Last week showed a screen shot…. this week we’re back to a video. ย This mission focuses on some new additions to the game, the operation of the Terps, and a good old fashioned ground assault… just like Grand Pappy used to command!
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first and gj so far ๐
AHHHHHHHHH *fanboy moment*
so beautiful to see in action…. the game is everything i wanted and more so far…. cant wait to see what more is coming ๐
Neither Can I. Like I once said, the clips are far more satisfactory than the pics, even though pics are still nice to look at.
What if you can โeditโ units so that you can add stuff to it, for example extra weapons on the blaster but faster consummation, also will there be levels for units? when they level up they have slightly better range/supply limit or even speed.
There will definitely be upgrades…. more info on the particulars later.
Levelling up by exp would be nice!
Mystery revealed ๐
Also a sort-off version of my no-fly steam creeper zone is implemented; so that’s awesome ๐
This is looking pretty sweet! I’m having trouble figuring out what each unit’s range is, though.
I seem to also be missing the resources. How do you know how much of each resource you have?
I have yet to add range indicators and numeric displays for resources. But these will come soon.
sweet vid, can you adjust the air exclusion tower (aet) range, or make it a cirle? and shouldnt the aets leave a pz?
game looks ready to release, please?
reading the text at the top, would abraxis be the “grand pappy”?
The range can be adjusted. I’ll be adding support for the shape soon. As for leaving a PZ… I was worried about leaving too many of them. So this may be an option on the AET.
What if there was a different kind of zone left behind by the AET instead of a traditional POWER Zone? Perhaps there could be a zone that does something beneficial to units inside it, but is nonetheless different from what a PZ does?
What about a ground exclusion unit?
Interesting… though it could make it difficult to nullify
how about it only effects weapons, normal buildings can, as well as nullifiers
Deactivate it when it’s buried under a sufficient density of AC, so it can be nullified – re-activate (And ‘disable’ all player units in range) if AC density falls too low.
Or make it so that it’s deactivated when creeper levels are below X. So you have to use air until the creeper level is low enough to use ground.
Or, more likely, have it simply disable ground weapons except for the nullifier to force air weapons to get close enough to kill it.
“Could”? Heck, it WOULD make it dificult to nullify. If ground units couldn’t reash a certain structure, it would be pretty much IMPOSSIBLE to get rid of unless you had amassed an airial armada of a 100 attacking flyers and had a flying nullifier.
AET’s prevent the operation and weapons fire of air units – not the construction of them. (I think?)
Sure you could nullify a GET – just keep it under bomber AC and strafer suppression while you build a nullifier within the field.
i love how the strafers can stay on patrol and not go back to base!!
I did notice however, when you zoomed back out, the launch pad was being resupplied. I like how this would make it less frustrating, But it should start to resuply once the strafer starts to use its ammo.
Also, i noticed that the very left launcher (I noticed it first.)
When the packets were going down the relay, they went strait over the launcher to the relay, and back to the same spot. Will this be changed also?
Third question: the sifoners gathers crystal energy in this video, can they siphon anything else?
Air bases ask for ammo when they are empty. They get emptied when the aircraft takes off.
The relay has to connect to the other relay… it can’t connect to the unit (it is too far away). That’s why the packet goes to the relay, then the unit (that’s the only path).
Siphons are the unit for collecting crystal energy. I’ll likely be changing it so you just have to click on the crystal, at which point a siphon will appear. This would be similar to the cw2 model.
I think we hit another point where balance is the issue. In this case, the lauch pads for strafers. It sounds a bit like a logical, realistic waste for pads to not be resupplied with ammo for returning strafers. An empty pad with no strafer on it; doesn’t it sound like there should be something productive going on while the strafer is on flight, sweetdude 64?
If you’re saying that the strafer should take time to recharge on ammo and energy before flying off versus instantly recharging and having maximum ammo in the blink of an eye, I can actually see why you would want that, but that is up to Virgil.
What is your overall point, Mr. 64? Tell me if there is something I am missing from what you said.
Let me see if I also got this currently straight: strafers charge up on ammo after their pads are built and the pads recharge with energy the second a strafer flies away because the pad is EMPTY at that very moment. The strafer instantly taks in this energy when it lands and the process currently starts all over again.
I wonder if the pad should still be recharged when the strafer flies away, but the strafer itself could slowly fill up with ammo when it lands and the pad could store up on energy as that happens. In a sense, I can see the strafer having a storage of energy that does not merge with the pad’s energy storage when it is not flying. Am I making sense to either of you 2 (Virgil and sweetdude 64)? The current ideals for the strafer can be kept, but I just had this idea that I thought I should fill you in on.
A few questions/concerns I have:
1) I noticed when you selected any unit we didn’t see an area of coverage. Safe to assume as we get closer to launch that feature will be put in?
2) Is it just me or does the air offense just seem like such an almighty cure-all for each mission. With as many guppies you can have going around bombing it almost seems to take the fun/challenge of strategizing a defense/offense and moving towards the emitters; something that seemed incredibly important in both CW1 and CW2.
I apologize. I just noticed the comment above about range indicators. ๐
I think that Virgil was thinking the same thing as you, and that’s why he added the Air Exclusion Tower into the game.
Air units are a horrible use of energy. Their efficiency per shot is terrible compared to ground units. In this mission, I had tons of energy, so no big deal. But even then, the AET’s mitigated their effectiveness.
So that’s why air units were an “almighty cure-all”? I get that. the Exclusion of air units at this point makes a good balancer. I nearly thought we would be allowed to just make a whole FLEET of ships to attack creeper and win in a landslide so to speak. Thankfully, there has been restored balance.
Relay speed buff looks great and will definitely change how I play the game, and terraforming looks really really fun. Also, the click to drag when building is the only feature I felt was necessary for CW1 and it makes me really happy I’m going to be buying CW3….
Can you add two things to it though? a Ctrl-drag so that you can manipulate each individual building’s placement so that it locks each building’s shadow at wherever your mouse was at max range(so you can make honeycombs by dragging your mouse up and down diagonally), and you can ‘undo’ each placement by moving your mouse back over the last one placed so you can try again, and/or a Shift-drag so that you can draw a line like you did in your video, but instead of starting over for each row, it drags another entire row out instantly by dragging the row out?
I’ve got a couple questions as well:
First, Click-dragging ore mines over ore patches, will this auto-build all of the mines?
Second, do packets prioritize routes over relays vs over other lines due to the speed increase? Say you’ve got a line of collectors directly towards a building, and an L shaped bracket that’s also leading towards it, would it then prioritize relays since the packets would get there faster, even though the route itself is ‘longer’?
Cheers!
~Lumarin
Ctrl’ing and shift’ing and things like that might get used by very advanced players but would get ignored by that vast majority of players (probably even be me)…. given that you can still manually place units one at a time exactly where you want them.
Yes, you can click drag over ore deposits, just like I did with the crystals.
Yes, Packets will route over relays if the travel time would be reduced.
I love you. Also, yeah, ctrl/shift would likely get ignored, since we can pause the game to build…
Thanks for the response! <3
…Can't wait for CW3 ๐
~Lumarin
It may still be worth it, considering that, unlike lines, a grid requires precise placements, and deviations result in coverage gaps and broken links
Because of this, unlike dragging a line, which will eventually need to account for obstacles in the path, shift-dragging a complete grid should be simple – simply don’t place what’s blocked. It may be worth adding for the sheer simplicity of it.
I should kind of clarify – I think this is a feature that will see use even while you’re in pause mode, by those users who take a deep enough interest to learn the game’s ins and outs.
In addition, could you, Virgil, design the construction of collectors so that you can see an individual’s collection range while it is being built so that you can build multiple collectors to cover the most ground possible and built the fewest collectors possible to make room for other units?
This has been an idea of mine ever since CW1. Every time I play it and try to use collectors, I always try to build the fewest I can and cover the most ground possible like we all should, but I often (by about 90%) had to destroy collectors and build new ones a MILIMETER away to maximize the sole output because the collectors-to-be never showed the ground they would cover after they would be built. They showed the range while they were being selected for building, but when their shadows were placed, the ranges disappeared and I thought they should not in CW3 on account of how annoying it might be for others, too.
What do you say to this, Virgil? If the collectors were meant to be like that in CW1 and will stay that way in CW3, fine by me to be honest.
Congrats! an excellent way of bringing the balance of all the units back in. Now air isn’t the be all of every mission which is what I was afraid of xD.
A question about packet routing, I guess the calculation is more complex now calculating the speed of each connection to get the fastest route rather than shortest? (so you could mix collectors and relays).
Must say very well done on not making anything too overpowered, a very common thing in a lot of games ๐ keep teamwork between units and an economy!
Yes, packet routing is more complex with the routing algorithm still has little trouble with it. It factors in the speed of relay to relay connections when determining optimal routes.
Speaking of which, you should tweak the algorithm so that connecting to a relay will always have packets routed through the relays…path-finding is np-complete after all!…
Ok, so a few players might get mad when they find their packets taking a ridiculous detour through some relays when a single collector hop would have worked, so maybe make it available as a lag-reducing option?
well, I suppose I could just use a lot of guppies…
Which algorithm are you using? I’d imagine most algorithms (based on my understanding of Dijkstra’s and Floyd-Warshall) would just let you enter the time it takes a packet to travel over a connection as the cost of that edge, making different travelling speeds a non-issue as far as the routing algorithm is concerned.
Cooooool!!! the AET is a fantastic idea (and the syphon is better than just store the cristals like in cw2)… good job:)
So I’m guessing that since this game is more like the other one that the micro rifts will not be making an appearance in this game? I was thinking it might be interesting if you had them be naturally occurring on some maps so that you could build through them but also creeper could come back through it as well. Something like that.
Also what about the ability to give your blasters some firing arcs and the mortars firing circles that they would only shoot into? I found it rather annoying in creeper world 1 when I would want to clear just one side of a high wall that I could put my blasters on but they would shoot at both sides (Which would waste half of their ammunition on a side I didn’t even want cleared)
hmm I was thinking something like this, but what if you could just prioritise an area? Probably just by painting, but it would apply to all units meaning if it could shoot creeper in a priority area, it would over other creeper? that way you wont need separate targeting for each unit.
Interesting ideas, though, they can create lots of micromanagement if not careful. But in certain specific scenarios, I can see the need.
Good to hear. If the weapons can have area priorities like the flying fighters do (currently understanding that f.f.’s are strafers and bombers),the CW3 game would be even more elaborate than and superior to its predecessors.
quick question, theoretically how do the aets stop the air units from flying? I thought at first that they might stop the mortars as well, since they send flying projectiles…
As for the ground exclusion towers, isn’t that pretty much what creeper does? I mean you can land there but it will damage your units over time, and quickly if there is a lot of creeper.
The AET’s are like a shield that prevents things from the sky from reaching the ground. Imagine them build several stories high. So ground units can hop around under them, mortars can fire, but aircraft can’t fire from the sky to the ground.
Ah, makes so much more sense to me now ๐ thanks
Also, this is why I hate new games, I’m ready to play now! lol I’m definitely buying this game once you’ve decided it is ready (don’t rush too much though :))
so if an aircraft base is built “under” the AET will the aircraft fly through it then not be able to fire down or would it stay under and still work?
How about you make anything flying in a no fly zone take damage, so if you move blasters into a NFZ it takes damage too. And if remember right, you have a flying unit repair setup for the guppy, so just do that for the other air stuff.
This was on the last post, but I think it was posted too late. so try 2.
I think that when you destroy a enemy structure, it should release a huge wave of what itโs making, as whenever in CW2 I killed a gate, I was expecting a bunch of drones to come out. maybe make a spore tower send double the spore wave that it has. (so if itโs at 50% itโll send out 100%, if at 20% itโll send out 40% of the normal size) and an emitter will emit double the creeper, other stuff will do much the same. a NFZ will double the range and destroy any air unit it touches.
Harming air units just because they fly over a NFZ would create a situation where players demand absolute control over aircraft. This could be problematic since the aircraft swing around and fly over areas in order to get proper alignment on their targets. This is a problem in any RTS game that uses ‘aircraft’ that have fixed velocities and finite turning radius’s. I prefer to avoid this player irritation in the CW series.
Wow, this looks so good! Can’t wait to see the finished result!
You and me both ๐
I third that motion.
Will the no-fly zone also come in circular , other shapes? Is the size configurable?
probably, hopefully, yes
Very likely circular or elliptical.
Thanks for drag to deploy! Looks really good in action.
I like the change with relays – I always wanted there to be more reason for them to exist and cost twice as much – and I was wondering when they would ever come in handy with guppies. Now they look compelling!
At first I was like ๐ and then I was like ๐ and then I was like :O. This is beautiful looking! I like that there is now an incentive to use relays. I like the air exclusion tower as well. The drag click build is great, but I feel like it would have been far more helpful in CW2. My only complaint about the air exclusion tower is that it makes using anti-creeper impossible. Bring back the blaster and make it shoot shells loaded with AC. Alternatively, change the Pulse Cannon’s icon into a blaster and projectile into a laser, and use it as the AC artillery. You’ve got space for four weapons on the menu, so you might as well go crazy with new ideas.
When do we get to see Titans? Please let us see Titans. You will be my best friend forever if we get to see Titans.
From a visual standpoint, I think it would look better if the explosions were all ring effects. They don’t get in the way of the action unlike the current fire-and-shrapnel effects. Also, when things get nullified, they shouldn’t explode. According to canon, they get sucked into an alternate universe. Therefore, they should have a portal opening and closing, followed by a shockwave. Yes, I know nothing is finalized yet. I just think these would be the best animations for explosions.
There will be at least one other way to use AC (than bombers).
There is only one titan right now, and it just fires a huge shell. Others will be added, but I may not demo them before release.
All explosions will be updated in due time…
In canon, it drags the emitter partially into another dimension, it explodes then sends the shockwave down the laser and into the structure, destroying it.
Soory for dumb question but, what Syphon unit does? My sound is kinda ” Broken ” so i couldnt hear what Virgil sayd
you place it on crystals and it extracts the energy from them
It just collects energy from the crystals.
like I mentioned some time ago, I’m still a little bit worried about the balance.
the terraforming seems like it is way too powerfull.
so I got some questions/suggestions.
will there be key mapping?
how many % of the game is done now?
how long will the story be compared to 1 and 2?
Terraforming can allow you to find a way to win most maps… if you have the energy. However, I can almost always do better than large scale terraforming with other tactics….
There will be keyboard shortcuts, and they will probably be customizable.
The game is 7/N complete. Where N is unknown. ๐
The story missions will probably clock in around 20 missions give or take X, where X is unknown ๐
In all seriousness, I really hope to have the game out before the end of the year and I’ll create as many story worlds as it takes to tell the story I want to tell. But, there will also be a great many other missions in the game as well.
Is there a chance for a patch to add a new campaign or extend the existing story? Something like DLC, but free because nobody will pay 50% of a game’s price for new missions. If I remember correctly, Chronom missions weren’t originally in the first game, were they?
It would be interesting to know how the people lost wireless packet techlology
Not just ‘people’….
Is the story going to be about where Abraxis and Platius went at the end o Game 2 and Platius said “You are needed?”
That’s a good assumption…
Or Dax and Aliana?
Or both journeys, as someone suggested on kongregate I think?
Or Thrade back to the styglek…?
Or…
Dangit virgil, I wasn’t so curious about the story until you posted this!
all of the above, oh that would be so epic, in fact it would be as epic as, uh um (insert incredibly epic thing here)
V DID say that there will be missions that are not story missions . . . . .
I really like to see that the gameplay is going to have some twists on it, that makes the game even more awesome. Should have even more enemies type.
Have you considered coop and vs. play?
Yes, but multiplay is likely something I will investigate after release.
Hey Virgilw, when you get around to checking out multiplayer, I’d put my vote(insignificant as it is <3) to co-op! Just thinking of the situations(campaign or custom maps!) you could have makes me drool.
I dunno about versus play though since if it was competitive, everyone would want symmetrical maps, and the game would be essentially impossible to balance unless it was one person playing creeper with fields and the ability to make more emitters/etc and the other as humans…
But co-op on the other hand could have differing amounts of difficulty for each player, so newbies could be taken for a ride by a much better player, and thus it could act as a sort of tutorial in addition to the campaign, as well as have some SUPER difficult maps that require absolute teamwork(also, could have two command nodes for some maps, or two players playing one command node for others, where if one command node dies, both players lose on the ones with multiple, and the ones with one command node you have multitasking split up between the players, giving them 'more time' to react).
Hope you don't mind all the suggestions everyone here is making, I think we're all just really excited to see CW3 and you have made some very good games in CW1/2.
~Lumarin
i have a new idea for a creeper unit to counter the player’s Terran alteration. acid air- this creeper unit works like the air defense tower, but instead any terran withen range gets built at 1/4 normal rate, and must be maintained by a terran unit. nano-maintenance makes all units immune to damage.
I think this has a nice example on how this would work, At the top right row of collectors, that would be the way you make energy, but with a relay at both ends as the collectors will send packets to a random direction but back, and the relay will tell any that go the wrong way to go the other way, and if it reaches anywhere that it has nowhere to go and it has no relay to tell it where to go, it’ll just die meaning you lose that energy. the energy on the left, though, is a bad setup as each collectors has 3-5 links and can send it a loop, and it’s Even (theoretically) possible to never get some of those out, where as a line will work fine. the goal is to make a network that doesn’t take to long for a packet to get out of. storage units would just be where excess packets go when they have no destination.
Wow this might be a big wall of text.
Packets only get created from energy inside Command Nodes. Packets can only be stored inside Guppies. Everything else is energy.
Why isn’t there another packet storage? Seems odd that packets that lose their destinations suicide rather than going back to the base to be reprogrammed for a different use.
ya I always thought that should be true, why waste them?
Why else? It’s an infinite resource, energy. Also, Creeper is infinite so why is that a problem?
Use guppies, and place their delivery point next to their own pad. Boom, packet storage.
Sorry, but I missed this, the non relays will send packets in any way but back the way they came. and it’s random on which direction it will take otherwise.
Relays, collectors, and other units for a graph, in the math sense http://en.wikipedia.org/wiki/Graph_(mathematics)
Packets always take the ‘shortest’ path between any two nodes on the graph. Shortest usually means ‘quickest’ in this context.
I knew it!
As soon as i learned Graph-Algorithms, i couldnยดt think of anything else when i see CW. (Dijkstra?)
I hope CW3 will be released on Steam – that would be awesome, if possible.
It’s A* originally, but I have to set the heuristic to 0 to support always-correct relay routing. So yes, Dijkstra’s….
Why does it need to be 0? Can’t the heuristic be the half the distance between the packet and the destination or something similar?
Yeah, the shorter the distance the more accurate the routing is in more and more extreme edge cases. Zero pretty much guarantees a complete search… but you are right that half the distance is good enough.
I thought I clicked the “reply” button. this is just clarifying what I said in the last post.
This is so awesome ๐ !!!!!!! Building bridge to get past ” creeper river ” is very nice!! I can already imagine custom maps like-Rebuild the Bridge,Get to another side….
Or ‘blow the bridge’ to stop a creeper advance….
virgil I was thinking how bombers use AC, that mortars can fire AC as well as it stander shot or beind able to decade how much ammo to use for each shot to have a greater efficacy against shallow creepers
I was think something along these lines myself. In which case, the sound effects from exploding AC payloads from bombers and mortar shells were so alike I thought “How would it be if the mortar had a connection to AC, too?”.
virgilw- have you ever thougt about weather/heat patterns for this game? some missions colud be raining, some missions could be night.
Spoiler alert ๐
lastly, What will the orbiting ship be called?( the one that drops the command nodes)
actually last question, how much gross have you made off of the creeper world series? make sure its not against the rules to tell me first!!
I already Had suggestion about ” Night ” missions where you have to build projectors to light up the area.Or in other words ” Fog of war. ”
Don’t have a name for the ship yet… I might let the player name it.
In that case, I’m thinking “MotherShip” and may have other name ideas later. I say Mothership, because It carries Command Nodes that are the mechanical founding fathers of each base in each mission. Also The Mothership would have to be extremely huge to carry multiple CN’s at once.
I think it should be named in the editor. That way, you can make a custom campaign following the journey of the Normandy or the Enterprise. So the campaign ship would always be named after your obscure ’80’s movie of choice, but the players can still pick whatever they want.
at the top is says
a good old fashioned ground assaultโฆ just like Grand Pappy used to command!
is grand pappy admiral abraxis?
cause he used to command ground assaults
In this instance, no.
in this instance?
meaning there is one a time where that is true,
N/then what does it mean?
Y/SWEET!
I think that means dax + aliana and you figure out the rest
Here are a couple of my thoughts and if someone has asked these on previous updates I am sorry.
One thing I don’t like about air units is that you have to keep sending them over and over. Have you thought about once you give them a trajectory or area to attack that they would go back to get more ammo and just continue hitting that same spot until you decided that you wanted them elsewhere? May make it too powerful but it solves the problem of having to micro-manage them.
As far as the teraforming goes you have said and others that is seems like it can be a cure all. In this mission as soon as your wall was build it was impossible to lose. What about making it so any teraformed area gets slowly “damaged” if creeper is touching it and it would require repair if you wanted to keep it viable. Maybe this would make it more annoying but maybe it would cause you to have to space out and think about large teraforming projects and if you really have the energy for “upkeep”.
Yeah, I’ll be adding ‘relaunch’ as an option to aircraft.
As for not being able to lose in this mission after the wall was built. I think it is ok for some missions to be structured this way. Many players like being able to, with the correct initial strategy, secure a stable base and not have to worry about death at any point later. Not every mission has to be this way, but supporting this kind of mission is important. Other mission structures might not be so forgiving, though, even with terraforming.
so, what about a new creeper type? heโs able to damage the terrafored area, while the normal one isnโt
If AETs block all air to ground projectiles, what would happen to the projectiles if one were to be shot onto one, like some AC. Would it stay stationary on top (granted it does not evaporate), roll off, or just be deflected into the beyond? The first could make some interesting maneuvers, and end up using the AETs to your advantage, dropping some AC on the top, and so when you take out the AET, you get a little bomb of anticreeper to aid you slightly.
A suggestion for the AC bombers-you should have a manual supply drop button for them to drop the anti creeper all at once. However, it would only drop about 65% of it. It would be similar to the AC Maker’s charge and burst function in CW2.
Projectiles simply are not fired into the AEF. If one were to glitch its way in, I suspect it would hit as normal.
I’ve actually coded it so that projectiles themselves double check and won’t go through the field.
Big thanks for drag to deploy. Having relays give greater packet speed could make for some different space utilization dynamics.
A couple of tactical observations … Seems to me building the road one subcell wider would have allowed three weapons wide at the business end. And building it under one of the gaps between AETs would have allowed the strafers to do some of the work.
He makes vids to show possible tactics and specific gameplay elements, not necessarily the absolute best strategy.
Yes, good observations. This mission could definitely be played in a more efficient way…
What about a galaxy conquest mode, after you have finished the story mode ect you can control loki or the humans, they fight for worlds and they can gain crystals overtime, if the loki wins at the end all of the worlds are destroyed and if the humans win they go to another galaxy to destroy all the nexuses built.
There will be a bit of a meta-game… it’s all being working on currently.
Interesting thought; to be able to play as the enemy has been something that really drew me into other war-games. I don’t mean to say I FAVOR the evil side of the stories, but to have the enemy’s perspective of things equals higher enlightenment.
What about adding a non terraformable ground type? Would be usefull in, for example custom missions, and others.
Also, what about allowing triggers for (for example for creeper fields, but possibly also emitters and spore towers) to be assigned to buildings(If creeper destroy certain plot building, …), statistics(When X buildings/ X energy production) or areas(Ie, if a player tower enters a certain area).
This would allow for interesting things, like creeper output increasing as your power increases, requiring you to go low profile, or spore towers launching their spores en masse whenever you launch an offense.
The only problem I can see with that is how complicated it would be to code. It’s a fantastic idea, but the average user would be stumped unless it was overly-simplified. Look at what website builders do. You download a program and you paste your Word file into it, and it gets converted into HTML. I can do all that and more with a text-editor. Having raw code gives you more freedom. A trigger editor and/or a dev kit would be a dream come true for me.
Interesting idea, I agree with others in that terraforming seems kind of Overpowered. My idea is just setting an area (in the editor) as not terraformable; you just wouldnt be able to set those tiles to be terraformed. Maybe for the sake of the storyline terraforming isnt too friendly with tectonics or whatever reason you can come up with. ๐
If terraforming really is all that overpowered, why shouldn’t the creeper have a unit of their own that can terraform, not just excavate like in CW2?
maybe virgil could set a new type of enemy: inside his action range you canโt terraform
I think that would be very nice, and would make you use the CW1 strategies, by building a collector near the edge of the hill and then moving a blaster up.
Better idea: make the air exclusion tower a general exclusion tower. For instance, no energy is collected in the AOE, the stock-standard no-fly zone, no terraforming, no ground weapons… It’s a great concept that needs expansion.
if the aoe stops everything with such a big range, you canโt nullify…
if you reduce the range, itโs just useless
No, I don’t mean it disables everything, I mean it disables one of those four options. It would only disable one thing at a time; it would be impossible to kill it otherwise.
sorry, i meant aet
For me personally the click drag bad Idea. I have a mouse that has a sometimes flaky button and i could click drag units I didn’t intend to create. I’d rather see a Shift or CTRL drag. I know I’m spastic and should just replace my mouse even though its a flaky from way to many clicks playing CW1 and CW2 mostly CW2 lately.
I’d spurge and spend $5 on the second most important way of interfacing with your computer… ๐
1 word my friend
R.A.T. 9 + hard white mousepad
owait thats more
In my opinion, the air units shouldn’t even be allowed to fly in the air exclusion area. If the strafers cannot drop a few bombs, how do they manage the highly complicated engine to work? Logic is a jerk sometimes ๐
Air units could fire… but the shield would block them. However, flying over the shield is fine (to get to some other area, or to patrol the area for when the shield drops).
Damn! This game is awesome!
I’d like to buy the first two games, but… Do they run on Linux (without using Wine)? Also… Are you going to put the third game on Steam? And the first two? Why don’t you create some sort of 2~4 pack? Like, buy 4 copies of the game for the price of three… So I could buy 4 and gift 3 away .-.
btw: as soon as i get the answer (if the first two games run on linux (ubuntu) without wine) I’ll buy’em ^^ Please, answer asap
Wish I could say yes… they used to work on Linux. You can thank Adobe for dropping AIR support on Linux. They are doubling down on AIR, so dropping Linux support was a real surprise. I thought they were gamer friendly… but eliminating AIR support on Linux knocks AIR games out of some thing like humble bundles. Oh well, there’s nothing I can do about it… other than change platforms… which I have done with game 3.
Steam… yes…. assuming their greenlight program works and the Creeper Nation gets behind it.
I just now had an idea for the mortars, strafers, bombers, and other weapons that have “contained power” or a new weapon of the sort.
(It can be considered a new variation of the CW2 conversion bomb)
Here are the steps for it:
1. The explosive gets dropped into a pool of deep creeper
2. it floats down or even moves around the pool under your control (tell it where to go)
3. when you want it to, you tell it to detonate and either convert the creeper around it into AC, or just explode and kill the surrounding creeper
4. with multiple moving bombs that you could control while pausing for instance, a incomprehensibly large lake of creeper would be ripe for the plucking.
I got the idea from the conversion bomb in CW2 and from a medieval game on addictinggames.com called “Crush the Castle 2”. In it, you launch weapons off a weighted catapult that you have to take arc-like aim and kill all enemies in the fortification you are ordered to crush.
It has a bomb that you can tell to stop flying in your arc and just float down with a built-on parachute, and a bomb that you can remotely detonate after you shoot it. You can also shoot multiple remote bombs and blow them all up at the same time. The game I described part of is also how I got this idea.
It has a whole lot of other weapons to consider to (at least, the weapons in particular provided by the wizard character).
By the way, in CW2, the plot revolving around the experimentals (c-bombs, dark beams and dark mirrors) seemed to make it look like they would eventually become the new norm in the human weapons department.
Is anything in CW3 weapons area going to be like the dark beam? I haven’t seen much about them in this development.
Or is the bertha serving as the beam’s replacement, or is something else going to take the beam’s place? I just thought there was something about the dark beam ideals that seemed like they would stay.
Loving the speed-up addition to the relays by the way. That makes it less tempting to me for one to use collectors to make long network lines. Since distance was the only pro for relays in CW1, I didn’t and still don’t use them that much.
As to what I say earlier about maximum range of collectors as shadows, is that what the click-drag feature allows? I thought that everything you used click-drag on was laid out at maximum range in the clip.
(By the way, this very minute is the earliest that I could watch the clip and listen to sound on account of how thick my agenda has recently become)
If that topic has already been covered in these other comments, I am somewhat struggling to tell since there are so many of them on the same page. Is it possible that you, Virgil, could make it so that there is automatically a different page with comments on them about every 50-100 comments (personally: 50 is preferable)?
It would help to be able to understand the details of the comments and not lose the ol’ train of thought.
Also, how would it actually be if players could tell the terraformers whether to start with height or distance and how to prioritize instead of just having one fixed protocol for the unit? Or would that be too complicated?
Say, how does it work out to not have the terraformers require a line of sight to work like the pulse cannons? I am confused by that since the terp shoots a beam to work on ground because it would have to pass through the high ground without lowering it.
Even though the units are all unoperated by humans in or with them directly in all of the games and the units in CW3, are the flying units manned or unmanned? They all have cockpits, but everything else has not needed human operators in them before.
So is the Command Node still the only thing with humans inside like Odin City and the Liberation Ship?
In addition, about how many units, differences and everything else there is in CW3: at this rate, there may need to be more than 20 missions in the story line.
id say 50 if thats not too much ๐
how about some way you can turn creeper emmiters into anti-creeper emmiters, it would cost around 50-100 energy to keep the emmiter manipulated ๐
This was the case previously, you could build a maker on a dead emitter to produce AC at the same rate that the emitter produced creeper before. But later this was changed to leaving behind powerzones.
That was quite immature
It is the players’ dream function.