We recovered the coordinates of “world of interest” and investigated. The following mission log documents the results. Let’s just say, Mission Command will be pleased…
(Btw, at 12:10 there was a recording glitch in the audio that ended up sounding hilarious when I heard it… I left it for your amusement.)
OK, thousands may not believe that was a “recording glitch,” but us, your loyal creeple, will 🙂
Hey, if I could let one fly like that and keep talking like nothing had happened, I’d claim that skill not call it a glitch 🙂
Was that a burp?
FINALLY! A BLOG UPDATE!!!
i was starting to go insane… 🙂
Shame I have to wait until tomorrow after school for this. I just can’t stay up any longer, and I just found this video.
Could the Aether act as an offensive structure as well? i saw the Singularity Weapon, but it was never demonstrated and thus has peeked my curiosity!
Yeah… you can use the Aether for one more thing than upgrades. Singularity… think “black hole”.
So the Aether is a total “sucker”… 😀
Does it do something like CW1’s endgame totem’s warp-portal to the black hole???(obliterates nearby creeper, and the more aether you use, the longer the range and the higher the damage?)
Did you think of this name out of the top of your head or did you steal this name from Minecraft? “Aether”
The upgrade center has a slider labeled “Singularity Weapon” and a button labeled “Fire”
Why do you tease us like that?
It’s a special weapon and I don’t want to ruin everything before the release do it ? 🙂 Ok, maybe I do, but I’m trying to resist.
You gotta admit that you have fun seeing people “complain” about being teased, though, right?
If no one acted interested in the features you allow to be seen but not commented on, wouldn’t you be more likely to change it to make it more intriguing?
virgilw are we going to be able to bind keys, or do we have to download something as an add on then type in bind yada yada yada?
“Singularity” goes om nom nom nom nom nom nom nom. 🙂
Thanks for the update 🙂
I can only imagine the amazing variety of challenges we are going to see in CW3… should be awesome!
Wow, I am Impressed with the amount of polish you were able to put on those CRPL-made units! (I especially loved the self-destruct chain of explosions that went off when you destroyed the central tower. Huge chains of explosions always make me smile 🙂 This video makes me wonder what kind of crazy shenanigans mapmakers will be able to come up with.
I like that you adjusted the upgrade costs from Creeper World 2. The upgrades could all be bought pretty quickly if you just built a handful of tech domes and upgraded their speed. Limiting the upgrade points to being generated by non player-built structures is a nice way to put a cap on production, and the steeper curve of the upgrade prices also seemed to help a ton too. It now feels a lot more balanced and fair; If you want to get the top upgraded fire rate and range, it’s gonna seriously cost you for the upper few levels.
Now for questions.
1. Could you create a CRPL unit to shoot at airborne units? I have yet to see any indication of this.
2. Can you specify a type of tower for a target using CRPL? Like maybe a flood of spores that float around aimlessly and do nothing at first, but the second you build any kind of offensive unit… or maybe an emitter that emits differently/at different ranges for the different kinds of units you build…
3. Would it be possible to set the levels of resources that a player starts off with in the beginning of a round? For example, a map with no totems, where you have a total of 500 upgrade points you must budget wisely in order to be successful…
Thank you for your time. And thank you for making such high-quality games for us to enjoy!
PS: You evil monster! You show us the monolithic-looking “Singularity weapon” that is built in to the forge, and then say nothing about it at all, leaving us to all go mad wondering what it could possibly do…
For all three of your questions you actually can’t do any of those thing right this moment… but I foresee being able to do all three. Each is a relatively minor addition to what I currently have, and it’s ideas like these that help flesh out the game before release.
As far as question 2: Wouldn’t it be possible to tell spores to travel randomly and not explode? Then all you’d have to do is set range to cover the map… Although I don’t know if CRPL towers can identify offence vs economy buildings.
JTaylor, What I meant with question #2 is, will there be a way for us to use CRPL scripting to tell what structures the player is building?
I was attempting to comment on each part of question #2.
As I’m neither a beta tester or V, I don’t know if the CRPL towers can identify specific units.
I do believe that they could control spores and make them attack when specific conditions were met.
If that’s not practical, you could always simply create a spore image and have it deposit creeper when he conditions were met.
Luckily for us, V already responded to this post.
Awesome example of some CRPL-scripted stuff in action!
Can guppies only carry packets and ore now, not energy or AC?
Also, at around the 26-minute mark I found myself wondering if nullifiers get power zone bonuses too. It’s probably not something that’d come into play too often, but it’d be cool if they could get significantly increased range (and maybe charge-up speed), allowing some interesting choices along the lines of “do I spend time assaulting X first so I can maybe nullify Y in a relatively safe manner?”
(Just love the nullifier charge-up sound—it’ll definitely be this game’s http://tvtropes.org/pmwiki/pmwiki.php/Main/MostWonderfulSound)
I’ve been back and forth on what guppies can carry. I like the simplicity of packets only. Clean and easy for players to understand and think about. I may add back AC, though…. I still need to play with them some more.
You needed AC in this mission. In trying to take the southwest corner, an AC guppy could have fueled that sprayer.
If it comes down to losing ore or AC, I’d rather lose ore, frankly.
I think it should be able to carry all four resources. Also the ability to disable what resources it can carry when making a map might be good.
We know that in CW2, the blasters could have different targeting priorities, and that was actually a relatively under-usable feature if you ask me. So having this feature remain for guppies would really make the ability shine through and give this series some more depth, which I think any series could do with.
I think that guppies should be able to carry all 4 resources. To make them less powerful I think their speed and carrying capacity should be lowered. And maybe you would have to choose what you want the guppy to hold when you build it, and it can’t be changed afterwards?
I don’t think it’s a question of power. I think they are carrying fewer resources in order to make their operation simple and more immediately usable by newbs, not because they were too powerful.
Cometo think of it, I can see that complexity reasoning being the cause of why I for one do not see too much use in some of the CW2 blaster priority settings (drones then creeper, vice versa, drones only, creeper only). I see little use for the order setting being either drones or creeper first. The only feature may be helpful, but very un-often.
Also, I now guess that guppies should not carry AC after all because the use of bombers would not be as necessary. In addition, why carry raw energy to be turned into packets when you could just drop another Command Node? Whatever reasons there may be for guppies to carry energy (not packets), it does not sound like a frequent case scenario to me. I like how RTS games give options, but since this is more indie than full RTS, too many options is something that CW should not be known for after all.
Reasons not to drop a command node? Geography? Not having or being permitted more than one? Having networks in more than three locations?
I get the reasons for dropping it – it doesn’t have great utility, and it is confusing in the way it handles energy differently than most other typical units.
AC though, I think, is critical. He needed AC for that sprayer. Instead, though, he had to build a hard-line to it.
I would rather have to fight to connect to my resources, and be able to establish a beachhead with AC weapons, then be able to get my ore without fighting to establish a hardline, and then not be able to fuel distant weapons.
Or perhaps some of whatever resource it’s carrying is lost on the way?
Maybe it could cost different amounts when you set the resource, almost a “tax” for using a certain resource. If any besides packets are saved, I vote for energy, it allows for the creation of far apart networks without the use of multiple Command Nodes.
Take away the need for multiple CNs, that feature will have less of a reason to exist and that is one of the biggest things that got my attention hooked to CW3 in the first place, not to mention terraforming and the attack vectors of flying units, and also the early introduction to berthas.
I can’t wait for the finished game to release!
Now that’s an awesome way to implement the tech into the game! Really awesome, and less of a “just build this and wait…” and more of a “go conquer the world and have some candy!”. Really amazing.
Now I just wonder, will every world have one of those aether forges and totems? Probably not all worlds will, as this seems to be something very specific. So I wonder, will we be able to build the forge ourselves, since most of the worlds do have totems (at least when you look at CW1 they did)?
If I had to guess, totems would be available on all (or most) worlds, and you’d have to build the aether forge yourself on a power node in order to operate. I’m probably wrong, though 😀
Anyways, it’s a really cool feature. And a very interesting map as well!
You got me all exited for the game once again, now comes the waiting period I fear so much…
The Forge will be optional on worlds, and there is also an option to build it as a Titan unit. So some worlds just won’t have a Forge or Totems or the ability to build a Forge. Others might have them on the map but no ability to build the forge. Another map might have totems, but not Forge… you have to build it. And lastly, a map might have an artifact you have to collect, and only then can you build the forge.
This allows upgrades to be treated as a regular ‘titan’ capability, or as capture and hold objectives on a map.
That sounds pretty cool. I like the variety in that, as not to always have a similar setup – and missing upgrades completely sometimes for increased challenge – is quite good 🙂
I wonder if you still hold some other major features back at this time, or is it all about polishing, adding to the CRPL and designing missions now?
I appears like you got _a lot_ in the game already, and I have a hard time coming up with other stuff I’d expect to be in the game at this point^^
Finally, something that counts a a second Titan, soemthing that CW3 needed at least more than 1 of BADLY. 🙂
You giant tease! Having that “singularity weapon” button sitting there again and again and not commenting on it even in the slightest!
Love the way you can drag’n’build even if a structure cannot be placed in between (haven’t noticed that before)
Will you be able to build the aether forge? It wouldn’t matter much, since you depend on the totems as a ressource. Great blend of the two previous upgrade systems. I like that it depends on the map, wether upgrades are possible or not.
You, sir, are magnificent.
Yep, if the map allows (this one didn’t) you will be able to build a Forge on a map.
What about building mroe than 1 forge? I see no reason to have more than 1 since totems serve that prupose.
Wow! That’s a very nice mission your created! I love what you did with the programmable units and I think many map makers will be inspired. Had to laugh out loud when you acted surprised by the ‘new’ units you encountered…. 😉
I also like the new Forge interface a lot. Much better than the previous one. The Aether being drawn to the Forge looks cool too. Great job!
It was a good exercise to sit down with CRPL and make a new unit. I did everything via the game and CRPL. Even the beam that fires and the damage animation were done using custom images and CRPL. The fun part was thinking of the algorithm for how to follow a ‘rail’ of terrain. I can foresee making a “Creeper Train” that chugs around the map delivering a destructive load on it’s route.
This Upgrade-System is brilliant.
Holding the Aetherforge will be very rewarding, just look at these insane mortars/cannons(“beams”).
Plus the planned Greenlight – epic.
Yep… Greenlight. I’m hopeful….
Nice video Virgil, the games looks better and better.
PS: You forgot to show us the singularity weapon of the Aether forge.
Forgot… yeah.. that’s it, I forgot 🙂
I would have liked to have shown the black hole, but I resisted.
Yeah, that is definitely something to hide until an online preview of the CW3 final game is revealed like the previews of the first 2.
I already see someone saying that upgrades makes player overpowered.
Then I’ll have to bring on the overpowered enemies! 🙂
Do you mean this as more basic enemy types or just harder CRPL scripts?
The existing enemies could scale and/or react in much more powerful ways.
I don’t think it really needs to be a concern. With all the ways that access to upgrades can be restricted/controlled players will only be overpowered if map makers allow them to get that way.
In my mind Creeper World has always been about surviving the early game and mopping up in the late game. It was the very, very rare map where living through the first 15 minutes didn’t all but assure victory. Given the open ended resource models in the previous games (and it seems this one too) even without upgrades it’s just a matter of time until the player has enough energy production going to be all but unstoppable. Surviving the sometimes frantic opening to methodically stamp out the enemy in the end is one of the things I enjoy about the series.
Also, the two mortars on power points near the end of the video was just a thing of beauty. =)
We’ll need a way for CRPL to respond to the upgrades that players have chosen, or perhaps just the number of points that have been spent on upgrades.
One word to describe this game. Beautiful!
In the words of Spartacus, “Gratitude”.
I would rather say “kill them all”.
Kill them. Kill them all. Let God sort them out.
Yes, you just did! :D. Actually no, one of the beta testers are also saying it if I remember correctly. 🙂
On a more serious note – I assume that the CRPL script guiding the patrolling units use a step-by-step script to check for terrain height as part of their path-finding algorithm? I’m seeing a “railroad engineer” type of game in the future… 🙂
Exactly. Those little critters move one call at a time, then decide their options for where they can move next. If they have a choice (an intersection) they choose randomly among the choices that aren’t the cell they just came from. Only at the end of the line would a critter head back the way it came. So you can make a circuit and they will chug around. I thought ‘train’ as well. Another thing that might come to mind are the creeps in TD games….
Similar techniques could be used to implement everything from a pac man style game (the monsters following a maze) to a hybrid TD game that is neither path based nor pathless (it could toggle between both as you and the enemy struggle to define the path).
The other interesting part of the script is the beam weapon. I almost started to add special CRPL functions that would give you access to a beam…. and I still may. But then I started thinking about it and decided I ought to be able to manage that with a custom image and straight up CRPL. So I draw a line, loaded it as a custom image, then position, scale, and rotate it using a little elementary trigonometry, all in CRPL.
Even the damage effect is just made of 4 images that get cycled through. I thought it would look horrible, but it actually looks ok. I could see using the technique on a grander scale.
I hope it will be possible to make a TD map, where you can’t build Terps, and the units will try to move through a path, and you can build Snipers, Cannons and Mortars(Sniper(single target, low fire-rate, high damage), Arrow Tower(single target, high fire-rate), Cannon Tower(splash damage, medium fire-rate)) that fire on them(mortars calculating the CRPLs’ unit location depending on speed and path(since it’s going to have turns, it would have to also calculate the turns)).
Pretty sure this has been commented on at length.
Bottom line is, if your CRPL towers are scripted to make the map act like a TD, it will act like a TD. If you script the map to act like a game of pac-man . . . well. You know.
I think it would be cool if there was a weapon that making it is more complex than just place and watch energy go to it. It would be cool if there was one that had to have a specific height, or it eats some blasters, mortars, and terps to make, or one that you need to submerge and AC.
Just some thoughts.
I was wondering while watching… has the “Storage” unit been removed? Has it switched from the CW1 style (build as many batteries as you want/need) to the CW2 style (capacity is an upgradable property)?
Currently yes I have removed it in favor of the Tech upgrade. There are no limits on the number of levels you can upgrade storage, though.
If there are no storage limits, shouldn’t the upgrades be ridiculously expensive compared to everything else?
And since relays do not exactly maximize the speed of packets, why don’t the old storage units become packet dispenser batteries or something? Unless the multiple CNs feature count for such that is.
Strike the last section. I just saw the speed upgrades for packets.
But keep the first one in the above comment by me. The expensiveness of the infinite upgrades is a question that still remains.
As long as energy storage costs increase just like every other upgrade does, I won’t be too worried.
Haha! My thoughts exactly! 😀 I love your ideas….
I’m thinking an emitter in the coal car and a serious Creeper infection ought to wipe the smile off Thomas’s face 🙂
Tank engines carry all their fuel and water on board. Therefore, no tender. Get your facts straight! (ADD and blue text on Wikipedia can lead to a lot of trivial knowledge, by the way)
The only thing I’m worried about is that the upgrade menu is only accessible through the Forge. Does this mean no Technyte pick-ups anymore, or no upgrades without the structure? Like the mission Day:8 Sliver. That one has a ton under our base. Also a typo. Every other mission is Day X: Whatever.
Also, because you can’t edit posts (boo!) and I forgot: do you have a projected release? I remember something like March or April last video?
First off, it’s not tender, it’s fuel. Ever heard of Tender then Kindling, then fuel. It’s taught in BSA and is relatively universal.
Tender being the baby, kindling being the big brother and fuel being the big momma.
Second, the tank engines in question had small coal loads in their rears.
You’re talking about tinder, a material that burns easily, used to start a larger fire. A tender is the traincar that carries the fuel for a steam engine. The coal-car. I believe Anon was saying that Thomas’ model of train engine should not have a coal-car.
He did have a tender though, just a small one connected to the back of the engine, its not a separate car though.
I think it may be part of his bunker, which tank engines are noted to have, replacing the need for turn-tables. I have an old train book and maybe it will have more or less to say on the subject whenever I look into it.
“We always spelled “tinder” the way you spell “tender”, but you did mention the same thing I did.
Of course, what if Thomas was carrying a bunch of coal cars in a multi-cart shipment and the infection Virgil mentioned spread from them to the coal in his (as I think it is called) bunker.
Ever heard of tinder… Tenderfoot…
I have heard of it, but it was never spelled that way. It was always with an E, not an I.
Interesting. Not American English, and doesn’t appear to be British English, either.
Maybe associated with a regional dialect or slang? No matter, either way.
When this game goes live, you’re going to destroy us all with one of your maps.
I look forward to it.
i notice that bombers and sprayers an only fire when there is creeper withing their firing line. will there be an option to get them to fire constantly at a certain point, similar to an ‘attack ground’ command. Or possibly for the sprayer to just drop AC where they stand, similar to the makers in CW2?
Probably…
Speaking of bombers, can they and strafrs still attack in vectors? So little of that has been seen that I was beginning to wonder if they could.
No complaints, but I for one see the vectors being the life blood of everything good about the offensive flyers.
Bombers only fire when there’s creeper? Really?
I do agree that this would be useful for sprayers.
I too agree it helps sprayers, but bombers not so much. I only say that last bit because unless the bombers are dropping loads in attack vectors, they fly around the central point randomly and you cannot see just how far away they start and stop dropping if there is a lot of creeper surronding said point.
Bombers drop bombs even without creeper nearby, unless their function has changed.
I’m not sure if you noticed, but you haven’t updated the display of the guppy at the bottom to match its actual graphic.
I like storage being a building best. It dosen’t make sense having more space without actually making the CN bigger.
Did that right after this build actually.
And also, how many titans do you think there will be?
Three
No wonder Titans are probably going to be called “Lucky Charms”. 😀
Can any player weapons engage the patrol units? (I kept thinking ‘set up snipers.’)
I would assume that that would be up to the script writer.
Not these on this map…
So snipers currently only work on runners, right?
Would it have been possible to have the terrain be affected by the explosion of the defense units. So they explode leaving a crater thus breaching the wall causing the creeper to spill out and threaten the base.
That could be done, yes…
Is there any sort of quick “terrainDestroySpheroid” function or would you have to edit the relative coords cell by cell?
Looking amazing and very polished. Are there any new features you’d like to add before moving towards beta/full release?
Artifacts and collectibles, reorganization of galaxy missions, cleanup of stats displays, and some work for custom missions…. Those are the main topics.
love the video and hope to see to play the game
sweet. I had an idea while watching this, a large enemy weapon that shoots a laser at any non-command node unit and drains its health? the weapon would take time to charge then have enough power to shoot for a total amount of time,
like charge for 2 min shoot for 5 sec?
A great big gun (GBG)… sounds like fun.
Is it fair that the nullifier at 27m was able to go over/through that terrain?
Nullifies don’t require line of sight.
It almost feels like it should. In CW2 if there was a wall or a corner in the way you weren’t able to build. So spatially in my mind it feels that it should have that clear line of sight to make it’s move.
Either way I’m loving all of the new features!
Agreed, I like the challenge of having to make sure the ultimate weapon can be brought into range.
I still feel like the Terps are super powerful also. They create mass with energy RIDICULOUSLY FAST!!! (And feel like they barely use any energy to boot).
E=mc^2 😉
Packets are actually matter created from energy, as far as I understand.
Really? It seemed to me that packets were condensed forms of energy itself. But in the case of Terps, it is a wonder what they do with the energy because ground is either created/expanded/grown, or destroyed/shrunked/condensed.
No, packets always followed rules consistent with mass, while energy always traveled instantly across a network.
As to what terraformers do, isn’t it obvious? They dipolarize the inverse transient Cholinsky principle to create earth, and to destroy it, they just reverse the process.
Seriously, though, we can just make that crap up.
The Aether tower had a destroy option. Therefore, it is buildable. The Totems are likely placed on the map at the start and cannot be built, correct? That would make two of your resources (aether and ore) cap out based on the map itself. I like how the upgrades work; it combines the point system of 2 (which I certainly like) with the fighting to control the tokens of 1 (though you can’t just fly a Command Node over, build a Collector nearby before the flood, and reap the benefits).
Out of curiosity: why does the Sniper still cost 90? It seems like a very high price for a unit usable in only a few situations.
Finally, will there be scripts available to alter unit properties? So when your blasters are near this VIP unit you must protect, there attributes are doubled. Or suddenly, Snipers can attack Creeper. Perhaps your fire rate is halved near a boss tower.
Totems can not be built.
The sniper might go on sale before the release, while supplies last and at participating games.
Yeah, there are commands to get and set attributes. So I guess you could do something like that.
Dude! You gotta stop adding awesome stuff and teasing us with it and ship! Wait – I want more awesome stuff. But I want the game! Doh!
Welcome, brother.
Virgil, I just have to ask-
Where did you get the idea for CPRL towers?
Take field containers in CW2… add some lack of sleep, some pizza, a toddler playing with trains, and some heavy metal music. Blend ingredients together and bake for three months on high or until done. Serve scalding hot. Feeds 1,000,000.
so this does mean you have a child
He dedicated the second game to his son…
I like the way you think, man.
I second Lurkily’s motion.
Uhh……………..
Just thought i would restate that you seem to lose a unit while looking away in every video for CW3
How are the scouts programmed to self-destruct if their spawning point is destroyed?
I would guess every time they move they check if the base still exists before moving again, if it doesn’t then self destruct.
Funny thing i noticed while watching the video Virgil said “I’m waging war on multiple fronts” then he decided to build more units. Then I’m sitting here thinking do you see the fact that you have almost no energy left?
Keep in mind he’s holding a conversation with us, while considering what he wants to show us next . . . his attention is divided about three different ways, minimum, as he makes these for us.
Almost every video could be better-played . . . but showing us skillful play isn’t the point of these videos.
He does a better job of introducing new features and demoing the new game because of his attention to those things, when he could be paying attention to balancing energy needs and making sure he doesn’t take losses.
I think it could be interesting if there was an enemy that could fire at air vehicles so you might have a worry about loosing them, and also perhaps need to consider where you build their launch pads in relation to other stuff on the map.
For example, you might have go capture an area far off on the side of the map so your air vehicles attacking the back 1/2 of the map don’t fly over something dangerous that’s straight out in front of your base.
Or you might need to go take that anti-air enemy out before you can really effectively start using air vehicles with out having them constantly shot down.
“Mayday, mayday! Guppy taking fire!” [Guppy augers in. There are no crash survivors. Crater slowly fills with creeper.]
Either that, or we need to see more AET’s in action.
Hey, I’ve this question. Will it be possible to interact with user units and upgrades. For example change stats of mortar or pulse cannon or change the graphics of sprayer from shooting blobs to shooting stream of AC. Maybe you could allow map makers to add their own units and add upgrades that affect only one unit type. For example two building constructions you would build two towers and they would create a wall between them that would bloc creeper.
De mémoire, je ne pense pas avoir été plus presser de jouer à un jeu.
Translation please?
Google translate says this: From memory, I do not think I was most eager to play a game.
And in reply to SpeedKore; I agree. I personally cannot wait to play CW3 🙂
Woaw virgil you’re on a roll in answering nearly all the comments =D
CRPL is the solution to unit limitations apparently. So expansion on player concepts is more important?
But ofcourse the creepr can always have a new trick up its sleeve we won’t expect.
I have a couple questions. One, do collectors, relays, or reactors get bonuses from power zones, like longer range, higher production, or faster packet transmission? Two, will there be a way to have CRPL units be on the player’s side, possibly even being able to build them in game? Three, will there be a way to get access to some built in CRPl scripts, like the ones for the area denial drones? Four, do bombers actually destroy creeper or do they just drop anti-creeper? And five, will there be a way to adjust the colors a bit? I have some trouble telling deep anti-creeper from shallow creeper.
One: Everything seems to get SOMETHING from PZ’s, even the CN.
Two: If the map-maker scripts CRPL units to assist the player, then they will. Even if they aren’t directly buildable, the mapmaker can script them to replicate upon action that costs the player energy. (Like, oh, I don’t know . . . terraforming a specific cell. Use CRPL to maintain a cell’s elevation, but based on the energy expended trying to terraform it, produce more CRPL units to assiste the player.
Three: I expect one of the first things that happen to be a repository on the forums of ready-made scripts for mappers to implement and tweak for use in their maps.
Four: Dropping AC DOES destroy creeper. Do they actually need to destroy creeper while they destroy creeper, too?
Yo dawg, I heard you liked destroying creeper…
Really? Nawwwww. Really?
I think it’s safe to assume that we all like destroying creeper.
I have answers to supply here as well.
1: I have not heard of nullifiers getting a boost from PZ’s, and everything else is either covered in small detail, or will be revealed upon release
2: It is all in the scripting.
3: As Lurkily point out, something on KC should have a bunch of pre-set scripts and I would also like to add that a programming dictionary would be nice.
4: It appears they do destroy creeper when they drop and add AC to add insult to injury. for really deep, really fast creeper, this could be helpful.
5: Colors are ajustable in CW2, so there is no reason why not in CW3 if you ask me. And I trust the same will apply to the ground in terms of depth and such.
1: I’m pretty sure Nullifier’s have increased range from PZ’s
Also decreased charging time.
Well those make sense. I have not seen any confirmation of it, but I guess they do.
He stated both somewhere on the blog, but I don’t remember what post it was on.
When PZ’s were unveiled, there was a flurry of questions about what got what from PZ’s.
Thought of a few more, will there be a way to hide the control panal at the bottom? Will there be a way to hide the target of bombers and strafers? Will there be a way to deactivate non-offensive units like in creeper world 2? Will there be a way to specify which kind of packets a command node can emit like in creeper world 1? Will there be a way to move command nodes after being placed? I noticed that when terraforming it seems to pick the terp closest to the land being terraformed and use it. Will there be a way to specify which terp works on which square of land? Will there be a way for map makers to add force fields similar to the ones in creeper world 2? Will there be a way to build walls like in creeper world 2, or will there only be pre-built ones? Will there be a way for map makers to adjust the viscosity of creeper? I noticed that in creeper world one, even if creeper was deeper then a wall next to it, it still wouldn’t go over it. Will that be different for creeper world 3? Would the scripting capabilities of CRPL allow for an area on the map where all units moving through it moved much slower? Is it possible to put a command node in a power zone, and would that change anything? Also I noticed that the sounds for nullifiers, terps, and explosions are a little out of sink with the animation, would it be possible to fix that? I know it’s a small thing, but things like that just bother me. Sorry about all the questions, I just tend to think of a lot at once.
Many, many of these questions are either shown in this video, previous videos, and answered as questions. BTW, the out-of-sync-ness is because of the recording, not the game.
You should probably watch the bombers in action some more. After a while, their target fade from sight.
Only one terp can act on a single cell at a time.Outside of that stricture, every terp in range should take a hand in terraforming. (See the blog video Roma Victor)
Hi Virgil, love the map, first post of mine. Just had to mention something that I thought most users would find cool. If you, Virgil, added special unit upgrades. AC Sprayer firing 3 blobs in a row, mortar firing 2 mortars randomly. This would cost a bunch of aether, and if you wanted, make them purchasable upgrades. 🙂 Just wanted to leave this comment. Love the game, your guys’ posts and keep up the excellent work. Ps. Sorry for the run on sentences.
you should see some comments I made in the past that I wrote as I watched the clips.
Referring to the run-on sentence thing that is.
idea: how about a multilayer mode where you and another fight each other like how you fight normal creeper! one fights with Anti-creeper the other fights with creeper and with a bit different structure color. maybe even a rainbow of colors so that more than 2 people can fight. also a co-op mode where you and someone else fight the creeper!
That was already talked about in previous blogs extensively. Virgil said no to multiplayer.
He said no to PvP but not to co-op.
Good thing, too. For starters, RTS games with multi-player modes are likely to require screens too big to be contained clearly on one screen.
then people just get another monitor
Why do you think other RTS games come with Wi-fi?
I do agree that there should be some form of anti air creeper unit/ability or at least make the energy requirements to run a substantial air force a lot higher.
It just seems too powerful to have free reign over the entire map without any risk to fighters and bombers.
Maybe they should be leashed to their air pads with a fuel or remote control piloting signal range?
Or maybe in addition, there should be plenty more AET’s and possibly CHANGING AET FIELDS just to shake things up. Fields changing like they could in CW2 that is.
Would it be possible to program a unit with a range of firing but also a range that is larger that can tell it to move towards the creeper so it keeps attacking and moving towards the creeper? Then allow the player to build that unit?
I was think of it like the new helicopter unit in Bloons tower defense 5 where it finds the balloons to attack goes over there and fires at them
but it would be built by the player and go autonomously.
I have thought about a way to do player units with crpl.
You could designate an area on the map where you have to build, say, four reactors. This would cause the crpl core to activate an perform the way you said. (Given that moving towards creeper is possible). This would work for other types as well. You wouldn’t have direct control over units created in this manner, and the number you’ll be able to build will most likely be extremely limited.
Another possibility is to have a unit acting as a switch (e.g. moving a blaster back and forth) to activate/deactivate a crpl-player-unit.
Only thing is that CRPL towers currently can’t detect a type of building. They can only detect if there is one within X range.
I’m pretty sure that there will be a way to find a building like this… for one, almost all of the commands ‘ask’ for a centerpoint, so the getUnitCoordsInRange function could be set to the other side of the map for all it cares.
Could you tell me where BTD5 is? I play most of my other online games on addictinggames but it just has all BTD’s up to 4.
ninjakiwi.com
Of course. Take bombers or strafers, give them a path or target, and set them to launch automatically. No scripts required.
I want the unit to keep moving towards the creeper after it has killed some but keep firing the whole way
Why not just grab a strafer and assign it a vector to target along? It will continue to move along that vector, firing all the way.
Those wouldn’t automatically change their target, do they? Because that’s what was asked for.
Ah. That’s different. Really, it seems like too much effort for too little payoff, since pausing freezes time and lets you place building and reroute stuff. HOWEVER, you could build a CRPL tower that emits AC and have it travel along a path, moving forward only when no creeper is in range, or alternatively setting its target forward.
There’s a limit to automation like this. At some point, it becomes the player setting up initial circumstances, and they letting the game run to see the outcome.
Eventually, after enough repetition, that becomes about as interesting as a game of dice.
Not if you make it Turing complete…
And then you run into the halting problem and all that fun stuff.
Now this comment was written as I actually managed to watch the clip with sound for the first time. (Darn forced silence in the college library)
I think that on large flat lands with some uneven terrain like where you started at are where terraforming ought to be more required than it is. The benefit of it could shine some more in the economy.
I forget when or if this was applied before now, but I am glad to see that digitalis and creeper together can travel on open void. I am also pretty sure that I came up with that idea in an older blog or forum post.
Suddenly, “drone” sounds like a signature word for CW.
3:50, at last, another idea I had is welcomed, multiple types of research buildings. One building may actually do the research, but at least a different kind of facility actually supplys the research material (much, MUCH unlike the CW2 tech domes).
I also think I have once addressed an issue where Tech Domes become useless and need to be destroyed after the possible event where all CW2 upgrades are out of the way on really long maps for example. Having said that, the infinite upgrades HAVE to stick around.
For what reason have the energy and AC carrying abilities of guppies been removed? Energy, I respect because many people here seemed confused about their BIG differences despite how BIG they were. AC on the other hand, I think could be effective when there are 3-4 guppies supplying 1-2 sprayers far from the main base.
Why does the weapon move speed upgrade affect the “structures” known as guppies? Just want to know why, becasue I support that motion.
9:48, how could 2 drones take out one collector? 3 drones apparently cost only 2 structures.
Seriously, attack vectors of flying units really need some more play.
Regarding all upgrades being bought . . . notice, there is a weapon in the forge that hasn’t been demonstrated yet.
Energy and packets aren’t really very different in terms of gameplay. CW3 introduced the first instance in which people needed to separate how they mentally handled them – since energy insntantly transits a network, you could ‘warp’ a CN’s storage across the network by putting another CN over there. However, 1 energy still meant 1 packet, and 1 packet still meant 1 energy. Guppies were the first situation in which they really HAD to be handled differently.
I agree that I mourn AC’s loss, though. Frankly, if it comes to cutting either ore or AC for reasons of complexity, I would rather retain AC carrying capacity.
Agreed on your AC statements. But carrying AC would possibly nerf bombers when you could just have active sprayers at a distance with other guppies for energy packets.
Still, in agreement to what you said, I would rather see more actively deployed AC than stockpiled ore. I admit that in CW2, I get REALLY stingy about ore and AC use, but I would like CW3 to help me change that.
Bombers can reach places that sprayers cannot – for instance, they could have saturated the forge with AC to protect it from creeper and slow the advance of AC.
I don’t think carrying AC would nerf bombers. It would, however, place bombers and strafers much more clearly into separate roles.
I hadn’t considered using bombers to put AC near the Forge. That’s a good idea…
While it would possibly create separate roles for Bombers and Starfers, my bigger concern is the role of the Bomber and Sprayer. But how exactly could an AC-carrying guppy separate the roles of the Bomber and STRAFER?
And frankly, the only way I see the forge having AC saturation is if you make a small attack vector within the land it is on because every single time the flying units attacked areas without vectors, the lines of attack they followed on their own accord would be long enough to dispatch ammo and AC.
As such, unless you always utilize attack vectors, the area effected by dropped AC and ammo could be too big and too widespread to be effective.
As to the separate roles thing, if there are too many variations and separate roles and/or ideas, CW3 may become the least indie-themed game of the entire series. But iIf that means it has a drastically bigger RTS recognition in exchange, no problem in my opinion.
at the end of the second section “dispatch ammo and AC…” it was supposed to also say “…outside the area you would want it in.”
Create? They already have separate roles. Bombers are deep-strike units, while sprayers are front-line units.
The way I see it, sprayers are the pulse cannons of AC. Since pulse cannons can be used on a beachhead, why not sprayers? Do guppies carrying packets nerf strafers? If so, is that undesirable? Should guppies not carry packets?
If you need vectors to saturate small areas, use vectors. So what?
Why does separation in the roles of units make a game not indie-themed? I’ve heard our hardcore players compare earlier CW titles to chess, in the way that each unit is unique in function, having its own place and function that has little overlap with other units.
“Well, I got multiply fronts here, there are no reason in the world why I can’t-” (energy network turns red)
Quick question about the Sing. Charge of the Forge: how much aether does the Forge use per charge depending on the percentage set?
And regardless of the amount of aether it already has, does it take time to be usable again after one sing charge actually goes off?
Also: would a sing charge temporarily stop research production of the forge itself even if you have enough aether?
Another thing: since sprayers can fire uopn living digitalis (which makes more sense looking as rugged and squiggly as it does now), is the AC taking over the digitalis unaffected by regular creeper, or is it just dead? I could not tell when I saw the clip.
One more thing: why does the sprayer not load up with a full payload of AC when it is in active deployment again (“again” assuming this was already addressed)?
Are you referring to when he was trying to nullify the CRPL tower?
If so, it wasn’t reloading AC because the guppy was carrying packets, and the sprayer had the collection field turned off.
I am referring to both that, and the fact that unless it collects deposited AC, it is always half-full. And I know the guppy was not resupplying the sprayer too. The question is why is it half-full when it is actually spraying AC.
Sprayers only seem to request a half-load. I assume this has to do with their ‘dispatch excess’ mode, which dispatches anything over 50% capacity to a CN, for their collection fields.
It takes 100 aether to fire at 50%. This is shown at 14:38 in the video. I would guess that the cost at 100% is 200 aether, and the cost at lower percentages is that percent of 200.
Concerning digitalis covered by AC:
I think it has been mentionned that digitalis covered by AC is merely “inactive”. The AC inhibits it’s abilities to grow and regenerate health, therefore leaving it in a somewhat dead state.
If AC was to be removed, the digitalis would start growing again normally.
It will grow and heal under AC – just much more slowly.
Oh, thanks for putting me up to date! 🙂
i wonder when u release some “beta” test maps for players more or less experienced in tactics than u to try out the game. no offense but god yore slow sometimes 😀
would also help us to decide if maps in general are too easy.
could be u needed to turn a little down on the buffs from emitters. looked too easy when u got the first down.
and as we all say : cant wait for the game release!!
Typically Virgil is not making a speed run on a map while trying to describe new features in a video. He is concentrating on the new features. I am pretty positive most/all of the videos he has made depict a run on a map that could be beaten fairly easily…
There is a beta ongoing for several months as far as I know, but it’s very closed and secretive. No information for the lowly peasantry out of that beta, nor access if you haven’t been very active in the forums as I understand it. As much as I would like it, there seems to be no incentive for a prepurchase with beta access either.
I believe the closed beta also serves it’s purpose very well, I don’t expect any sort of more open beta access, sadly.
Also note, he’s not playing the game in the most efficient way when he’s showing it to us. For the purpose of illustrating various approaches, gameplay elements and leaving us wondering “what if you did that…” moments he chooses an approach which is very video-friendly, I guess. Also, he’s doing some extensive commentary while playing, which will always affect one’s performance 🙂
But I agree: Can’t wait for the game release!
i do know that theres no points in playing a hard map when youre trying to explain stuff and he surely do a great job. like all the videos so far.
the think i want is just the game to be as challenging as possible and if theres a beta going on or have been im sure they made it harder for more experienced players but hey i didnt know there was a beta ^^
im also wondering in the previous games theres was a slightly “slow down” in general when u have built too much stuff so to say.
hope thats fixed. 😀
HURRY! I need CW3, yesterday.
Is there a way for the digitalis to be smart(AI) and move in a non pre-determined pattern, so as to combat where you may be advancing more in one place than another?
cant wait for this game hope it comes out soon!
I have a better idea. Virgil, you need to add the ability to control digitalis paths with CRPL if it isn’t in the game already. That would be both awesome and a nightmare, especially for custom maps.
In both videos showcasing the CRPL tower, he did this.
Sorry I had completely forgotten about that lol. I just went back to watch those videos again to refresh my memory.
I hope the game comes out soon, I have my money in paypal ready to be thrown at you :3
Game is looking great so far, keep up the excellent work 😀
Also by the way I noticed that when you upgraded the guppys that they no longer had the smoke stream coming out of the back of them.
Maybe the engines got better.
Perhaps. With the year being this far (farther than almost any other sci-fi series I have ever heard of for that matter), energy for almost everything should be clean energy.
What if the guppies use some sort of hydrogen fueled engine and those smoke puffs are simply steam? And to ManselD I’m pretty sure there were still smoke puffs when he upgraded the guppies but the space between them was greater because of the increased speed. And finally to Virgil: I think the CN energy storage upgrades should increase the capacity of guppies and maybe even weapons.
I see smoke on guppy movement at the video’s end. The ‘puffs’ composing the stream are spaced more widely, though.
Can you attempt to release a video once a week? I love watching them, I’ve been watching old ones. Watched them all at least 3 times >.<
Before you get desperate, consider this: the longer it takes to make a vid/update/new post, the more likely it is that it was because more progress in the development department has been made.
I’m already desperate D:
NEED VIDEOS!
I can’t wait 😀
I’m not part of the beta group, wish I was, but I would guess there are at least 5-10 people in it. Any one of them could post up a video on the weeks Virgil is busy. I too love to watch the new maps and wouldn’t even care if all we got was a run on a world without any explanation…
That said its looking awesome. Cant wait for release. Any more info about the timeline for release?? 🙂
Beta members posting a video would be a breach of trust. Part of the function of a closed beta is that what happens in beta, stays in beta.
looks really great keep up the great work!
but I can only imagine the amount of drone wall spam will happen in the map editor
ooooohh I think thats a great idea me_me_me
However, it would not be in the CN storage upgrade category. Maybe it could be another upgrade, or maybe even a power up you can achieve with a paypal acount (That would increase your profit atleast 90% virgilw) 😉
Maybe he could release expansion packs? ;o
Then he could add co-op mode in that, maybe even some sort of non-backwards language support XD
Lol honestly I know Virgil wouldn’t stoop that low as to do something like that. And even if there were something like that it would be stupid because it would completely ruin the way you use strategy in the game. Some games it is understandable where there is some reason for there to be purchasable content. (like the game series gemcraft and if you dont know about it you should check it out!)
Also the more videos made the less time Virgil has for programming.
That’s but the only reason I try not to ask for new videos all the time 🙂 Having videos is great. But having the game is way better – so, let him program 😀
The funny thing is “world of interest” is the name I gave to my first CreeperWorld map ( it was never published ) and it consisted of a “lab” and a starting Plato… I just thought that might be an interesting coincident… 🙂 However since the fist game dident have that much space in terms of the map. I can now recreate it bigger and better!
I just realized something. You only ever use a single Command Node anymore. Why? On a mission like this, it isn’t essential, but there are several Chronom maps I’ve played recently where three times the starting energy would be nice. I’m hoping you just set the map so the Nodes are pre-placed instead of being dropped from orbit, because I will be very very sad if you took away all this speeding up of the game.
the idea of placing command nodes is to make it more “player controllable”.
No, I meant that he has started all recent videos with pre-placed nodes. I hope this is an option, though, so we can emulate the first game. But the “drop from orbit” mode will certainly work best in most cases.
A general suggestion. In CW2, when there are many blasters going, it hurt my ears (I wear a headset). I suggest some kind of attenuation of the volume, maybe log-scale the volume or something.
Try turning the volume down on your computer.
28:07 (singing) its rainin bombns!!
*bombs*
Has anyone else noticed that there is no “disconnect” button when Virgil selects weapons in the clip? They still have “deactivate” and “disarm”, but not “disconnect”.
I just hope that it will still be an option upon release to use the disconnect feature because it sometimes really made a difference in 2.
Also, there does not seem to be a way to determine the income rate still. It would be nice to see along with reserve energy and AC storage during those close-up zooms.
And Virgil, is there any plan to even out the number of structures and weapons like they are in the first 2 games (if you count the Thor as the fifth)? And how many orbitals are there/will be so far, unless that last bit is classified-ish?
In what sort of situation would it make a difference, exactly? It has never helped me.
It helps, when you want all your weapons to shoot, but some things to not lose power(or to have full power so that when a wave comes, it can hold off), also when you want your mortars to continues firing, but you need to power the pulse cannons, while you reconnect your network(if the enemy destroyed some connections) or while you build more rectors/collectors to increase energy production.
There are occasions where I’m short on energy but have some leftover (fully loaded) weapons from clearing another room. It can be useful to disconnect them and drop them into place to provide a little extra firepower. Also; I’ve used disconnect to keep phantom coils from sucking up all my power in the early stages of some maps. (connect one at a time to load; then disconnect and connect the next. But if all the phantom coils loaded at once after a wave of phantoms I’d run out of ammo for blasters or something equally fatal.)
Virgil,i want to ask you,is there a limit for map boundaries?
256×256
Idea, how bout something like the conversion bombs from cw 2
personally, I really home there are no magic weapons that clear out whole rooms without a whole lot of effort. In CW 2 as soon as you built a conversion bomb or Dark Beam the map was completely over except for mopping up the remenants. And more often than not you had no choice but to build the experimentals, the map had creeper or drones too dense for normal weapons that were WAY too east to defeat with them. Not really a challenge…
You can use the effect of the conversion bomb without it being overpowered.
A bomber that drops a single conversion bomb with an area of effect the size of a mortar shell is weaker than a Bertha shot in most cases.
Then why would you bother building it?
In CW2 it made much better sense because CW2 has confined spaces in which creeper can gain much greater pressure.
I disagree about the CBombs. They could make a HUGE difference, but they were slow and could not reach deep pools without significant investment in speed. Couple that with their short range and the 60 packets/second cap, and they weren’t very effective on maps with several emitters in the “strong” to “ridiculous” levels.
But they were important for defeating the nexus.
Well, I’d like to know about that mysterious ‘cargo’ button on the orbitals section.
😀
Just a quick and simple request. Can we see what each structure/weapon does when put on a power zone? I haven’t seen a bomber, sprayer, or nullifier on a power zone yet, for starters.
We’ve seen Sprayers and Nullifiers in previous videos on PZs. Not sure about Bombers
If you ask me, they are likely being kept secret until release.
…sprayer was placed on PZ near the end of the video. I am curious, however, as to what an upgrader would do on a power zone (if possible. It was said earlier that bertha will not fit on it, so I doubt this would work either(unless the concept will be/is changed))
Berthas do fit on PZ’s you just have to center them on it.
The bertha can go on a power zone.
The units and structures all occupy cell groups with and odd number of cells for width and length (3×3). It works in 3 as such, but would not in 2 because the units took up 2×2.
Hey virgilw- I think that not only the totems should be powered to generate aether, but the siphons would half to suck out the aether maybe?
That would just cause more work than is necessary.
I wouldn’t mind seeing the role of siphons expanded. This would mean that you would actually have to ‘capture’ totems (clear them of creeper and hold the area) to gain benefit from them.
I think I agree with that motion. It kills me in RTS games to have buildings that cannot do anything useful by scientific and logical standards. “Overkill units”l: I say whatever, but” nothing that is affecting the game in any way”: UGH!!!
That is what irks me very much about CW2 Tech domes; after possibly researching all upgrades (which happens a lot on many of the lengthy custom maps), they have no more purpose on the map and there is NO REASON NOT to destroy every single one of them.
At least a third of all of the forge’s upgradeable functions have no maximum caps.
Forgot to add: In this case, I refer to there being no items on the map to siphon meaning no reason to even build Siphons.
I love these videos! Random question. In an earlier video the ability to specify a targeting path for the aerial units was demonstrated but I have not seen it lately. has it been taken back out(I really liked that feature by the way) or has it just not been necessary for the objective ?
The feature of specific aircraft attack vectors is still included, it’s just that Virgil hasn’t been using it. Instead he has simply setting an attack area to accomplish his goals.
It’s still in, as far as I know.
Way to take the question right out of my mind. I have been wondering the same thing for a while now. And depending on cases where resources could be scarce, it actually may be a necessity to keep those attack paths (which I believe are formally known as attack vectors).
I say necessary because whenever flyers have 1 point to attack and no paths, they attack in invisible vectors of uncontrollable length and in random directions so if AC for example was critical, any amount of it would be distributed where it would be unhelpful in AC saturation.
Notice in this clip how often the AC from bombers lands in areas that it often lands in areas where there is no creeper and no way for it to get to creeper and does nothing productive like it should be.
I started watching the older videos and had a realization: the terrain works like CW2. One structure fits on a 3×3 square (vs 2×2 in the first game, but offset by a half cell). The collectors’ range is only allows 5 cells, or 1.66…. units. Why has this not been expanded to 6 cells so we can fit two things together and not waste tons of space? That was my biggest gripe about the first game. You just didn’t get to use everything.
It actually was, if you recall one of Virgil’s earlier videos (when it was first implemented) he mentioned that. And yes, in cw3 one structure occupies 3×3 cells, and there are no ‘subcells’ as there was in cw2. This is the same as in cw1, but the unit occupy the whole 3×3 cells instead of just the center and half of the outside like cw1.
This was covered in the forums once. The idea is based on the need for planning and strategy; these elements are key in the games and if collectors had enough room for 2 structures inbetween them in the first game (I forget what they are in CW3 frankly), building infrastructure would be streamlined too much. It did not need things to be too easy in that sense.
Really think it’d be a nice feature if we could set towers to prioritise the enemies they target in a settable list rather than just ticking a box for the one enemy we’d like it to focus and have it target the others in a default order. For example, you could set an individual mortar to target firstly digitalis, then runners, and finally creeper if you wanted, rather than only ticking a box for one to be the priority and having the game itself decide the second target.
Really interesting ideas that would be good for the forums I think. However, do mortars attack runners? If this was done, I think CW3 could really shine even more as an advanced installment due to the fact that it would be good for the UI.
It doesn’t really matter whether mortars attack runners. They certainly have been shown to damage them in the splash area when attacking creeper and digitalis at any rate. It just seems to be so key to ‘upping’ the strategy in the game, that the player should have the most control possible over what each of his units focus, and this should be open for them to change at any point in the level. It could really come in handy.
I would love to see a bertha on an energy pool 😀
Energy pool? What is that? Not sure if I heard of them.
Energy pool=Power zone
Yeah that’s what I ment…
Sorry xD
Brain fart moment >.>
It’d be very cool though 😛
Mizania- Its still in the game. Dont worry about it being taken out.
I think that there should be a ‘recommended placement’ button. Maybe even a ‘recommended starting structure’ button. With this. maybe you could add in difficulties for the campaign, and the recommendations would dissapear as the difficulty increases.
If there isn’t an update by the 25th I might explode. I can only imagine the epicness that will be in the next update because it will be over 2 weeks since the last update.
I’ve seen this logic before…^^
But, we are closing in on the end of Q1 rather quickly now, it’s but a good month to go. I would expect to see, if not the release before april, at least a major news concerning the release date 🙂
Q1 was never set as a release date. The only thing that Virgil stated with certainty is that it would be within this year. Everything else was probably and maybe.
I just noticed something at 27:46. I forget and cannot tell right now if this was mentioned before, but a bomber has dropped an AC bomb on the only totem island that has no guppy coming to it directly. I thought they only dropped AC on creeper (depending on what has been said when this topic has last been mentioned).
Could it have been trying to drop it on the creeper on the area right next to the totem’s platform?
From what I can tell when they are on the command to attack a single point but not along any specific vector they drop bombs in a line and only stop when they turn around for another pass or run out.
Bombers do indeed drop AC without creeper present. And why not? Strafers that miss AC just waste munitions, but sometimes you really want AC somewhere.
Does Digitalis grow slower while it is going over a void compared to when it is growing on the actual ground?
Can you place units like a nest in the middle of a void with digitalis around it?
From what we have seen, I doubt it. Or else there would be no need to put relays on islands to link them. In fact, there would be almost no need for guppies.
I think ShadowDragon was referring to Creeper based units like emitters or towers. But I agree that it is unlikely to place them on the void either.
Is it possible to make a CRPL tower that is hurt when mortars hit it?
I think that would work if instead it was the bertha that could actually harm the CPRL, let alone any enemy structure even though it is not a nullifier.
In fact, maybe the bertha should have the power to harm nullifiers since they have such powerful shells. Or, there ought to be a unit on the good side that can cause harm to enemy structures that is not a nullifier.
So you could have a nest CRPL in the middle of a void on a small 3×3 piece of land.
with land a certain distance around it for the placement of the mortars.
I was thinking about real planets, and I though it would be awesome that if some creeper were held up on a small island and got to a certain pressure, it would spill into the planet, and eventually come up through all cracks in the planet. Would be so awesome… or have maybe a movable creeper floater that would hang out ontop of creeper but required energy to stay up. like a platform to hold units.
There were already many discussions about the unit that would hover over the creeper in the forum and the idea was kind of put down.
Please don’t leave us waiting for a third week.
I’m trying…. I just need a few more days to get a new build ready so I can have something important to blog about. I’ve spent the last week+ doing the necessary work to support proper story missions, procedural missions, and custom missions… All lots of internal work to get things properly organized.
So about how close are you to a beta build?
So you are down to just getting things organized for the final product?
yea, there is alot of work to put into great games like this. Make sure your getting atleast 2 hours of sleep every night 😉
Sure… that way, we can hear a new glitch in the next recording that is coincidentally in the form of snoring. 😀
I thought it sounded like he burped then kept talking.
Range,fire upgrades+mortar+power zone=EPIC OWNAGE
when you parked those mortars on the power zones…
beautiful. simply beautiful!
As soon as you said “There are some deposits of ore in these hills,” I immediately found the phrase “There’s gold in them there hills,” reverberating through my mind. It won’t go away 🙁