We now have auto-launching, and retargeting strafers. Can we tell a strafer that’s patrolling to return to base to reload without having to completely empty it’s ammo?
Its be done in other games like for example: Tiberian Sun. In it, the air units with limited ammo supplies could be called back before emptying their payloads and both sides had this ability.
This game is looking so good. I love the idea of Digitalis(sp?) spreading across space. Perhaps Digitalis will become a creeper “highway” increasing the speed at which creeper spreads. Looks so good. Can’t wait for more( Or the game, that would be awesome too)!
Well, now I’m disappointed that it wasn’t a special, space invaders shaped, map.
Anyway, this looks interesting. For one, as someone already said, it shows that digitalis does not carry the creeper. I would like virgil to rethink that, but it’s still awesome nonetheless.
It seems that the digitalis is expanding out in such a way that it is making paths, perhaps paths over ground that used to be there.
Now, a question that I’ve had for a while: How common are levels with areas that have no ground going to be? It is an interesting idea, but I wouldn’t like to see too much of it. I only ask because, with the exception of last week, I can’t remember the last time there was a level without this.
DestinyAtlantis(The Lord of Darkness)October 28, 2012 at 4:01 pm | Permalink
Well, there was the time he introduced energy, ore and anti-creeper packets transfered with the guppy, there was the time when he introduced guppy mining(and that you need a lot stronger creeper emmiter than 20 in a small island to go through the gap, with those islands), there are other times with islands.
DestinyAtlantis(The Lord of Darkness)October 28, 2012 at 3:58 pm | Permalink
Actually the digitalis doesn’t carry the creeper at all, in the previews youtube video, virgil said that the creeper doesn’t die when it is really really thin, when it is on digitalis, and that is the reason it spreads faster. It’s just not dying and it continues to crawl without dying, while the non-digitalised creeper just dies when it’s <0,01, so it spreads slower.
CosmoxanderOctober 28, 2012 at 3:59 pm | Permalink
The more i watch these videos and pictures, the more reason i get for wanting to play CW3. It would be more challenging if the creeper could use the digitalis like some sort “highway” like Kingly said.
Only because we can’t see any creeper on the digitalis above the void, doesn’t mean that digitalis won’t carry it over there. Personally i think Virgil put it there on purpose so the creeper wouldn’t need to be as dense, as it would need to be to go over non digitalis void. The reason there is no creeper on it in this picture might just be, that the creeper didn’t get enough time to grow dense enough, in which case it might still be a question of balancing.
as a suggestion
could you make it so digitalis spreads up terrain slower and down it faster, slower up because it would have to crawl, faster down because it can fall
That would make a lot more sense if the layout of the level was actually horizontal like in 2. Although gravity manipulation would be nice.
I also think that since it takes currently NOTHING OTHER THAN BUKU creeper to escape isolated land and spread on open space, a digitalis bridge between the lands would be interesting to look at.
Digitalis would logically spread the creeper. Just because a thin layer of creeper won’t evaporate on it doesn’t mean that a huge flood of creeper couldn’t flow down those digitalis pathways. Obviously creeper can flow over it, so there’s no reason why digitalis wouldn’t ‘spread’ more than just a thin layer of creeper. The demo video posted earlier was not the best to wittness the transport capabilities of the Digitalis since the creeper was allowed to flow freely anyway.
This map would be similar to tiny thin strips of land between the sky islands, providing a creeper ‘highway’ but no room for players to advance on those same highways.
The screen shot shown above doesn’t show creeper flowing off the digitalis onto the sky islands, but I would say that is the result of not enough creeper building up or having enough time to properly flow out to these areas. My comment is purely my own speculation though, digitalis may or may not actually be able to transport large amounts of creeper. In the screenshot, it appears that the player has the creeper mostly subdued, and the digitalis expanses are merely hindering player colonization of the islands it covers. And maybe that’s all it will do. Again, just my speculations.
It appears that Digitalis doesn’t _carry_ creeper, since it does not spread on the other islands.
If it should be the case that Digitalis _does_ carry a small amount of creeper, just not enough that it “leaked” from it, it might aswell _not_ carry creeper, since it does not make any difference.
Although I might be completely wrong if Digitalis on this level is not groing on the ground, but on some level above it, so that it also grows above the pool of creeper in the middle, and creeper will only start to spread along the Digitalis-bridges, if it rises another level or two. (Which it won’t anymore, thanks to the mortar and pc on the upper left corner of the emitter island.)
In the last game, they mentioned some kind of dark alternate reality, I think the Nexus Magnus – which is what I have decided to call the big brain behind the Creeper at large – draws power from this dimension in an area it wants to take over, then grows an emitter from this power.
That makes sense. As to Nexus Magnus, that sounds like a good idea for a final boss of CW3, and hopefully, at least one sub-boss can be something like NM’s second-in-command I call the “Omega Nexus”. It would probably be the most powerful of all combined structures or just a super nexus with only NM being superior.
This game is looking better and better every week. I was a huge fan of both the previous games and additions such as the digitalis really opens the door for some great maps.
Can the digitalis facilitate the flow of creeper across space? For example if there were emitters on some of the islands would their creeper be pushed across the voids by the digitalis or would the creep simply stay on that island?
Ok can we all go back to last week and re-listen to what virgil has said -.- Im pretty sure i understand it.
Think about it like this, ifthere is digitalis, there will most likely be creeper on it. If there is 1 creeper. Just one. It can spread 100 pixels (from what have seen.) If there is a large group of creeper, it will not be ‘carried’ it wil simply go to wherever it happens to. Of course, I might be wrong, there is always a possibility that people are wrong. But im saying this is 99% most likely 😉
this gives me crazy idea: what if you could upgrade the range of the connections between buildings? or maybe the map editor could have a way to change the distance things can be placed from one another? i think that would be sorta cool, but prolly very hard to implement.
It does limit the economy strategy Lurkily and I once debated over many weeks ago. I suppose I can’t complain because it was a bit frustrating for me to have limts on the economy like the positions and connection distance.
I think there should be a thing where the digitalis acts as a sort of creeper network, much like the one the people have. And when they touch, they send packets out to turn the other into one of the enemy buildings, and then the damaging packet network will go beyond that and to the ones connected: Anti-creeper digitalis, and shutting down buildings respectively. technical warfare and standardized warfare, the Creeper is getting more advanced in its desperation to kill its enemies.
Ergo, there is no reason to build them on this map. I wonder though if strafers will be the only units that can harm digitalis on the void?
If it is, I respect that since CW2 blasters were the only units that caused direct harm on drones when there would be no AC or Dark Beams.
I also wonder if digitalis receives minimal harm from AC like the CW2 drones did, and if digitalis will have varying amounts of health, terrain height limitations, and/or growth speed?
I don’t know what youre looking at. The only things i can see, on which youre description would work are the impacts of the blasters or the two guppies.
ninja awsomeOctober 30, 2012 at 5:06 am | Permalink
I’m on about the white bit near and in the infastructure
Seems like a valid, albeit energy-costly, strategy to me. Alternatively, you could simply increase the number of aircraft you use.
Anyway, subject to digitalis’ re-growth rate, coordinating Bertha and aircraft to take out large amounts of creeper can become really tricky in order to be successful.
Also, the Bertha strategy would only work if you have one bertha firing on each emitter connected to the digitalis network or each choking point to actually “deactivate” (for want of a better word) the digitalis. Dunno if that’s worth the trouble, but I guess it depends on the situation and most of all on your favourite way to play.
Okay, let’s settle this white/converted digitalis stuff once and for all.
That white area below is where digitalis can go if it is not being blocked by our weapons. It is not converted digitalis. I suggest you do what I did and copy the image, save it to your image collections on your computers, open it through images there, and zoom in on the area. Believe me when I say, you will see the circles there like at the top and everywhere else the digitalis has yet to cover if it ever gets past the weapons blockades.
In addition: I am beginning to think each commentor ought to have displayed the number of comments posted ever on this blog and the number onder each subject depengin on which post so that it is easier to know who is getting the answers and who is still asking or something along those lines because although forgetfulness overtime is tolerable, I take it, it does not need to happen too soon.
He should also implement a system where you will be alerted to someone responding to your post, so you don’t have to constantly have to sift through the comments like I do everyday.
My opinion is that blog responses are mainly for Virgil’s benefit, not ours – meant to be a response to the post, not really a discussion forum. If you do have difficult or complex ideas to convey, the forum is perfect for that.
That being said, I don’t think it’s necessary to try and ‘mark’ people as being unreliable or reliable sources. Anybody who is really interested will figure out what’s accurate and what’s been rebuffed just by reading.
Exactly the point I tried to make. Knowing who responded to your comment and how many comments overall have been made since the last visit is pretty crucial.
I’m using Google Chrome. I simply use ctrl+F and type in “hours”. On the scroll bar, it’ll highlight anywhere on the page that has that word. Makes finding recent comments a lot easier.
The only problem is it doesn’t easily distinguish between 23 hours ago that I’ve already read and 2 hours ago that I might not have. But it’s the most efficient method I’ve seen.
The strategy I use when making repeat visits is to jump to the bottom of the comments, and then scroll up to find the newest ones in each….well, thread I suppose is the best way to describe them.
When I look for new comments, I start at the top and scroll down for any replies to older comments. And I check for totally new comments at the same time as I scroll down.
This way, I see what new replies have been made in addition to what new comments have been made without missing ANYTHING.
Lately, I have been trying to make a habit of remembering the number of comments and replies that was on the post and subtracting that from the number I see on the next visit so that I know how many to look for.
I still wish there was an easier way to keep track of these things that would probably be implemented into the blog site itself, but I have no compunction against living with this current compromise to keep track manually.
Maybe you should try sending a PM on the forum site. If you isolate your requests and questions with that, maybe chances for a response will be less slim. I don’t know that for sure though.
Why Unity? None of the previous web-based flash games were Unity. Unless it’s the kind of Unity that doesn’t require the Unity Player to run… Which may or may not even exist.
I suppose I don’t read the forums though, maybe something was said there.
Adobe Air, which is what Virgil used for CW2 and CW, ultimately became a liability due to its relatively poor performance. As a consequence, Virgil decided to switch to Unity for CW3.
As far as I know, any web browser version of CW3 will require the Unity web player.
Only if the game is built with the engine, as CW3 is.
Also, I don’t have this picture on the forum because I put this one in Gravatar quite some time ago, but never bothered to also make it my avatar on every forum I’m on.
maybe so, maybe not. Know that the layout of 1 and 3 are very similar and that layout could be depicted as the only one necessary for evermore. Besides the evermore maps for 1 are a lot simpler than the later 2 games are designed.
Also, there’s the chronom and code missions for 1 and 2. Since 1’s chronom missions depend on the date and 2′ code missions depend on typing combinations, complexity, and size, both may have limits.
But evermore cannot last forever and it has a new map for each day. I think it is possible that there are too many combos in chronom and code for evermore to ever have more maps than. I could be wrong about that, but it is only a possibility.
Evermore is based on the same random map generation engine as Chronom is, and so has the same potential range of maps. Since that amounts to 3.65 million maps, Evermore will not start to repeat for quite some time to come.
CW2 code missions, on the other hand, have a much higher map variety, available, and I believe it is on the order of billions of maps.
I don’t see why Creeper World 2 should be allowed to get two Evermores.
ninja awsomeOctober 31, 2012 at 5:41 am | Permalink
Oh um 4xc there is a website I go on called sploder and you can make your own games. I was wandering that if you have an account send ninjaman1234 a request. The website is http://www.sploder.com
actually, I do not have an account there, but since you introduced me to the site, that may be subject to change. I do have an account on Addictinggames.com that I really have to pick up management progress on.
Problem is, on addictinggames, a lot of the games there I have been able to play on a bigger, faster computer owned by a relative of mine in town are games I cannot play so well using my Toshiba Laptop thanks to slowness of the laptop itself.
Note to self: start making moolah for personal home CPU that has a faster processor, or find someway to get faster processing on the laptop. Most likely, I will take door number 1.
With the vast densities (depths) of creeper required to push into void, I think that using a player shield to generate that density is unlikely – the shield will only displace as much creeper as it can reach, but can’t push it to higher densities than the creeper that exists on the map can achieve.
I also think that creeper would encroach upon, and destroy a shield, before the depths of creeper required could build up. So a shield will probably not be useful in driving creeper beyond that point, except in rare cases.
Rare cases meaning that there is a unit that is like a shield that pushes creeper back over the void that never appears in more than one scenarion in the story? 🙂 (Part joke, part question: what sort of rare cases?)
He is saying that pressure is only achievable with multiple shields if at all possible because from what I can tell for each layer of creeper it pushes approximately 1 “tile” (I say tile for lack of a better term) towards the shield.
When using large numbers of Repulsors in CW2, you could concentrate Creeper to a density much higher than might be found elsewhere on the map. Stacking shields could produce similar results.
My Bertha comment above gave me an idea I think deserves a new post:
Another viable strategy to cut off digitalis would be to send some pc’s right on top of the choking points. Unless, and here is my idea, digitalis does increased damage to player structures (as compared to creeper). I’d even go as far as instant destruction of weaponry. Thus digitalis would become quite a force to deal with, without any increased creeper-carrying capabilities.
Additionally, giving your units anti-digitalis-armor could be a major upgrade you have to unlock/buy/in-what-ever-way-the-upgrade-system-is-going-to-work-this-time-around.
If digitalis destroyed structures immediately on contact, it would be harder to nullify emitters and Digitalis would be comparable to CW2 drones in a sense that they too destroyed all structures on immediate contact(except for shield when they had lower health).
Perhaps digitalis could have different health values. At this point, I think we are taking an approach to Digitalis that is similar to the CW2 drones.
Of course this would work. If you have the room, which might not be the case every time. Especially when you try to cut off digitalis close to emitters.
My post was connected to to a discussion above, about using Bertha to cut off digitalis right at the emitter.
I think it would be neat if rather than destroying your structures the digitalis could hack into them, and that could have various effects from simply shutting down your structures to turning them against you. Or perhaps making them become weak creeper emitters, though that doesn’t really fit with the lore nicely.
Fun to think about all the different potential uses for digitalis there are. I wonder how it will be upon release.
I would agree with that and I support the idea of the digitalis affecting our structures. Perhaps the structures could have a “firewall” that the digitalis would have toget through and once it did maybe it would – 1 turn against you and fire at anti creeper and other structures, 2 if not that make the weapon more vulnerable to creeper, 3 maybe shut the weapon down/ drain its ammo- all of these ideas would revovle around the following ideas (but ofc- 1 creeper still damages these structures, 2 the firewall would last 1/2 as long as the weapons health, 3 the digitalis would also damage structures, and 4 when both digitalis and creeper are damaging structures they get destroyed twice as fast.
Link? I tried following the only release date thread that I found.
It had about 99% off topic posts, with the only general mention of anything related to release dates in the first and second posts.
What I gathered from the thread was expect it before the end of the year, though that’s not necessarily a reliable answer. I’m still hoping to treat myself on Christmas by buying all the creeper world games, so hopefully it’s released by then. (I’ve only played the demos and online versions)
What if the digitalis lowered the “viscosity” of the creeper surrounding it, allowing it to flow faster along the digitalis paths? This could have a similar effect to the previously mentioned phenomenon of digitalis generating creeper, namely a mechanism for having “thick” creeper quite far removed from the emitters.
It dosen’t generate Creeper, it just takes away the Creepers’ handicap of evaporating under low pressure, and therefore allows the Creeper to spread along with it.
digitalis is kind of the opposite of the CW2 forcefields ( I think thats it) The green arrow things that go from 1-4 intensity. In the middle was a square force field that held the creeper in place. Digitalis is basicly the opposite of that.
It is in a way opposite, the square fields held pixels of creeper at higher densities, not allowing them to spread as easy. Its basiclly increased friction on the liquid(there is a word for it, but i forget…) The digitalis makes it much easier to spread.
On another note, I agree digitalis should be a 1 hit kill BUT only to stuff that is already a 1 hit kill like relays or reactors.
Lastly- I would like to see more spores or creeper flying menaces in the upcoming future 🙂
Lastly er- Will we be able to upgrade units individually?
Lastly est- what will be the shield system in CW3
Finally- It always bugged me for a very small amount of creeper barely touching a structure to damage it as much as 10 000 creeper could overwhelming it. Will this possibly be differant in game 3?
ninja awsomeNovember 3, 2012 at 8:32 am | Permalink
Idea time. This is ninja man reporting an amazing idea given to me by a friend at school. Command nodes if they have to much anti creeper could emmit it out of the cn. Idea2. There could be a ac storage unit if you have loads but to many bomers so you can sort it out
Looking better and better… Can’t wait!!!
ooh what is going on here?
We now have auto-launching, and retargeting strafers. Can we tell a strafer that’s patrolling to return to base to reload without having to completely empty it’s ammo?
We could do that for a long time.
Its be done in other games like for example: Tiberian Sun. In it, the air units with limited ammo supplies could be called back before emptying their payloads and both sides had this ability.
Bob, when did we learn that we could recall them prior to depletion of ammo?
Last Video it was clearly Visible
I must have missed that. I’ll rewatch after I get out of class.
I concede my question to Bob and TrickyDragon’s superior observations. There was a button to have the strafers return to base.
Unless it was an unwanted bug to work out. Or maybe it is possible and it was not specifically said thus making it an implication.
Sometimes, laying out all possibilities, absurd or otherwise, seems like the best thing to do at times like this.
In past videos, when he would select the strafers or bombers, you could see a return to base option.
I never noticed it prior to my most recent watching of last week’s video.
Looks like the digitalis can’t take creeper with it through space.
Called it!
This game is looking so good. I love the idea of Digitalis(sp?) spreading across space. Perhaps Digitalis will become a creeper “highway” increasing the speed at which creeper spreads. Looks so good. Can’t wait for more( Or the game, that would be awesome too)!
yay! this is gonna be awesome in the end.
While the creeper is spreading using the Digitalis, can it leave and spread further when the Digitalis reaches land?
The digitalis should be able to carry creeper across those gaps and spread it to other asteroids.
Digitalis doesn’t “carry” creeper, it only protects it from dying from too little creeper at 1 place(<0,01)
Yeah, but it SHOULD be able to is what Saneman(and I) is saying.
I agree, it should be able to carry it across the voids
I fourth that motion.
Fifth
I too think that would be a good idea.
Well, now I’m disappointed that it wasn’t a special, space invaders shaped, map.
Anyway, this looks interesting. For one, as someone already said, it shows that digitalis does not carry the creeper. I would like virgil to rethink that, but it’s still awesome nonetheless.
It seems that the digitalis is expanding out in such a way that it is making paths, perhaps paths over ground that used to be there.
Now, a question that I’ve had for a while: How common are levels with areas that have no ground going to be? It is an interesting idea, but I wouldn’t like to see too much of it. I only ask because, with the exception of last week, I can’t remember the last time there was a level without this.
Well, there was the time he introduced energy, ore and anti-creeper packets transfered with the guppy, there was the time when he introduced guppy mining(and that you need a lot stronger creeper emmiter than 20 in a small island to go through the gap, with those islands), there are other times with islands.
Guppies weren’t harvesting, those were harvesters, which have since stopped existing all together.
In exchange for guppies that could carry ore after it has been mined.
Which is still an awesome idea.
True.
Actually the digitalis doesn’t carry the creeper at all, in the previews youtube video, virgil said that the creeper doesn’t die when it is really really thin, when it is on digitalis, and that is the reason it spreads faster. It’s just not dying and it continues to crawl without dying, while the non-digitalised creeper just dies when it’s <0,01, so it spreads slower.
The more i watch these videos and pictures, the more reason i get for wanting to play CW3. It would be more challenging if the creeper could use the digitalis like some sort “highway” like Kingly said.
You mean the bridge over space thing? Quite a few of us seem to be expecting that.
Only because we can’t see any creeper on the digitalis above the void, doesn’t mean that digitalis won’t carry it over there. Personally i think Virgil put it there on purpose so the creeper wouldn’t need to be as dense, as it would need to be to go over non digitalis void. The reason there is no creeper on it in this picture might just be, that the creeper didn’t get enough time to grow dense enough, in which case it might still be a question of balancing.
as a suggestion
could you make it so digitalis spreads up terrain slower and down it faster, slower up because it would have to crawl, faster down because it can fall
That would make a lot more sense if the layout of the level was actually horizontal like in 2. Although gravity manipulation would be nice.
I also think that since it takes currently NOTHING OTHER THAN BUKU creeper to escape isolated land and spread on open space, a digitalis bridge between the lands would be interesting to look at.
what does BUKU mean?
a lot
Or it could spread the way fire does – quickly uphill and slowly downhill.
Digitalis would logically spread the creeper. Just because a thin layer of creeper won’t evaporate on it doesn’t mean that a huge flood of creeper couldn’t flow down those digitalis pathways. Obviously creeper can flow over it, so there’s no reason why digitalis wouldn’t ‘spread’ more than just a thin layer of creeper. The demo video posted earlier was not the best to wittness the transport capabilities of the Digitalis since the creeper was allowed to flow freely anyway.
This map would be similar to tiny thin strips of land between the sky islands, providing a creeper ‘highway’ but no room for players to advance on those same highways.
The screen shot shown above doesn’t show creeper flowing off the digitalis onto the sky islands, but I would say that is the result of not enough creeper building up or having enough time to properly flow out to these areas. My comment is purely my own speculation though, digitalis may or may not actually be able to transport large amounts of creeper. In the screenshot, it appears that the player has the creeper mostly subdued, and the digitalis expanses are merely hindering player colonization of the islands it covers. And maybe that’s all it will do. Again, just my speculations.
It appears that Digitalis doesn’t _carry_ creeper, since it does not spread on the other islands.
If it should be the case that Digitalis _does_ carry a small amount of creeper, just not enough that it “leaked” from it, it might aswell _not_ carry creeper, since it does not make any difference.
Although I might be completely wrong if Digitalis on this level is not groing on the ground, but on some level above it, so that it also grows above the pool of creeper in the middle, and creeper will only start to spread along the Digitalis-bridges, if it rises another level or two. (Which it won’t anymore, thanks to the mortar and pc on the upper left corner of the emitter island.)
Please tell me if I’m right one or the other way!
So THIS is how the creeper managed to spread across the galaxies…
Except it does not allow creeper over empty space yet.
I think the emitters grow on planets, they DO after all look like flowers.
One question remains: How do emitters originate? We don’t see how they are seeded or spawned.
In the last game, they mentioned some kind of dark alternate reality, I think the Nexus Magnus – which is what I have decided to call the big brain behind the Creeper at large – draws power from this dimension in an area it wants to take over, then grows an emitter from this power.
That makes sense. As to Nexus Magnus, that sounds like a good idea for a final boss of CW3, and hopefully, at least one sub-boss can be something like NM’s second-in-command I call the “Omega Nexus”. It would probably be the most powerful of all combined structures or just a super nexus with only NM being superior.
I don’t think killing the top commanding mind of all the Creeper would be a good final boss, as that would leave no room for sequels
Ah, now the REAL threat of digitalis is now apparent. Very nice.
This game is looking better and better every week. I was a huge fan of both the previous games and additions such as the digitalis really opens the door for some great maps.
Can the digitalis facilitate the flow of creeper across space? For example if there were emitters on some of the islands would their creeper be pushed across the voids by the digitalis or would the creep simply stay on that island?
Ok can we all go back to last week and re-listen to what virgil has said -.- Im pretty sure i understand it.
Think about it like this, ifthere is digitalis, there will most likely be creeper on it. If there is 1 creeper. Just one. It can spread 100 pixels (from what have seen.) If there is a large group of creeper, it will not be ‘carried’ it wil simply go to wherever it happens to. Of course, I might be wrong, there is always a possibility that people are wrong. But im saying this is 99% most likely 😉
So what you’re saying, is that the digitalis facilitates the creeper’s free flow, but does not actively transport it?
. . . . . . seems plausible.
In that case, it could do all that and still have the ability to bridge islands and other isolated land masses for creeper to spread onto.
woah, I just realized this! You increased the range of relays and collectors, didnt you 😉 thank-you-for-making-my-night!
this gives me crazy idea: what if you could upgrade the range of the connections between buildings? or maybe the map editor could have a way to change the distance things can be placed from one another? i think that would be sorta cool, but prolly very hard to implement.
Indeed. Clearly, two structures fit in between two to collectors now. Neat!
It does limit the economy strategy Lurkily and I once debated over many weeks ago. I suppose I can’t complain because it was a bit frustrating for me to have limts on the economy like the positions and connection distance.
I think there should be a thing where the digitalis acts as a sort of creeper network, much like the one the people have. And when they touch, they send packets out to turn the other into one of the enemy buildings, and then the damaging packet network will go beyond that and to the ones connected: Anti-creeper digitalis, and shutting down buildings respectively. technical warfare and standardized warfare, the Creeper is getting more advanced in its desperation to kill its enemies.
OK am i seeing things or is part of that digitalus being converted?
Unless you point out where it is specifically being converted, I will easily agree that you are seeing things.
Even if it is, what good would it do (aside of potentially bridging AC across empty space if that gets implemented)?
Neither. The grey area you see is most likely the areas in which Digitalis can occupy but has not yet grown to.
That’s right, anon.
We have a release date?
Check the release date thread on the forum.
The logical extension of Digitalis. Lattice bridges through space which can harm and hinder the player’s forces. A very nice feature.
I also notice a distinct lack of bombers.
I wonder…if Strafer craft can attack Digitalis in vacuum. It appears that the Pulse Cannons can.
I didn’t see any Ore on the map, which would mean the bombers wouldn’t have any ammunition.
Ergo, there is no reason to build them on this map. I wonder though if strafers will be the only units that can harm digitalis on the void?
If it is, I respect that since CW2 blasters were the only units that caused direct harm on drones when there would be no AC or Dark Beams.
I also wonder if digitalis receives minimal harm from AC like the CW2 drones did, and if digitalis will have varying amounts of health, terrain height limitations, and/or growth speed?
Um i dont know if anyone brought this up but at the bottom there was like a white digital shape. What was it?
I don’t know what youre looking at. The only things i can see, on which youre description would work are the impacts of the blasters or the two guppies.
I’m on about the white bit near and in the infastructure
I think that’s space the digitalis is capable of growing.
It is.
Tell him, not me.
Never mind, that was stupid.
Can the digitalis be harmed by Berthas? Seems an awfully simple way of cutting it off at the source.
And well overpowered too.
Only, Berthas can only fire so fast, plenty of time for the digitalis to grow back.
So even if they could harm digitalis, 42ah42, what would be the point? I say there is none.
Have the bertha firing on the emitter with air support clearing out other digitalis while it can’t heal.
Seems like a valid, albeit energy-costly, strategy to me. Alternatively, you could simply increase the number of aircraft you use.
Anyway, subject to digitalis’ re-growth rate, coordinating Bertha and aircraft to take out large amounts of creeper can become really tricky in order to be successful.
Also, the Bertha strategy would only work if you have one bertha firing on each emitter connected to the digitalis network or each choking point to actually “deactivate” (for want of a better word) the digitalis. Dunno if that’s worth the trouble, but I guess it depends on the situation and most of all on your favourite way to play.
Okay, let’s settle this white/converted digitalis stuff once and for all.
That white area below is where digitalis can go if it is not being blocked by our weapons. It is not converted digitalis. I suggest you do what I did and copy the image, save it to your image collections on your computers, open it through images there, and zoom in on the area. Believe me when I say, you will see the circles there like at the top and everywhere else the digitalis has yet to cover if it ever gets past the weapons blockades.
In addition: I am beginning to think each commentor ought to have displayed the number of comments posted ever on this blog and the number onder each subject depengin on which post so that it is easier to know who is getting the answers and who is still asking or something along those lines because although forgetfulness overtime is tolerable, I take it, it does not need to happen too soon.
He should also implement a system where you will be alerted to someone responding to your post, so you don’t have to constantly have to sift through the comments like I do everyday.
And how many comments have been made since the last visit.
My opinion is that blog responses are mainly for Virgil’s benefit, not ours – meant to be a response to the post, not really a discussion forum. If you do have difficult or complex ideas to convey, the forum is perfect for that.
That being said, I don’t think it’s necessary to try and ‘mark’ people as being unreliable or reliable sources. Anybody who is really interested will figure out what’s accurate and what’s been rebuffed just by reading.
Only a few, but I still have to scroll through the comment list and see if people have responded to my existing ones.
Exactly the point I tried to make. Knowing who responded to your comment and how many comments overall have been made since the last visit is pretty crucial.
I’m using Google Chrome. I simply use ctrl+F and type in “hours”. On the scroll bar, it’ll highlight anywhere on the page that has that word. Makes finding recent comments a lot easier.
The only problem is it doesn’t easily distinguish between 23 hours ago that I’ve already read and 2 hours ago that I might not have. But it’s the most efficient method I’ve seen.
The strategy I use when making repeat visits is to jump to the bottom of the comments, and then scroll up to find the newest ones in each….well, thread I suppose is the best way to describe them.
When I look for new comments, I start at the top and scroll down for any replies to older comments. And I check for totally new comments at the same time as I scroll down.
This way, I see what new replies have been made in addition to what new comments have been made without missing ANYTHING.
Lately, I have been trying to make a habit of remembering the number of comments and replies that was on the post and subtracting that from the number I see on the next visit so that I know how many to look for.
I still wish there was an easier way to keep track of these things that would probably be implemented into the blog site itself, but I have no compunction against living with this current compromise to keep track manually.
what effect does digitalis have on my structures?
and virgil, please respond to the previous thread introducing digitalis and this.
awsome work BTW.
Maybe you should try sending a PM on the forum site. If you isolate your requests and questions with that, maybe chances for a response will be less slim. I don’t know that for sure though.
Just me or does every week I don’t get to hear your voice I die a little bit inside.
Skip the screenshots and do more videos of just you playing if you don’t want to narrate.
Great thanks 4xc I was pulling my hair out trying to find out the answer
Everyone else who asked your same question or something similar will hopefully see my answer too.
yea, last week it looked messy, it looks ABSOLUTELLY perfect now 🙂
the digitalis should be able to grow even stronger and creeper should act as a creeper highway
Amen to the second one. As to the first bit, either that, or have varying amounts of health in general.
2 words: longer demo
or creeper world 3 evermore
And any other flash game he can think of that relates to it, so it gets an evermore, and another flash game like the other two.
Any web-based games will be Unity, not Flash.
Difference?
Considerable. Unity is a different engine, and has greater performance compared to Flash.
Why Unity? None of the previous web-based flash games were Unity. Unless it’s the kind of Unity that doesn’t require the Unity Player to run… Which may or may not even exist.
I suppose I don’t read the forums though, maybe something was said there.
Adobe Air, which is what Virgil used for CW2 and CW, ultimately became a liability due to its relatively poor performance. As a consequence, Virgil decided to switch to Unity for CW3.
As far as I know, any web browser version of CW3 will require the Unity web player.
If I were to utilize Unity on my Toshiba Laptop, will it make as much of a difference in performance and speed as you said?
Addition: why do you not have your commentor pic not on your forum appearances?
I can’t really tell what the image is and would like to know what it is.
Only if the game is built with the engine, as CW3 is.
Also, I don’t have this picture on the forum because I put this one in Gravatar quite some time ago, but never bothered to also make it my avatar on every forum I’m on.
“Every forum”? I thought it only applied to the KC forums.
KC is far from the only forum I frequent.
wow my comment is popular
wait my is this comment down here and not up there with my comment?
A comment can only nest so deep before wordpress won’t let it go any deeper. When that happens, the comment appears at the bottom.
If a creeper world3 evermore came out than a secomd creeper world2 evermore would be needed
maybe so, maybe not. Know that the layout of 1 and 3 are very similar and that layout could be depicted as the only one necessary for evermore. Besides the evermore maps for 1 are a lot simpler than the later 2 games are designed.
Also, there’s the chronom and code missions for 1 and 2. Since 1’s chronom missions depend on the date and 2′ code missions depend on typing combinations, complexity, and size, both may have limits.
But evermore cannot last forever and it has a new map for each day. I think it is possible that there are too many combos in chronom and code for evermore to ever have more maps than. I could be wrong about that, but it is only a possibility.
Evermore is based on the same random map generation engine as Chronom is, and so has the same potential range of maps. Since that amounts to 3.65 million maps, Evermore will not start to repeat for quite some time to come.
CW2 code missions, on the other hand, have a much higher map variety, available, and I believe it is on the order of billions of maps.
I don’t see why Creeper World 2 should be allowed to get two Evermores.
Oh um 4xc there is a website I go on called sploder and you can make your own games. I was wandering that if you have an account send ninjaman1234 a request. The website is http://www.sploder.com
actually, I do not have an account there, but since you introduced me to the site, that may be subject to change. I do have an account on Addictinggames.com that I really have to pick up management progress on.
Problem is, on addictinggames, a lot of the games there I have been able to play on a bigger, faster computer owned by a relative of mine in town are games I cannot play so well using my Toshiba Laptop thanks to slowness of the laptop itself.
Note to self: start making moolah for personal home CPU that has a faster processor, or find someway to get faster processing on the laptop. Most likely, I will take door number 1.
Thank you for introducing me to that site. My name there is Zaphorthewizard.
Are we going to be able to push creeper off the edge with forcefields?
The past clips seem to show that it cannot be done.
With the vast densities (depths) of creeper required to push into void, I think that using a player shield to generate that density is unlikely – the shield will only displace as much creeper as it can reach, but can’t push it to higher densities than the creeper that exists on the map can achieve.
I also think that creeper would encroach upon, and destroy a shield, before the depths of creeper required could build up. So a shield will probably not be useful in driving creeper beyond that point, except in rare cases.
Rare cases meaning that there is a unit that is like a shield that pushes creeper back over the void that never appears in more than one scenarion in the story? 🙂 (Part joke, part question: what sort of rare cases?)
He is saying that pressure is only achievable with multiple shields if at all possible because from what I can tell for each layer of creeper it pushes approximately 1 “tile” (I say tile for lack of a better term) towards the shield.
When using large numbers of Repulsors in CW2, you could concentrate Creeper to a density much higher than might be found elsewhere on the map. Stacking shields could produce similar results.
My Bertha comment above gave me an idea I think deserves a new post:
Another viable strategy to cut off digitalis would be to send some pc’s right on top of the choking points. Unless, and here is my idea, digitalis does increased damage to player structures (as compared to creeper). I’d even go as far as instant destruction of weaponry. Thus digitalis would become quite a force to deal with, without any increased creeper-carrying capabilities.
Additionally, giving your units anti-digitalis-armor could be a major upgrade you have to unlock/buy/in-what-ever-way-the-upgrade-system-is-going-to-work-this-time-around.
Putting your units next to the Digitalis instead of on top of it wouldn’t work?
If digitalis destroyed structures immediately on contact, it would be harder to nullify emitters and Digitalis would be comparable to CW2 drones in a sense that they too destroyed all structures on immediate contact(except for shield when they had lower health).
Perhaps digitalis could have different health values. At this point, I think we are taking an approach to Digitalis that is similar to the CW2 drones.
Of course this would work. If you have the room, which might not be the case every time. Especially when you try to cut off digitalis close to emitters.
My post was connected to to a discussion above, about using Bertha to cut off digitalis right at the emitter.
I think it would be neat if rather than destroying your structures the digitalis could hack into them, and that could have various effects from simply shutting down your structures to turning them against you. Or perhaps making them become weak creeper emitters, though that doesn’t really fit with the lore nicely.
Fun to think about all the different potential uses for digitalis there are. I wonder how it will be upon release.
I would agree with that and I support the idea of the digitalis affecting our structures. Perhaps the structures could have a “firewall” that the digitalis would have toget through and once it did maybe it would – 1 turn against you and fire at anti creeper and other structures, 2 if not that make the weapon more vulnerable to creeper, 3 maybe shut the weapon down/ drain its ammo- all of these ideas would revovle around the following ideas (but ofc- 1 creeper still damages these structures, 2 the firewall would last 1/2 as long as the weapons health, 3 the digitalis would also damage structures, and 4 when both digitalis and creeper are damaging structures they get destroyed twice as fast.
i wonder if this could be an idea but when the digitals were cut off it could slowly kinn itself like the thin layer of creeper on top of it
What do you mean by “kinn”? Is that “kill”?
i mean kill sorry my touch pad is tempermental
is this game playable yet? im still looking for the game
It has not yet been released, and there is no date planned for that yet.
Try following the release date thread on the forum site.
Link? I tried following the only release date thread that I found.
It had about 99% off topic posts, with the only general mention of anything related to release dates in the first and second posts.
What I gathered from the thread was expect it before the end of the year, though that’s not necessarily a reliable answer. I’m still hoping to treat myself on Christmas by buying all the creeper world games, so hopefully it’s released by then. (I’ve only played the demos and online versions)
What if the digitalis lowered the “viscosity” of the creeper surrounding it, allowing it to flow faster along the digitalis paths? This could have a similar effect to the previously mentioned phenomenon of digitalis generating creeper, namely a mechanism for having “thick” creeper quite far removed from the emitters.
It dosen’t generate Creeper, it just takes away the Creepers’ handicap of evaporating under low pressure, and therefore allows the Creeper to spread along with it.
digitalis is kind of the opposite of the CW2 forcefields ( I think thats it) The green arrow things that go from 1-4 intensity. In the middle was a square force field that held the creeper in place. Digitalis is basicly the opposite of that.
Opposite in that it keeps creeper away from those squares?
Also, “forcefields” is a good thing to call them, but the Cw2 editor just calls them “fields”, but I am not picky about that.
It is in a way opposite, the square fields held pixels of creeper at higher densities, not allowing them to spread as easy. Its basiclly increased friction on the liquid(there is a word for it, but i forget…) The digitalis makes it much easier to spread.
On another note, I agree digitalis should be a 1 hit kill BUT only to stuff that is already a 1 hit kill like relays or reactors.
Lastly- I would like to see more spores or creeper flying menaces in the upcoming future 🙂
Lastly er- Will we be able to upgrade units individually?
Lastly est- what will be the shield system in CW3
Finally- It always bugged me for a very small amount of creeper barely touching a structure to damage it as much as 10 000 creeper could overwhelming it. Will this possibly be differant in game 3?
The word your looking for is Viscosity.
Idea time. This is ninja man reporting an amazing idea given to me by a friend at school. Command nodes if they have to much anti creeper could emmit it out of the cn. Idea2. There could be a ac storage unit if you have loads but to many bomers so you can sort it out
I like the first idea, Comand node could be like a maker. I always wanted SOME kind of small defence for main ship in this series
virgil how would you say that the game is progressing? will it be possible to have it before christmas? fingers crossed*