules have also been modified - if you have >= 90 global energy, that becomes 0 energy and it uses that energy to build itself faster. This change was intended for the 1000-energy ships which are also involved in fusing (but not on this map) which otherwise approached "Forever" in how long it takes to finish.

TL;DR IMPORTANT STUFF:

A) DO NOT NAME A SHIP "UpgradedJoven" OR "UpgradedCruiser"
B) SCATTER MY SHIP PICKUPS
C) If you have 90 global energy and a shipmodule detects it, it will use that 90 energy to build faster... If you want to change it back, go ahead.
Title: Re: Pass The Map 3
Post by: Equinox on August 07, 2018, 07:11:41 PM
This looks interesting. Mind if I take a bash at it? I won't be able to do anything as fancy with the prpl, but I could add some land formations and a few items.

Edit: Ah, what the heck. Locked
Title: Re: Pass The Map 3
Post by: Equinox on August 07, 2018, 08:48:52 PM
And Unlocked!

I didn't do much. Just made the big shell in the middle, and added some goodies for the player to find. An omni, one of cpaca's modified Jovens, an amp gem, and a Silicon Nomad River. The emitter in the square can be converted to benign, to give the River something to direct. Let me know if I messed anything up.

(https://i.imgur.com/1sukOOC.png)

Title: Re: Pass The Map 3
Post by: FOXX on August 08, 2018, 06:22:25 AM
Cpaca -> I added some PRPL to the map.

Well, your system is very nice for a standalone map but for a PTM it's to much influence. (other mapmakers have to deal with the 8 ship pickups)
So about half the map involves this system. Little too much imo.

Greets
FOXX
Title: Re: Pass The Map 3
Post by: cpaca on August 08, 2018, 01:51:28 PM
Yeah, I thought about that.

The code's in the Evolver.prpl script, a few modifications can drop it to 2 jovens and a SB or even 1 of each for a cruiser.

If you guys think I should drop the numbers a bit just tell me and I'll do it once I'm back from vacation
Title: Re: Pass The Map 3
Post by: FOXX on August 08, 2018, 02:09:43 PM
Quote from: cpaca on August 08, 2018, 01:51:28 PM
Yeah, I thought about that.

The code's in the Evolver.prpl script, a few modifications can drop it to 2 jovens and a SB or even 1 of each for a cruiser.

If you guys think I should drop the numbers a bit just tell me and I'll do it once I'm back from vacation

'drop it to 2 jovens and a SB or even 1 of each for a cruiser' -> with these kinds of settings this would be more suitable for a PTM map.
A standalone Map with this system would also be interesting btw.

Greets
FOXX

ps -> i probably wil jump in again in 2 days.
Title: Re: Pass The Map 3
Post by: Equinox on August 08, 2018, 04:39:44 PM
IF there's only two cruisers to be scattered around, should I remove the one in the shell cache? I could replace it with a Silicon Nomad ship, or just have the River be the only ship license there.
Title: Re: Pass The Map 3
Post by: cpaca on August 08, 2018, 05:28:36 PM
LOCKED to fix PRPL

Foxx: All right, dropping it to 2 jovens and an SB

Equinox: 2 jovens and an SB = 1 cruiser, the object you put in your square is a Joven.

The 2 cruisers are staying the same as before - therefore a total of 4 jovens and 2 SBs.

There's going to be 0 cruisers scattered around, but 4 jovens and 2 SBs fuse into 2 cruisers which fuses into 1 maurauder. 

(This leaves it at 6 ship licences for fusing, total 16 squares. )
Title: Re: Pass The Map 3
Post by: cpaca on August 08, 2018, 05:40:28 PM
UNLOCKED

Also, bugfixing!

Bug: Placing built ships at the bottom and un-built ships at the top of the ship list made it so there was a chance to destroy the un-built ships and fuse those (which isn't supposed to happen.)

bug fixed!

hurrah

btw: smallboxes have no weaponry at all, their only purpose is a cruiser.
Title: Re: Pass The Map 3
Post by: Equinox on August 09, 2018, 01:03:10 AM
I meant Joven. Should I change out the Joven for something else?