66 Responses

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  1. DaMetaEX
    DaMetaEX June 25, 2013 at 1:24 pm |

    anyone else see the restriction amounts? that will make this level quite hard

    1. Michionlion
      Michionlion June 25, 2013 at 1:32 pm |

      Indeed, if you had access to everything, in all amounts, this map would be quite easy. Infact, the reactor limit could probably be reduced to 15 or so.

      1. Saneman
        Saneman June 25, 2013 at 1:59 pm |

        Limits to anything are very stupid, why would a civilization put a limit on something that will help itself achieve victory. If your gonna make it harder, nerf the weapons or increase all the emitters power, limits are very stupid for any game, and very frustrating.

        1. Madara Uchiha
          Madara Uchiha June 25, 2013 at 3:29 pm |

          Well, what if you are on a planet where you can’t get complete orbital support, and your resources are fundamentally limited? A civilization might limit itself to a known number of building to be able to sustain itself.

          1. Vkfan
            Vkfan June 26, 2013 at 1:45 am |

            i think the resource problem doesn’t exist: as far as i know, energy+cn=packet and packet=structure. you can gather energy on the planet=you can build as long as there is enough space.
            also: it’s a war! why should someone put some limits on his chance to survive?

            i’m glad there are those limits, but they’re quite unexplained (at the moment)…

            1. Michionlion
              Michionlion June 27, 2013 at 6:12 pm |

              Actually, this map was a ‘training map’, if you read the starting text.

              1. Vkfan
                Vkfan June 28, 2013 at 1:48 am |

                yep, sorry, it was covered by the youtube topbar and i didn’t notice it.
                it makes more sense this way

        2. DaMetaEX
          DaMetaEX June 25, 2013 at 3:30 pm |

          u have definatly not played very many games have you? there are some games that give you next to nothing to work with and you have to survive EX. Resident evil (forgot the ones that do this)

          so limitation makes it more of a challange than it would normally be if i was him without restrictions would have had 4 to 5 birthas dropping round across the whole creeper population

        3. Generalafire
          Generalafire June 25, 2013 at 4:26 pm |

          Saneman, maybe the civilization didn’t put the limits on itself, maybe it was natural resource limits, or.. like today, it was immoral in the eyes of the civilians and they banned it, like they do everyday.

        4. Blaze
          Blaze June 25, 2013 at 4:37 pm |

          If you think about it, maybe they just lack the tech or other resources to be able to construct such vast quantities of everything?

          Maybe a spore struck a command node or it had a bad landing, rendering it unable to sustain function to everything.

          Increasing emitter power only makes it a slog in the end, you’ll still have an easy time progressing once you have sufficient energy reserves.

    2. Saneman
      Saneman June 25, 2013 at 2:00 pm |

      The level is easy to one with an open mind, I don’t see things as hard, I see them as time consuming. Everything is easy once you understand it.

      1. Rastax
        Rastax June 27, 2013 at 10:51 am |

        That’s true, this is the biggest disadvantage of the game:
        Once your base is secure every following action until destroying the emitters is just time-consuming, but not hard in any way as you can’t lose. And trying to make it as fast as possible isn’t fun for me.

    3. Kurt Werle
      Kurt Werle June 25, 2013 at 2:06 pm |

      Ah – I did NOT see the limits. That explains a thing or two.

    4. Nicolas
      Nicolas June 29, 2013 at 2:15 am |

      How about reactor-less runs? I’d prefer collectors to be the main energy source.

    5. DoomChez
      DoomChez June 29, 2013 at 2:31 am |

      It would be nice if you could research to increase the amount of a structures you can build with aether.

  2. Micheal
    Micheal June 25, 2013 at 1:25 pm |

    another great map and first comment keep up the good work

  3. Vkfan
    Vkfan June 25, 2013 at 1:49 pm |

    well, that was impressive!

  4. anon
    anon June 25, 2013 at 2:36 pm |

    Wow. Fully upgraded Reactors on a PZ give you 15 energy. Four of those would hit the limit in CW2, and just two and some Collectors would hit CW1’s. I’d like to know why Reactors, Strafers, and Beams all jumped in price though. In Alpha pictures from CW2, Phantom Coils only cost 1 packet to build. But 35 for an essential one-trick pony? No way. Strafers require energy to fire, unlike Bombers, so they need a constant stream of packets anyway. Reactors are just ridiculous, so I guess that’s okay.

    1. DaMetaEX
      DaMetaEX June 25, 2013 at 3:35 pm |

      PZ reactors yes normal NO and its rare that anyone uses more than 2 PZ reators if not less than that yes its very good but at the same time its take up a PZ which can be used for other things like upgrades strafers/bombers/birthas/ext/ you get the idea

      1. anon
        anon June 25, 2013 at 6:27 pm |

        No, I meant in general. One Reactor outputs 1.5 energy/second. In the first game it was .3 or .4 a second.

    2. Michionlion
      Michionlion June 26, 2013 at 12:44 am |

      Along with unit limits, unit prices were adjusted in this map, specifically, weapons were made about 30% more expensive, reactors jumped around 50%, and others were just tweaked a bit. I find that doing so creates variety, so that you can’t always employ the same strategy.

      1. Doggxs
        Doggxs June 26, 2013 at 9:00 am |

        Thats pretty cool actually. Just another variable to tweak. It could make people really have to think about the beginning of a map and not just always do the same thing. Could bring some variety to maps. You could make Berthas worth like 2,000 packets so they take forever to build that way you can’t build up a ton of them.

        1. DaMetaEX
          DaMetaEX June 26, 2013 at 10:20 am |

          thats not going to stop anyone the birtha’s firepower is worth more than 8000 packets restricting the number allowed is the best way

          as vergil put it “Its only a matter of energy”

          i could build a wall hold it for ever as i wait for the 2000 packets build up the birtha

          1. Doggxs
            Doggxs June 26, 2013 at 3:13 pm |

            I agree. You could wait that long. But would you want to wait that long 15 times over if you wanted to build 15? Probably not.

            1. DaMetaEX
              DaMetaEX June 26, 2013 at 7:09 pm |

              look at previous video and tell me you wouldn’t do the same

      2. anon
        anon June 26, 2013 at 1:57 pm |

        Oh, okay! I’ve wanted variable prices for a while now, but never thought much of it. Well this makes me happy.

  5. KingSupernova
    KingSupernova June 25, 2013 at 6:29 pm |

    Is it possible to put aether forges or commands nodes on PZs? Will there be a way to turn off specific types of packets like in CW1? It was removed in CW2 and I found this really annoying. Also it would be really useful if you could do something like telling your command node to send all packets needed to this blaster, and any extra to this mortar over here. You could be able to assign “priority numbers” to different units or groups of units. A unit (or group) with priority number 1 would get all packets it needed, the unit (or group) with priority number 2 would get any extra (if there were any), number 3 after that, etc. If you assigned priority number 1 to a bunch of units, it would then space out the packets between those units like it does now. You could use this to say “send all packets needed to keep this blaster firing at full speed, then send any extra to this guppy, to help out the other command node”. I think this would add a lot to the game, and make managing units and energy much easier.

    1. James
      James June 25, 2013 at 7:38 pm |

      Disarm/Deactivate?

      Alittle more “hands on” per say but serves the same function. But I agree your idea would be nice. Would rather see that post release.. But then again that’s just me being greedy..

      Good idea though. Wouldn’t mind seeing that.

      1. KingSupernova
        KingSupernova June 26, 2013 at 5:39 pm |

        Well, yes, but that would mean that every couple seconds i would have to disconnect, reconnect, disconnect etc. and that’s kind of tiring. I also hope that we will be able to select multiple units that aren’t weapons.

    2. sweetdude64
      sweetdude64 June 25, 2013 at 9:05 pm |

      I 100% agree. I can visualize it the same way terps work. A player could click on a setting, and a grid would pop up across the map. However, the grid’s squares will be as big as the units(just like the terraforming grid’s squares are as big as each individual square of land). This feature would be very useful.

      1. KingSupernova
        KingSupernova June 26, 2013 at 5:34 pm |

        That’s a good idea, I didn’t think of that, that’s definitively a better way then mine.

        1. KingSupernova
          KingSupernova June 27, 2013 at 12:42 am |

          What happens if you move the unit? You would have to reassign numbers. Or I guess that the number could move with the unit. That would work.

  6. Istaro
    Istaro June 25, 2013 at 8:01 pm |

    At around 3:00 I noticed something I’d never really thought of before—the “closest first” firing algorithm of PCs is usually fine, but against certain configurations of digitalis, it can be orders of magnitude worse than the optimal strategy of focusing on a narrow digitalis bridge to cut off everything downstream. C’est la via, I guess.

    Speaking of digitalis, I think this is the first time we’ve seen red digitalis—anyone know what that means? “Injured” in some way? But it only seems to turn red after a bertha hit, not when under attack by PCs.

    1. sweetdude64
      sweetdude64 June 25, 2013 at 9:09 pm |

      Yes, the digitalis becoming red does mean it is injured. The bertha shells are major attacks, so it is much easier to see the attack. The PC’s do make the digitalis red, but since the attack is much smaller, it is harder to see. For more information, check out the digitalis blog post from awhile ago.

    2. Michionlion
      Michionlion June 26, 2013 at 12:45 am |

      Yes, the Digitalis will change colors when damaged. You can also see this effect from mortar fire, and PC’s, although PC’s normally kill the Digitalis too fast for you to notice.

    3. Vkfan
      Vkfan June 26, 2013 at 4:22 am |

      yep, red digitalis means injuried digitalis!
      virgil said that in the video he shown them

    4. Lich98
      Lich98 June 26, 2013 at 7:27 am |

      Red D mean that is has been damaged

    5. DestinyAtlantis(The Lord of Darkness)
      DestinyAtlantis(The Lord of Darkness) June 26, 2013 at 8:49 am |

      I think it turned red, because it was damaged by splash damage(or something like that). Altough i’m not really sure.
      I know i’ve seen red digitalis(actually blue to purple to red when it gets damaged).

    6. Istaro
      Istaro June 27, 2013 at 7:00 pm |

      Ah, cool, thanks for setting me straight 🙂

  7. JoshuaT
    JoshuaT June 25, 2013 at 11:22 pm |

    How powerful are shields now? I don’t think we’ve seen much of them besides their release.

    1. Michionlion
      Michionlion June 26, 2013 at 7:00 pm |

      As far as I have noticed, they haven’t really changed. They are still immensely useful in some situations, but in an open battlefield, they don’t have too many uses.

      1. JoshuaT
        JoshuaT June 27, 2013 at 5:02 pm |

        I’m just thinking that it seems that it would be ridiculously easy to just build out with Shields and Terps. it would just cost energy, which i’m a turtle anyway, so that’s not much of an issue, i think.

  8. Gecko252
    Gecko252 June 26, 2013 at 12:16 am |

    I love all the new strategies we get to see with these new updates.

    Also, we are being spoiled with all the updates right after the other! It is nice.

    1. DestinyAtlantis(The Lord of Darkness)
      DestinyAtlantis(The Lord of Darkness) June 26, 2013 at 9:16 am |

      I think this is a collection of pre-recorded beta-testing videos, that they are releasing every 3-4 days.

      1. Michionlion
        Michionlion June 26, 2013 at 4:19 pm |

        Indeed, this is footage from Beta Build 3, and our current build is Beta 5.

  9. Doggxs
    Doggxs June 26, 2013 at 9:07 am |

    I have decided that I need the first song when I play this game. Electronic FTW.

  10. Victor
    Victor June 26, 2013 at 12:38 pm |

    I have one question. Can you place units in the map creator and lock them there? In case you don’t want the player to place CNs, but in map creation you put a single one somewhere dangerous in the map, that meaning that he has to protect that area, because if he loses the CN, he can’t create a new one, and loses the game. That’s only an example, you could do it with other units, like a mortar in a power zone right in the middle of the creeper, that slowly overfloods it. Hope i made it clear.

    1. DaMetaEX
      DaMetaEX June 26, 2013 at 2:34 pm |

      yes its possable to do that

      1. Michionlion
        Michionlion June 26, 2013 at 4:19 pm |

        Really? I have yet to find an option such as this in the map editor, although it would be a good idea. Where do you get your information?

        1. me_me_me
          me_me_me June 26, 2013 at 6:19 pm |

          I think he might be mistaken. That is an option in CW1. I don’t know about CW3 considering I’m not a beta tester like you 😀 but as far as I know DaMeta isn’t a beta tester either.

          1. Michionlion
            Michionlion June 26, 2013 at 7:03 pm |

            That was basically what I was saying… just trying to be a bit more polite. But yeah, the ability to pre-place units and lock them in place would be a very cool feature, and something that I could see Virgil adding down the road, maybe after release.

            1. DaMetaEX
              DaMetaEX June 27, 2013 at 12:14 am |

              next time try listening to vergil he clearly stated that CRPL can do ANYTHING that means a map can deny all comand Node from dropping and this one CRPL tower does everything a command Node does but can be set to be unslectable which will deny it from moving and that means the only comand node allowed now is in danger of being destroied by the evil map maker

              1. Michionlion
                Michionlion June 27, 2013 at 8:41 am |

                Nope. I think you misinterpreted Virgil. CRPL can indeed do many, many things, but currently, you cannot create a CRPL-Core that acts as a player unit. You may be able to stop CN’s from dropping by destroying the when they land, but you would have to make sure you let one, atleast, land. Maybe next time you go thinking in literal terms, you should take a minute and try to figure out if what you are going to say is actually something that needs saying…

                1. Vkfan
                  Vkfan June 27, 2013 at 1:40 pm |

                  well, virgil managed to create a creeper-launcher turret in a previous video, with a lot of coding (waaaaaaaay too much coding) you can achieve this too (i think)

                  1. Michionlion
                    Michionlion June 27, 2013 at 6:19 pm |

                    No, because currently it is impossible to, 1, send packets, 2, gather energy, and 3, become a unit that can ‘link’ to other player units.

                    1. Vkfan
                      Vkfan June 28, 2013 at 1:54 am |

                      you could create
                      1) instances of packets
                      2) something to simulate the energy flow (ok,that will be hard)
                      3) in a previous vid, virgil managed to create a road usable by the runners to move. it was some sort of link, anyway, and (maybe) you can create a similar thing to link a crpl structure to the other (players’)ones.

                    2. Michionlion
                      Michionlion June 30, 2013 at 10:06 pm |

                      3) this was accomplished by simply not moving onto a spot that was of a different terrain level.

                      And indeed, It actually may be possible to manually calculate energy AND send packets (since it is possible to decrease/increase ammo), although such a system would be enormously complex, and essentially redundant.

  11. Doggxs
    Doggxs June 27, 2013 at 10:39 am |

    Does anyone know if there is any way to just let anti creeper pool without trying to hit creeper? Like in CW2 how the makers could pump it out wherever? I know you could just set your bombers to drop on your base if you wanted to but it seems slow. Can sprayers just drop beneath them or only fire at enemies?

  12. MizInIA
    MizInIA June 27, 2013 at 12:35 pm |

    I hadn’t noticed the Digitalis “squirm” in previous videos. that is a neat effect.

  13. SgtShap
    SgtShap June 27, 2013 at 6:02 pm |

    When is this coming out?

    I keep seeing playthroughs for levels but nowhere to actually play them.

    Also (not trying to be a dick here), doesn’t putting out playthroughs kinda ruin it, kinda like a movie spoiler. If the game isnt out yet, wont these videos ruin the level for people since they will already know how to beat it quickly without having to give it their own thought.

    Anyways, can’t wait to play this game. Ive played all the others, and am biding my time on evermore.

  14. Th3Ch053n0n3
    Th3Ch053n0n3 June 28, 2013 at 12:59 am |

    I was watching some of the old videos again, and the video Dungeon Novice reminded me of my old CDO about the leftover walls being unremovable. Could you add a function to the terps that removes them? To maintain balance, my suggestion for the cost of this would be that the cost of removing one piece of wall is the equivalent of the cost of terping terrain from lvl 1 to lvl 10.

    1. Th3Ch053n0n3
      Th3Ch053n0n3 June 28, 2013 at 1:01 am |

      Edit for clarification: the cost would be 1:1, so one piece of terrain from 1->10/10->1 = one removed wall.

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