The Knuckle Cracker studios have operating beyond capacity the last week and a half…. Surrounded by Creeper, I thought we would barely hold out. Then the Spores came. The airborne assault nearly took us down. But in the end the KC Digits Flag continued to fly. Battered but still flying and never defeated.
The battle’s casualty was the video for this week, but from the ruins of the battlefield I’ve scavenged a screen shot. This screen shot shows a simple looking mission, and one that I will do a video on within a week. This map focuses on core basic game play. No fancy logistics, no air assaults, no AntiCreeper. Just core game play and a land assault. The question you should ask yourself is how I got that base up and running before the Creeper flooded the whole map.?
1st comment 🙂 (: 😀 ^.^
I apologize, Virgil… I seem to have brought a plague…
Nice!
To 4XC- what i want about off screen spores?
there are actually three main reasons for this.
1. It is more of a challenge, isnt that what this is about? 😛
2. there is so littles about aireal creeper. anti-air(beam) the spore its self, and the spore tower. 3 things isnt enough for me 🙂
last but not least, 3. The player has alot of aerial things and options like the guppy for resource managment or strafers for the offence part of this game.
It wouldn’t be that hard to script into this game( atleast i am assuming from my little experience.)
So, I ask you 4XC, why are you against this? Exactly my point 🙂
To sweetdude 64:
1. Indeed, it is about challenges. I myself like more challenging factors in games like this, but there are certain boundaries to set and I intend to get a narrower grasp on what they should be (I am not making them up; I am actually just trying more of a perspective-taker’s approach to this and that was what I had at the time. But I don’t hesitate to change my opinions and beliefs for the better when I know there is a better). :]
2. I actually did make a suggestion a little while ago on a previous comment about how to advance and promote specialized defenses and units which are where spores, towers, and particle beams fall under. It was about Creeper subterranean attacks and defenses for those and I do believe the response I got back hinted that they were being experimented with. 🙂
3. I would only be “against this” as you say if I knew there was a legitimately good resaon to be against it. I am not against off screen spores if it’s really a good part of the challenge. Besides, in CW1, I was more concerned about knowing where the spores would come from and how many there would be.
4. Heck, show the spores incoming on the map from a distance before SHORTLY their time for arrival is up so we know what to deal with but not too much.
5. “Challenging but not too much”; is that what I’m hearing from you sweetdude 64? So far I don’t see what limits you think there should be as well. (By the Way, I know it may be wierd for me to post this comment at the clock time it is right this minute, but I am considered something of a night owl with technological entertainment. I also don’t have the urge to sleep just yet because I am rather buzzed up with the progress and development here.) 🙂
Say: is there an index that tells what yellow emotion faces appear depending on which keys are put in? Because I am not really seeing one and I don’t want to end up putting in the wrong ones in future comments by accident.
What does reason 2 have to do with having spores that come in from off screen?
The whole point of this revolves around the area of “specialized defenses and units”. I made that idea about underground creeper units in case it could promote that area. Off screen spores are related too and I thought if they were not used, then the subterranean units from the creeper could be an alternative.
sweet dude, that does not count as a comment
cool pic, looks hard, but I dont know CW3 at all so
I WANNA PLAI OT NAO GIMMI DAT GAIM!
in reality when can we pre-order or some thing
It may not seem like a comment, but this site claims it still counts. Besides, I actually put the runner up comment below because there was only the one comment by sweetdude 64 on this blog under this topic at the time I was here.
Runner up! 🙂
By “within a week” I presume that you mean to say next Sunday like the typical posting schedule here/ or later?
Considering also that the post talks about success regardless of setbacks, I also presume that there was a major holdup with something on your end?
Yeah, hopefully a new video will be ready by Sunday.
Last week was tough…. I had a bit of a cold.
So basically, you have to catch a cold if you can’t take the heat? :}
If you can’t take the heat get outa the kitchen
By the way, even though I made a humorous remark to your reply here, Virgil, I hope to make it clear I am NOT insensitive, which is to say “my sympathies”.
The game looks better and better every week Virgil. I’ve been going back through and playing 1 and 2 to get prepped for this.
Just as another note, and this isn’t for rushing you or anything as I know you aren’t succeptable to that, but this game looks like it would be well into beta based on gameplay and the above screenshot. Is it still in alpha? It looks better and more developed than some almost completed betas that I have played. Can’t wait to be able to play it. Every week I’m throwing money at my screen. I would totally pay full price for the current state of this game.
Keep up the awesome work.
It’s still alpha. But beta will be coming very soon.
Gonna be another closed beta I assume?
Yes a closed beta
Good. The sooner, the better. No rush otherwise.
Say, if there were spores as you say, were their towers destroyed before the screenshot was taken, or has something changed since there are no Spore Towers in the pic?
My little fairy tail in this week’s blog was alluding to the rough time I had in development last week. The ‘spores’ that attacked were actually either a rhinovirus that paid me a visit (a cold).
question
does a spore tower leave a power zone?
Yep.
You’re killing me Virgil. The more I read this blog, look at pictures, and watch these videos, the more I *MUST* have this game *NOW*. 😀
It’s looking so good already. I truly cannot wait until it’s done and I totally look forward to buying my copy (or two, my son loves CW1/2 a ton too)!
I’m looking forward to sharing it with the world as well… It’s getting pretty fun to play already.
And thus begins OCD base construction…
Indeed. The video I do for this mission will highlight will be an OCD builders dream come true.
besides the reactors and, the storage units it’s nice and, symmetrical too.
Hint.
I think I might be in love with you…
On a side note, it looks like you have a “terp (or is it tarp?) push” thing going on here. That looks like a good way to cut out some of the slogging and grinding.
How do the Terps prioritize? Closest square? Closest lowest square? Another method?
Currently the closest square. Though I’m considering making it the lowest square (then the closest in case of a tie).
Lowest square would make sense, whether you’re lowering or raising terrain, since the lowest square is the one that’s the most likely to be under Creeper first.
However, I think that this might be a good area for a toggle, since players may want to terraform the closest, the lowest, or the highest cell first, depending on circumstances.
I like the idea of using lowest square for a different reason. Terraps cover the tile they work on with their laser-hit effect. (Or whatever.) Thus, the player isn’t SEEING the change in the terrain, just the before, and the after, not the shift in between. By using lowest-first you show the player exactly how much time and power a single terrain level requires.
When there’s a tie, my preference is first furthest from the desired terrain level, whether it’s being raised or lowered, and second, closest to the terrap.
Specific modes for alternate behaviors are a good idea. They’re easy to implement for the hardcore crowd, even if they’re not something casuals are likely to implement a great deal.
Beyond that, a low wall is also more useful than a very tall, incomplete wall. Also, this will build the wall up so that it’s higher closer to the terrap, so when a wall pushes creeper up it’s also pushing creeper AWAY from the terrap and what the wall is protecting.
Hrm – lowest first isn’t good when lowering terrain, so for the default ‘intelligent’ mode of operation, perhaps simply ‘furthest from the desired level’ should be the default.
I say start with the closest to the terp/terrap (which is it? both?) to make pushing creeper away more effective, then move on to height, starting with highest if building up and lowest if digging down.
Of course, why don’t we just let it be so that the terp/terrap can be told by the player which height, distance, and depth to start with instead of letting it have just one set, complex priority? I can’t believe that we had those units for so long and yet NOW they are a concern of a high degree. How about that, ha ha ha. 🙂
Recently the Guppies have been getting lots of attention, and before that all of the very basic units, titans, and graphics were hogging all of it.
I think a terp should use line of sight similar to blasters but in both the up and down directions so a terp should not be able to change the land on the other side of a mountain or dig a very deep trench far away with out removing ground closer to it.
what are the numbers in the centre of the screenshot?
That is land tagged for terraforming. The number indicates what level the terrain is to be terraformed to.
I noticed that 2012 is year of three…..uoi know why? Far cry 3,battlefield 3,modern warfare 3 , dead space 3 ,Creeper world 3……
Yes… VERY interseting coincidence; although CW2 teaches not to believe in coincidences… :]
Someone tell me real quick what OCD stands for?
Obsessive Compulsive Disorder
Thanks.
Isn’t is obsessive compulsive disorder?
That’s where somebody needs to completely do everything and finish it before they’ll wipe out the creeper, such as building a massive base with everything done.
Basically over-overbuilding, really.
almost, the perfect OCD builder world is one were you can put the base in the middle of the map (right/left) and build everything as symmetrical as possible (equal amounts of (for example) reactors on either side and at equal distance from the center (one side is the mirror of the other) and normally putting collectors in a grid pattern and more) often it also includes getting all ore and other stuff, but over-building is not necessary.
Also with a “simple” land attack, this game is better than the other 2! (the only problem is the explosion graphics)
Good job!!!
Don’t worry about the explosion graphics. Everything will get touched up and cleaned up during beta.
Sweet! 🙂
hmm…… How did they mystical V get all those reactors up in time…… MAGIC! O_O
Love the look of everything, cant wait to buy and play this
PUR3 EP1CN55
Yes, it took a lot of energy to get get all of that built quickly…
Amazing and am i right in saying you teraformed the land that your blasters and motars are on so the creeper had a hard time to build up enough to get over?
Correct. That entire thin wall was something I terraformed.
I have a more tight configuration for that type of build in CW1. It may result in more collectors that really needed at times, but hey, it’s my style.
The ranges and green area distance in game 3 are a little different than in CW1 (to accommodate the terrain differences). This distance in this screen shot is the maximum range for collectors (most of them anyway).
I like the base, especially how fast you managed to apparently construct it.
To ‘move’ a level of terrain higher, does it require more energy?
I think it would be nice if some units (for instance the cannon) got a small range bonus if they were higher than what they were firing unto. Sounds annoying to implement, though.
Moving one cell of terrain one terrain height requires X amount of energy. So moving one cell 5 terrain heights would require 5X energy. It’s all linear costs…
Btw, should there be a unit with some ability of ‘sucking back up’ the anticreeper on the map that’s no longer in use?
If not, all the anticreeper you could get might get stuck in some part of the map you don’t want it – assuming ore deposits are finite like in cw2.
Could the bomber be able to engage vacuum mode as it flies, filling it’s own tanks back up…
Vaccumes may not be needed considering you could just as well terraform the land where the anticreeper is so it slides where you want it to go just like you could with creeper.
Also, we have shields that have already been declared replacements for the CW2 repulsors. They could EASILY push the AC where you want it to go so you don’t have to terraform.
Besides, anticreeper that got sucked up would probably HAVE to be transported back to the Command Node for storage reagrdless of how far away it could be.
And yeah, I don’t see why ore deposits would NOT be finite, unless more deposits meant faster production in compensation for infinite deposits.
So… are ore deposits finite, Virgil?
What would you suggest about dealing with excess AC?
Why do I get the funny feeling that you, Virgil, will dub the Command Node “Command CENTER” when you release CW3 for the world at last? (A bit cliche if you do since a LOT of strategy war conquest games have Command Centers, but it’s still a pretty cool title.)
In my opinion, infinite ore deposits are better (ps: i‘m a turtle-player) because some slow players won‘t be able to play as they like… and a planet resources can‘t be depleted in a hour… it‘s better if after you have extracted a finite number of resources, the ore income goes down at 50-60%
It’s interesting that you should mention that, because in the Starcraft series games, the vespene gas resource is infinite, but after mining so much of it, each shipment of gas brought back lowers in value from 8 to 2 unit’s worth.
Maybe the ore deposits could be infinite, but maybe the packets of ore mined out after a certain long period of time should have less value.
There may be such a unit…. probably. I’ve not totally decided yet, but it is something I have planned to try.
Ore deposits are infinite by default.
If this is the game in alpha, I can’t wait to see all the goodies you have in store for us in the full release.
Also is there a safe way to allow modders to add more ‘stuff’ to the game without reaching the inner source code?
I do plan on allowing mods to units and graphics. And like with all games I’ve done there will be a built in editor for making your own missions and sharing them with others.
Say, is it possible for creeper or anticreeper to pile up in one spot even if their particular piece of terrain is at its highest point?
Yes, terrain has a max height of 10. Creeper has a max height of over 2000.
I just now had an idea. In addition to energy reserves, rate of collection, and unit health, what if units had “rates of energy output” listed on them or something like that? This way, you could balance out energy collection rates and reserves of energy with the rates in which units USE UP energy (including the rate at which energy is used to BUILD them).
I actually have been kind of dying to know exactly how much energy each unit and unit-in-construction used at those times in particular. How does that idea sound?
P.S. I’ll live. 🙂
There will be displays for energy used and produced… likely something I’ll flesh out during beta.
I think he’s looking more for something like total energy demand – the energy being requested by the various units. If you’re already tapped out, energy produced/used are always going to be equal, and can’t tell you just how much you’re exceeding the margin by.
The first 2 games in this series already show TOTAL depletion and deficit of energy when it outweighs the rate of TOTAL collection of energy.
I thought it would help if each INDIVIDUAL unit could tell you exactly how much energy at a time is specifically being used to either build it alone, or power it alone. Sure multiple units can be built or powered at the same time, but if you knew how much usage EACH ONE had, would that help?
Right now, all I know of is the energy usage of the ENTIRE network. I feel like we could narrow it down to the units themselves.
Question: What does “Your Comment is awaiting moderation” mean?
exactly what it says.
it means Virgil or one of the other global moderators will look over your comment for any profanity or other unacceptible material before it is posted on the forum.
All comments have to be manually approved. This is because I get dozens (or more) of spam comments posted each day. I have to go through the list every day and cull out the spam… Angers me every day looking at the junk those bots post.
To the approval method: fair enough, but it must be tough that it has to be manual. That would make it tempting to make an automatic approval software which unfortunately would as such possibly have to be about as self-aware as Skynet from the Terminator series. In that spirit, it is noticeable that we just have to wing it when we must and can.
To the matter of “junk”: I too would be steamed to receive junk if I had something that was agreeably good.
In this case, the CW series is what would be classified as “agreeably good”. And it must bite even harder to receive junk when the series is so high up in greatness.
With all of the approval and disapproval, I must ask: Has that been a way for people to send private messages to you that don’t become publicized like the rest of the comments?
If private messages are unacceptable, PLEASE let me know.
You can join the forum and message virgil that way…
You know, I noticed in the very first clip that after the spore hit the relay and cut off the long supply line, there was actually some creeper from it left over even after the strafer attack. The creeper in question stayed in a teeny tiny little hole nearby and did not evaporate like the rest of the creeper and it was like that for the rest of the clip.
Have you noticed, Virgil? Does creeper sometimes not evaporate at small quantities with those ground accomodations?
Those bits of Creeper were in 1×1 depressions, or similarly small areas. If the Creeper can fill a depression to the sides, it can’t ever evaporate.
This is the same behavior that it had in CW1.
That makes sense. I take it the CW1 behavior was something like, or exactly the same thing in CW2?
Creeper evaporates only from exposed edges (like in CW1). You can use this to your advantage….
“You can use this to your advantage…”
I LOVE the sound of that. In strategy games, one of my favorite things has always been to take advantage of the enemy.
If there is anything else in this game that is connected to the creeper being taken advantage of like that, I would like to hear about it…
I got 2 ideas oh how you got the base up quickly. 1. it was pre-built when you began the game. or 2. something similar to the energy crystals in creeper world 2.
I’m kind of wondering something. In the tutorials for just about every game, online or desktop, there were always indicators separate from the speech bubbles that would point out where to build something, what a unit did, etc. In the “rings of death” custom mission, J (I think) managed to hack the code for the map so destroying an emitter got you 2^31 anticreeper to assist you. Will there be any chance to be able to do something like this “easily” in game 3’s editor? Without triggers, maps can get too boring and simple. Like to punish turtlering, an emitter doubles its strength when five minutes are up and no others have been neutralized. Or emitters spawn out of nowhere after three have been destroyed.
Why should you punish turtlering? if a player wants to finish a mission in 2 hours, the “punishement“ is that he won‘t go to the HOF.
I like the idea of the emitter spawned after three others are destroyed (but it needs some awesome gfx;))
“HOF”? (real quick, what does that stand for?)
Hall of fame (the best times for each mission)
Timed or location based things _may_ be included.
i comment last night… i wake up this morning…and not even 20 hours later this has spammed comments… this game is popular! ^.^
I have a little theory on hpw you got your base upin time 🙂
1. the emmitters didnt start until a few seconds before you took the picture.
2.You had spare resources from a differant mission. I have you all figured out, lol
” I have you all figured out.”
Are you sure about that, sweetdude 64?
For starters, if the emmitters started SECONDS before the pic was taken, they would have to be about 5+ times more powerful than the emitters we saw in the videos. Also, As far as it seems, resources don’t carry on between missions. That would make them too easy.
Considering:
7 minutes and 50 seconds have already expired
The land uncovered by creeper is perfectly flat
The land covered by creeper ahead of the emitters is a rocky, brown wasteland
The creeper around the emitters is too thick to see the ground beneath it
Terp/Terraps, from what the clips depict, cost a lot of packets and there are 15 of them
And it most likely took a while to even out the ground that is unclaimed by the creeper (it took the terp/terrap exactly 1 second to terraform one single tiny little square to one other height level in the first clip, and the map looks pretty big which means thousands squares).
I theorize that the mission appears to have so far been spent building up a resilient base bit by bit and terraforming much of the ground until it was perfectly flat. With rough terrain, I can just tell it took a while to flatten it all.
I say resilient because the clips show Command Nodes starting alone and most likely, the whole map here was rough and uneven before it was controlled by creeper then human forces. Also, the base has noticably grown from what had to be “Call in the Collectors” to “Roll out the Red Carpet for the Reactors” and there are a LOT of reactors.
I know this is a lot of information, but I knew it had to be brought to attention for this matter.
By the way, sweetdude 64, no offense, but for someone who has someone else all figured out, you did kind of use a small piece of theoretical evidence. I’m not calling it inferior, but it probably would have made much more sense with a little more info to back it up. (And don’t tell me that I made an understatement JUST because of my commenting style; I am just THAT highly analytical about big topics like this.)
P.S. take a look at my respone to you at the top of this page, comments 4 and 5. What do you say to that (don’t leave me hanging).
Strong with the force, Virgil is……
Creators either do or practically always should be the strongest when compared to their creations.
Orbital supply drops? (perhaps thats where those storages came from…) I at least hope there will be something like that 😀
I think he set up a bulk head around his base a.s.a.p. the wall gave a little bit of time. Then he moved the bulkhead forward bit by bit.
That’s my theory at least.
That thin wall just north of my Terps was indeed something I built after the mission started.
what about some ore/AC storage? like for the guppies you can switch the storage type before finishing building it
Command Nodes can store a large amount of AC, so they can buffer up the stuff.
Between all of these theories we’re all coming up with, are we all going to receive a fully detailed answer as to “how I got that base up and running before the Creeper flooded the whole map.” as you say at the top of the post?
Coming up with theories is nice, but I somehow think it would be good to know everything after a certain period of time, like say when the next post gets here?
The next blog post will be a video of this mission…
Comforting thought.
I have to admit that I am surprised. I did not expect any of the screenshot blogs to get as much buzz and attention as the posts with clips in them (meaning all the comments). This really does get better and better.
On the terrain height scale of 1 to 10, what are all the different levels that are already present in the pic? and how high are the numbered squares going?
So how much energy does a terp/terrap (are both names going to stick around?) use per square and height level? I thought I saw something about it taking 1 packet for each square and height level, I scrolled through and don’t see anything of the sort.
Each numbered square has a “10” in it, hence they are going up to level 10.
The energy required to terraform a cell is subject to final balancing, so the specific numbers aren’t really important right now. But, it is relatively cheap to move one cell one terrain height.
By the way, how do the commentor’s i.d. pics and animations get decided when no picture belonging to the commentor’s is posted by them?
Don’t get me wrong, I like what we have here as a result of not posting our own i.d. pics and I like the ones posted by the commentors themselves.
I would just like to know how the automatic i.d. picture thing works.
By the way, as to how long each comment has been posted and publicized, how would it be if the timing was in the form of a clock that told the minutes, hours, day months, etc. and seconds chipping away all the while?
https://en.gravatar.com/
You can set your icon on that site. Your gravatar will then carry over on any site that uses them (including this one).
Thanks for the tip. I tried it and as you should see, it worked. I had no dislike for what I had earlier, but I just wanted to try out what you said and see if it would work.
Something I want to see in some game is that there is no command node, but you need relays or some such thing, and these would tell the packets where to go, and collectors would have to go in a “power zone” which looks like some pixels just rising off the ground. (nothing else is effected) and they would draw these pixels to make a packet to send into the system. The hard part is that if it gets to an intersection, it’ll chose where to go at random unless you have a relay to tell it where to go. reactors will make a packet every so often, and you start with a reactor, the best example I can think of is Minecraft’s Buildcraft mod with logistics pipes.
And the relays would make sure that the packets would go to the right spot instead of just going at random. so you could have highway that’s made up of cheaper connectors, but to send it to this blaster, it would need to go to this off-shot and it would know it from the relays. relays would be expensive, to keep you from a whole network of them.
Sounds kinda like a different game… and interesting one, but different.
Yea, I was thinking this would be for Creeper world 4-30. And I just think this would be a fun new way of doing a packet system.
You guys should look into Harvest: Massive Encounter.
what about some warhead type weapons? you can build them only on power zones (the pz is destroyed and no longer offers any bonuses) can shot just once, infinite range (you chose where shot it) and can have a lot of different effects (destroys a lot of creeper, stops or slows down for a few seconds an emitter production, insta-terraform a tight, high wall around a targeted emitter…)
Interesting option for power zones….
What about Transport Drone of some kind? You set in two mortars in it, select location you want it to fly to,drone will fly to that location and mortars will start firing at creeper,when they run out of supply…..two energy storages ( mounted in the drone ) will do they job.
You can do that with a guppy and a mortar already.
what happens if a collector is placed on a pz?
It gets an extended collection range and connection range.
So far in the videos and screen shots of CW3 it’s been difficult for me to tell the height of the ground, especially where there are collectors or creeper (at least compared to CW1). Is that going to change or is it just something you get used to?
You can always mouse over the terrain to get a reading of the height.
*points to the height gauge in the lower right corner of Virgil’s screenshot*
Unique textures per level can make it easier than CW1 actually. And of course there is the height bar that shows the level under the mouse. Once you play and are in the driver’s seat you’ll see what I mean.
wow…scrolling through 50 comments a day and most of them are paragraphs… This is more than a blog, its a novel in progress 🙂
OK i think i will answer a few things…
Virgil- “there are only 10 levels of terrain, but over 2000 levels of creeper” I dont even want to respond to this.. It is too much to think of… I would faint at the sight of this…I will have nightmares tonight XD
to whomever asked- For the creeper that cant expand and is impossible to kill, think of it as a bomb shelter, many hostiles around you, but you will remain unharmed. Virgil- how DO you kill creepr like this? I would think the player would half to terraform the square. This coming to mind, will we be able to terraform land with creeper on it? I thought of another question revolving around terraforming while readsing the comments, instead of lowering and raising terrain, will it be possible to ‘move’ the terrain?
omegatron- all graphics are going to get tweaked.
4XC- i would’ve replied to your comment, but i thought that conversation was done (: what…what exacly do you wan me to know or say to it? u dont ask any questions, u just tell alot of facts and stuff.
4XC- yes there is a private messaging system, i found it one day wandering through the forums.
Virgil- i feel sorry for you and having to read all your spam, but if you have a yahoo, you can set the settings for spam to go to a spam file 😀 that way, consider the spam here your email spam (: lol.
4XC-for the smiley face things, its pretty simple, you’ll learn if you go insta-chat friends… you would learn reaaal fast… trust me 🙂
4XC-(yes, again) I dont include that much info because i consider it to be already to be implied. You write huge page long comments, thats how you roll, and i roll my own way, consider it like this, im left handed, i bet you are right handed 🙂
4XC-(last one, i promise) i would consider you a die-hard fan ;D before i started noticing you, half the comments were me and virgilw, but you take up 75% of the blog! be proud of the rank you rightfully diserve 🙂
well i think i have made this long enough..( just like you, 4XC, i learn from the best XD )
You can’t terraform terrain with Creeper on it.
“the rank you rightfully deserve”, “learn from the best.”
Well you certainly live up to your CW commentor i.d. as “sweetdude 64”. I do so highly appreciate and give thanks for being practically buttered up like that so to speak and have to say some things about what you said.
I though the conversation was done too, but had I not received confirmation about what you thought to what I said, I would have felt like I was taken for nothing but a deviding and conquering critic and since it sounded like such a negative thought, I didn’t think it would suit well to have a reputation like that.
It seemed like you just didn’t want to respond to me in a way that comfirmed whether or not you would uphold your ideas for off screen spores, or drop the whole thing, or even agree to any bit of what I said. I actually laid out those bits and pieces of info so I could collaborate and give input as effectively as possible.
By the way, I did ask one question in that old comment that I said I wanted a response to, but now I see more questions would make comments more “respondable” in a way. All I really think I need was your take/opinion on it. I’ll try to ad more questions later on so the collaboration thing works out better, but for now, no pressure yourself, rest assured.
Comment as you see fit for all it matters to me. when you told Virgil your theory about the pic mission, I had not thought of it being a short response to the matter as much as I did a case speech with a few pieces of evidence, so I felt the urge to pour out as much information and evidence as I though the topic could use.
Again, my thanks for what you said here, and as to how much info you lay out yourself, no pressure, and also, just a little opinion-giving and missed-fact-submitting will do I guess. May as well find out about that as time rolls on, which come to think of it, rolls faster and faster each moment.
really guys (or girls, cus you never know)?, really?
Your Point?
I’ve got two questions. (Sorry if you answered these already but I didn’t see an answer in any of the comments)
(1. What are those tiny numbers in the top center of the screen in a square formation? I can’t figure it out.
(2. I’ve heard plenty about how there will be beta testing later on but I have yet to hear how one would get in to that. Like do you have to pre-order the game and then you’ll get a beta invite when it’s up or something? This has probably been answered somewhere but I must of missed it if it has been
Trouble finding answers when they ARE there? That must bite seeing how much buzz something can get later and later on.
1. Those are terraforming numbers. it looks like he’s making a path at the highest level too. (I think the numbers are the height to get to.)
2. You have to be active and nice. basically, if it seems like you can be a mod for the forums, you might get in. (I think)
Ahh alright thank you for answering my questions sir.
yea, they have both been answered :p
1. that is the terrain that isgetting terraformed with a unit called a terp( the terrain raises or lowers up or down.)
2. You would half to be really helpful in the forums, for example, Ebon_Heart
what happens to a guppy that gets touched by creeper, not the pad the guppy it self, does anything happen to the pad?
My idea is that the guppy will be destroyed and some packets have to go to the pad to build another
resources carried by the guppy will be lost (anti creeper spilling onto the ground to hurt the creeper??)
If the guppy is parked in Creeper it will shortly explode. The pad will rebuild another one, but will be off line while it is building.
virgilw- If there is an upgrade system for units, could new features or ‘textures’ be desined on it? For example, spikes on a force field, or gold shells for a mortar
Good idea!)
I’ve not yet mapped out all of the possible upgrades… but will be doing this soon.
when I zoomed in on the picture I saw some white circles just beyond the wall, though there seems to be a blaster pointing toward all but 1, just above the 3rd blaster from the left.
is that just the end of the explosion graphic?
That’s the end of an earlier explosion. The explosion graphics take a fraction of a second, but the PC barrel can also rotate and fire again in a fraction of a sec.
Are terps effected by powerzones, e.g. faster terraforming, two in one go, longer range, etc?
Yep. Terps get upgrades like faster speed and longer range.
This looking awesome! I can’t wait for the video, and for the game.
Say, what is your thought on an AC sprayer? I know I’ve been vouching for them, but I just think AC right now isn’t important enough right now, if it’s supposed to be an important resource.
i was thinking about this too!
the bomber isn‘t enough!
maybe, if the base hasn‘t enough space to store more AC, it sends it to the weapons that speads it on the ground…
or maybe a weapon that just shots the AC to the nearest creeper pool…
or a mortar upgrade which adds some AC to the normal shell…
there are a lot of options!
Trust me, I’m fighting for it.
Perhaps an AC mine would be a good idea. These would be immobile structures you would build in front of your defenses then charge with AC. When creeper touched them they would disperse the AC they have stored and have to be refilled by a nearby CN. This would give your weapons a small buffer of AC if they coulnt hold off the creeper or if somehow you couldnt get the defenses up in time so you would build these and fill them with AC because presumably they would be pretty cheap, which is why they would be immobile
It would be very nice if you could load mortar shots with AC.
One more unit for the AC will likely be added. What exact form… that’s yet to be totally worked out.
Thanks for all the awesome stuff Virgil! Looks like it is going to be awesome. I love the terraform idea a ton and think that will be an interesting way to change up the game and make defenses.
reading previous comments about ore mines being infinite, and thinking back to creeper world 1’s double down mode, perhaps there could be multiple ways to change the difficulty of the game, like making some ore mines finite or having some emitters more powerful, or offscreen spores, so the difficulty could be adjusted for weaker and stronger players
Here are some more suggestions I came up with in another brainstorm , add yours too everyone 🙂 :
http://knucklecracker.com/forums/index.php?topic=10478.msg75348#msg75348
Virgil Ya Hadn’t Purchased Unity Android/iOs Pro?
Yes, I have pro versions of Unity for desktop and mobile.
I hope V is feeling well. 🙁 that darn cold tends to float around…..
Can the CN move?
Yes, they can all move.
what about an ore synthesizer? it uses a lot of Energy (4-5) to create one ore unit… if you are cut off from the ore deposits and you absolutely need some AC it’s a good choice (in my opinion)
I’m thinking 10-20 is better. But I have no clue. maybe a AC emitter? it costs 200-500 to make, but once made, takes no energy and you can upgrade it to make more AC faster. (EXPENSIVE! Better to make more)
It’ll be hard to keep emitter control balanced. A good example of this is CW2’s dark laser, which way way too OP in my opinion. Making it the emitter conquering resource heavy, and cost lots of energy to make anti-creeper. BUT it’s infinite supply.
Lorewise the energy is necessary to keep the rift open to the creeper abyss
what about a new mission type? engine charge… you have unlimited energy storage and you need to store a lot of energy to open the rift-gate and go to another planet. you haven‘t the nullifier
There will likely be some variation in mission objectives.
What’s up with your ‘exactly’s 4xc’
Also Vkfan do you mind if i add that to the suggestions list?
no problem about it:)
A suggestion that I’m not sure if I have seen before… Each time a emitter is destroyed, have the remaining emitters increase in power/production rate. Since there will be more usable land for building.
That’s a good way to make a mission progressively more difficult. Though, it can create an incentive for deferred destruction of emitters. People would just ‘cap’ them rather than destroying them in sequence.
so i went to a football game tonight. When i was coming home, i thought about a football bonus map in CW3 😀
After thinking about this, i wondered, will there be double down mode in this version?
There may be a difficulty modifier that increases or decreases the emitter levels in some missions…
What if you can “edit” 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.
I think that when you destroy a enemy structure, it should release a huge wave of what it’s 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 it’s at 50% it’ll send out 100%, if at 20% it’ll send out 40% of the normal size) and an emitter will emit double the creeper, other stuff will do much the same.
It’s amazing how now we can build terrain!
Is there ever going to be a mission with just support towers I believe there now called? That all you use is the laser building I saw in outer videos?