143 Responses

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  1. jim
    jim August 19, 2012 at 10:13 am |

    first and gj so far ๐Ÿ˜€

  2. TrickyDragon
    TrickyDragon August 19, 2012 at 10:18 am |

    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 ๐Ÿ˜€

    1. 4xC
      4xC August 22, 2012 at 11:11 am |

      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.

  3. jim
    jim August 19, 2012 at 10:23 am |

    What if you can โ€œeditโ€ 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.

    1. Fernando Dallabeneta
      Fernando Dallabeneta August 19, 2012 at 6:32 pm |

      Levelling up by exp would be nice!

  4. hindos
    hindos August 19, 2012 at 10:29 am |

    Mystery revealed ๐Ÿ˜€

  5. hindos
    hindos August 19, 2012 at 10:30 am |

    Also a sort-off version of my no-fly steam creeper zone is implemented; so that’s awesome ๐Ÿ˜€

  6. Itssnowing
    Itssnowing August 19, 2012 at 10:31 am |

    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?

  7. cooltv27
    cooltv27 August 19, 2012 at 10:31 am |

    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”?

  8. jim
    jim August 19, 2012 at 10:32 am |

    What about a ground exclusion unit?

  9. sweetdude 64
    sweetdude 64 August 19, 2012 at 10:41 am |

    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?

  10. Lance
    Lance August 19, 2012 at 11:27 am |

    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.

    1. Lance
      Lance August 19, 2012 at 11:28 am |

      I apologize. I just noticed the comment above about range indicators. ๐Ÿ™‚

    2. sparten57
      sparten57 August 19, 2012 at 12:47 pm |

      I think that Virgil was thinking the same thing as you, and that’s why he added the Air Exclusion Tower into the game.

  11. Lumarin
    Lumarin August 19, 2012 at 11:39 am |

    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

  12. Jasvinderm
    Jasvinderm August 19, 2012 at 11:45 am |

    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 ๐Ÿ˜€ keep teamwork between units and an economy!

  13. Vkfan
    Vkfan August 19, 2012 at 12:14 pm |

    Cooooool!!! the AET is a fantastic idea (and the syphon is better than just store the cristals like in cw2)… good job:)

  14. sparten57
    sparten57 August 19, 2012 at 12:44 pm |

    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)

    1. Jasvinderm
      Jasvinderm August 19, 2012 at 12:55 pm |

      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.

  15. FreeER
    FreeER August 19, 2012 at 12:47 pm |

    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.

  16. jimlad 42
    jimlad 42 August 19, 2012 at 1:02 pm |

    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 itโ€™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 itโ€™s at 50% itโ€™ll send out 100%, if at 20% itโ€™ll 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.

  17. Tzen003
    Tzen003 August 19, 2012 at 1:26 pm |

    Wow, this looks so good! Can’t wait to see the finished result!

  18. hindos
    hindos August 19, 2012 at 1:36 pm |

    Will the no-fly zone also come in circular , other shapes? Is the size configurable?

    1. cooltv27
      cooltv27 August 19, 2012 at 5:16 pm |

      probably, hopefully, yes

  19. Kurt
    Kurt August 19, 2012 at 5:26 pm |

    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!

  20. anon
    anon August 19, 2012 at 7:11 pm |

    At first I was like ๐Ÿ™‚ and then I was like ๐Ÿ˜€ 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.

    1. Bob
      Bob August 20, 2012 at 10:18 am |

      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.

  21. JohnyB
    JohnyB August 20, 2012 at 12:21 am |

    Soory for dumb question but, what Syphon unit does? My sound is kinda ” Broken ” so i couldnt hear what Virgil sayd

    1. cooltv27
      cooltv27 August 20, 2012 at 10:01 am |

      you place it on crystals and it extracts the energy from them

  22. crazyone76
    crazyone76 August 20, 2012 at 4:43 am |

    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?

  23. weekendgamer
    weekendgamer August 20, 2012 at 5:26 am |

    It would be interesting to know how the people lost wireless packet techlology

  24. Fernando Dallabeneta
    Fernando Dallabeneta August 20, 2012 at 8:25 am |

    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?

  25. billy
    billy August 20, 2012 at 9:09 am |

    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.

  26. jimlad 42
    jimlad 42 August 20, 2012 at 9:37 am |


    Jimlad 42:

    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 โ€œpower zoneโ€ 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, itโ€™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 Minecraftโ€™s Buildcraft mod with logistics pipes.

    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.

  27. jimlad 42
    jimlad 42 August 20, 2012 at 9:40 am |

    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.

  28. JohnyB
    JohnyB August 20, 2012 at 11:13 am |

    This is so awesome ๐Ÿ˜€ !!!!!!! Building bridge to get past ” creeper river ” is very nice!! I can already imagine custom maps like-Rebuild the Bridge,Get to another side….

  29. Bigd
    Bigd August 20, 2012 at 1:05 pm |

    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

    1. 4xC
      4xC August 24, 2012 at 11:09 am |

      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?”.

  30. sweetdude 64
    sweetdude 64 August 20, 2012 at 3:41 pm |

    virgilw- have you ever thougt about weather/heat patterns for this game? some missions colud be raining, some missions could be night.


    virgilw:

    Not just โ€˜peopleโ€™โ€ฆ.

    Spoiler alert ๐Ÿ˜€
    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!!

    1. JohnyB
      JohnyB August 21, 2012 at 1:06 am |

      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. ”

  31. cooltv27
    cooltv27 August 20, 2012 at 4:57 pm |

    at the top is says
    a good old fashioned ground assaultโ€ฆ just like Grand Pappy used to command!

    is grand pappy admiral abraxis?
    cause he used to command ground assaults

  32. Doggxs
    Doggxs August 20, 2012 at 5:10 pm |

    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”.

  33. James
    James August 20, 2012 at 6:08 pm |

    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.

    1. Lurkily
      Lurkily August 21, 2012 at 2:37 pm |

      Projectiles simply are not fired into the AEF. If one were to glitch its way in, I suspect it would hit as normal.

  34. Katra
    Katra August 20, 2012 at 9:34 pm |

    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.

    1. 42ah42
      42ah42 August 21, 2012 at 5:34 pm |

      He makes vids to show possible tactics and specific gameplay elements, not necessarily the absolute best strategy.

  35. jim
    jim August 21, 2012 at 7:43 am |

    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.

  36. 10ebbor10
    10ebbor10 August 22, 2012 at 2:50 pm |

    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.

    1. anon
      anon August 22, 2012 at 3:58 pm |

      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.

    2. me_me_me
      me_me_me August 23, 2012 at 3:04 am |

      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. ๐Ÿ˜€

      1. 4xC
        4xC August 24, 2012 at 11:16 am |

        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?

  37. Vkfan
    Vkfan August 23, 2012 at 9:54 am |

    maybe virgil could set a new type of enemy: inside his action range you canโ€˜t terraform

    1. Victor
      Victor August 23, 2012 at 12:11 pm |

      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.

    2. anon
      anon August 23, 2012 at 5:17 pm |

      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.

      1. Vkfan
        Vkfan August 24, 2012 at 3:40 am |

        if the aoe stops everything with such a big range, you canโ€˜t nullify…
        if you reduce the range, itโ€˜s just useless

        1. anon
          anon August 24, 2012 at 11:01 am |

          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.

      2. Vkfan
        Vkfan August 24, 2012 at 6:39 am |

        sorry, i meant aet

  38. Cohiba
    Cohiba August 23, 2012 at 1:45 pm |

    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.

    1. crazyone76
      crazyone76 August 25, 2012 at 4:25 am |

      1 word my friend
      R.A.T. 9 + hard white mousepad
      owait thats more

  39. sweetdude 64
    sweetdude 64 August 23, 2012 at 6:52 pm |

    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 ๐Ÿ™‚

  40. Trauer
    Trauer August 23, 2012 at 7:14 pm |

    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

  41. 4xC
    4xC August 24, 2012 at 11:38 am |

    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.

  42. 4xC
    4xC August 24, 2012 at 11:43 am |

    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.

  43. 4xC
    4xC August 24, 2012 at 3:08 pm |

    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.

  44. 4xC
    4xC August 24, 2012 at 3:20 pm |

    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?

  45. 4xC
    4xC August 24, 2012 at 3:37 pm |

    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.

  46. 4xC
    4xC August 24, 2012 at 3:44 pm |

    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?

  47. 4xC
    4xC August 24, 2012 at 3:52 pm |

    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.

    1. jim
      jim August 25, 2012 at 12:57 pm |

      id say 50 if thats not too much ๐Ÿ™‚

      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 ๐Ÿ™‚

      1. 42ah42
        42ah42 August 26, 2012 at 10:54 am |

        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.

  48. seenoPymn
    seenoPymn September 4, 2012 at 12:23 am |

    That was quite immature

  49. mbt
    mbt July 3, 2013 at 12:16 pm |

    It is the players’ dream function.

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