Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on July 27, 2019, 12:34:24 PM

Title: Custom Map #7612: InkCSM-5. By: yum234
Post by: AutoPost on July 27, 2019, 12:34:24 PM
This topic is for discussion of map #7612: InkCSM-5
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=7612)

Author: yum234
Size: 144x144

Desc:
Non-traditional CSM (easy with many variants of gameplay). Many MT (Movable Towers). And created by Regallion new micro-chips for Towers and MT. ACfier - produce anticreeper for Sprayer and AC-Guppy. Variator - change within it range power of creeper emitters in 1 min from 15% to 130% and then back. Terp on PZ, Relay on PZ and Mortar on PZ - 3 new types of micro-chips (destroying if Tower on creeper). Wish to you enjoyable playing and Good lu! :) #BravoRegallion #BravoKajacx #BravoCornucanis #CreateDr
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: yum-forum on July 27, 2019, 03:06:02 PM
My bad. Mistake in setting of Variator chip/unit. :-[

I set period  of variation of power of creeper emitters =60. But this is not seconds as I thought but frames. Too fast! Sorry, please.

So many units and so many settings... I am not a robot.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: hbarudi on July 27, 2019, 04:22:57 PM
Good gameplay on this easy CSM map, but why stick to regular map colors instead of using the special map colors especially for level 10 terrain that we can't terp into and that it looks much nicer than this plain default white color.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Riskbreaker on July 27, 2019, 08:43:59 PM
i always have a blast doing these puzzles without using upgrades or weapons, but i feel like this one will not let me haha...

edit. Yeah, its tough to make solid progress...i guess i'm too used to small gates :P

edit2. Fighting my way torwards the 150c emiters, and its a slow advancing battle...things are looking good.

edit3. Things looking less good. Losing hope...hard to maintain lvl5 pressure without losing ground everywhere else
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Riskbreaker on July 28, 2019, 10:00:56 PM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

Idea #1. Post a screenshot of your game. It will help us understand your situation more clearly.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: hawgwash on July 28, 2019, 10:19:46 PM
Quote from: Riskbreaker on July 28, 2019, 10:00:56 PM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

Idea #1. Post a screenshot of your game. It will help us understand your situation more clearly.
Good idea.  Not sure if I'm doing this right.  Hopefully I am.
(http://screenshot2019-07-28at9.11.03pm)
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: hawgwash on July 28, 2019, 10:57:36 PM
Sorry.  Guess I can't figure out how to post the screenshot.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: RrR on July 29, 2019, 03:09:32 AM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

When you destroy/convert the last emitter, fireworks go off. This makes it tricky to spot any remaining artefacts that need to picked up.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on July 29, 2019, 04:50:44 AM
Quote from: RrR on July 29, 2019, 03:09:32 AM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

When you destroy/convert the last emitter, fireworks go off. This makes it tricky to spot any remaining artefacts that need to picked up.
Would you mind posting a save with such behavior? It should not be occurring as fireworks shouldn't be firing if there is anything victory-critical remaining.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: hawgwash on July 29, 2019, 07:47:46 AM
I finally figured it out.  There was one emitter I overlooked somehow.  Still don't understand why the spore emitter stopped firing spores if there was an emitter still out there.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on July 29, 2019, 08:38:08 AM
Quote from: hawgwash on July 29, 2019, 07:47:46 AM
I finally figured it out.  There was one emitter I overlooked somehow.  Still don't understand why the spore emitter stopped firing spores if there was an emitter still out there.
Ah, spores ignore non-flippable emitters due to the fact that an untimely detonation of one could ruin your entire day.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: RrR on July 29, 2019, 11:14:20 AM
Quote from: Regallion on July 29, 2019, 04:50:44 AM
Quote from: RrR on July 29, 2019, 03:09:32 AM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

When you destroy/convert the last emitter, fireworks go off. This makes it tricky to spot any remaining artefacts that need to picked up.
Would you mind posting a save with such behavior? It should not be occurring as fireworks shouldn't be firing if there is anything victory-critical remaining.

Played it again. Didn't collect anything. More fireworks that 5th November.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on July 29, 2019, 12:34:35 PM
Quote from: RrR on July 29, 2019, 11:14:20 AM
Quote from: Regallion on July 29, 2019, 04:50:44 AM
Quote from: RrR on July 29, 2019, 03:09:32 AM
Quote from: hawgwash on July 28, 2019, 09:26:12 PM
Enjoyable map, but I seem to be missing something on the victory conditions.  Pretty sure I've converted all the emitters because the spore generator has stopped producing spores.  Anyone have any ideas?

When you destroy/convert the last emitter, fireworks go off. This makes it tricky to spot any remaining artefacts that need to picked up.
Would you mind posting a save with such behavior? It should not be occurring as fireworks shouldn't be firing if there is anything victory-critical remaining.

Played it again. Didn't collect anything. More fireworks that 5th November.
This will be fixed in the next template. The cause is that the units required for victory (shield keys, tech artifacts, INHIBITORS) DO NOT RETURN THAT THEY ARE REQUIRED FOR VICTORY.That's fantastic.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Builder17 on July 29, 2019, 01:25:07 PM
Quote from: Regallion on July 29, 2019, 12:34:35 PM
This will be fixed in the next template. The cause is that the units required for victory (shield keys, tech artifacts, INHIBITORS) DO NOT RETURN THAT THEY ARE REQUIRED FOR VICTORY.That's fantastic.

Would DestroyAllEnemyUnits https://knucklecracker.com/wiki/doku.php?id=crpl:docs:destroyallenemyunits

Work with inhibitors?  I guess other two should return it, yeah.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on July 29, 2019, 01:30:38 PM
Quote from: Builder17 on July 29, 2019, 01:25:07 PM
Quote from: Regallion on July 29, 2019, 12:34:35 PM
This will be fixed in the next template. The cause is that the units required for victory (shield keys, tech artifacts, INHIBITORS) DO NOT RETURN THAT THEY ARE REQUIRED FOR VICTORY.That's fantastic.

Would DestroyAllEnemyUnits https://knucklecracker.com/wiki/doku.php?id=crpl:docs:destroyallenemyunits (https://knucklecracker.com/wiki/doku.php?id=crpl:docs:destroyallenemyunits)

Work with inhibitors?  I guess other two should return it, yeah.
Quite literally: try this code.

ShowTraceLog
ClearTraceLog
CurrentCoords 500 1  GetAllUnitsInRange
    0 do
        ->ProcessedUnit
        <-ProcessedUnit GetUnitType ->Type
        <-Type "SHIELDKEY" eq  <-Type "TECHARTIFACT" eq or <-Type "MESSAGEARTIFACT" eq or <-Type "INHIBITOR" eq or <-Type "SPORETOWER" eq or <-Type "AETOWER" eq or <-Type "RUNNERNEST" eq or if
           <-Type <-ProcessedUnit CONST_COUNTSFORVICTORY GetUnitAttribute Trace2
        endif
    loop
See what it traces.

https://i.imgur.com/m8aK5st.png
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Builder17 on July 29, 2019, 03:15:56 PM
Thanks, useful to know this if I ever want to destroy everything that COUNTSFORVICTORY. :)
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: toolforger on August 05, 2019, 03:21:30 AM
I neutralized the last emitter with a Defuser. Maybe that's why my game does not claim victory despite fireworks? Spore tower stopped firing as well.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: yum-forum on August 05, 2019, 03:26:04 AM
can you, please, attach saved game file here?
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on August 05, 2019, 04:05:23 AM
Quote from: toolforger on August 05, 2019, 03:21:30 AM
I neutralized the last emitter with a Defuser. Maybe that's why my game does not claim victory despite fireworks? Spore tower stopped firing as well.
100% you missed a pickup. The defuser simply does <-Unit 0 Destroy so it can't be the issue.(The fireworks in this map are bugged and do not recognize remaining pickups as per above posts)
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: marvinitfox on August 05, 2019, 11:41:48 AM
Quote from: RrR on July 29, 2019, 03:09:32 AM
When you destroy/convert the last emitter, fireworks go off. This makes it tricky to spot any remaining artefacts that need to picked up.

I've had a couple of the recent csm-style maps give me fireworks, but not actual victory, despite all pickupables having been acquired.

And, this map also has funked up victory conditions.

12 minutes top basically conquer the whole map, aside from those two elevated emitters.
another 15 minutes solving them.
Apparently, even using singularity and piling >>1000 levels of anticreep over then while they are disables is not enough.
That plus defuser seems to work though.

Then, still no victory.
Fireworks.. that mean I won, right?

no.

Made sure all emitters are converted... done
Made sure all unit pickups are collected... done
In desperation terraformed the entire map to same level.. no effect.

Eventually got victory by sending my command to space, then returing it. Instant it touched down, victory appeared.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Regallion on August 07, 2019, 07:20:52 AM
Saves!
I have a few hunches as to what may be causing this behavior but i need saves!
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Riskbreaker on August 07, 2019, 04:16:38 PM
went to get a save, but the map was gone :P
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Builder17 on August 08, 2019, 04:51:52 AM
Quote from: Riskbreaker on August 07, 2019, 04:16:38 PM
went to get a save, but the map was gone :P

Gone from Colonial Space? Try clicking Clear button next to Apply filters to get all maps visible again.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: Riskbreaker on August 08, 2019, 06:05:43 AM
i did, used clear button and searched by Start with #7612

inkcsm-4 showed up, not 5

also tried searching by author, it included 6 and 7, still no 5

edit. well, he did say there was a mistake, maybe he removed it to fix things.
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: yum-forum on August 16, 2019, 06:30:28 AM
Fresh TKB video:  :D

https://www.youtube.com/watch?v=8neI8T8747w
Title: Re: Custom Map #7612: InkCSM-5. By: yum234
Post by: yum-forum on September 03, 2019, 02:17:39 PM
Video from DarkRubberNeck:  :D

https://www.youtube.com/watch?v=0h4dPlMR3pM