Cautious, steady, methodical, ever advancing… all attributes that describe both the Creeper and Michionlionin his Altiar Playthrough. Enjoy this precision assault to liberate yet another world from the grip of the blue goo.
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.
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.
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.
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)…
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
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.
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.
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.
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
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.
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.
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.
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..
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.
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.
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.
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.
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.
DestinyAtlantis(The Lord of Darkness)June 26, 2013 at 8:49 am | Permalink
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).
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.
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.
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.
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.
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.
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
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…
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)
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.
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.
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?
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.
The levels you see aren’t story missions or even a measurable fraction of what is available in the game.
I can’t really be specific on a release date. It’s impossible to calculate… But, I’m working days a nights, seven days a week right now to get her finished. If you look back of the blog posts for the last 18 months you will get a feel for the progress and what stage of development I’m at.
If so I would LOVE to help test and report bugs or whatnot. Ive done this for 2K games before and would loev to be a part of a game I really enjoy(ed). Like I said im still playing evermore just to get my fix.
There is a beta but it is not open. If there is a CW4 (hopefully 😀 ) you may be able to get in it by being active on the forums. I too am jealous of the few people that have access to the beta but not everyone can be a beta tester.
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.
anyone else see the restriction amounts? that will make this level quite hard
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.
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.
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.
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)…
Actually, this map was a ‘training map’, if you read the starting text.
yep, sorry, it was covered by the youtube topbar and i didn’t notice it.
it makes more sense this way
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
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.
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.
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.
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.
Ah – I did NOT see the limits. That explains a thing or two.
How about reactor-less runs? I’d prefer collectors to be the main energy source.
It would be nice if you could research to increase the amount of a structures you can build with aether.
another great map and first comment keep up the good work
well, that was impressive!
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.
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
No, I meant in general. One Reactor outputs 1.5 energy/second. In the first game it was .3 or .4 a second.
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.
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.
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
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.
look at previous video and tell me you wouldn’t do the same
Oh, okay! I’ve wanted variable prices for a while now, but never thought much of it. Well this makes me happy.
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.
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.
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.
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.
That’s a good idea, I didn’t think of that, that’s definitively a better way then mine.
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.
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.
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.
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.
yep, red digitalis means injuried digitalis!
virgil said that in the video he shown them
Red D mean that is has been damaged
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).
Ah, cool, thanks for setting me straight 🙂
How powerful are shields now? I don’t think we’ve seen much of them besides their release.
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.
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.
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.
I think this is a collection of pre-recorded beta-testing videos, that they are releasing every 3-4 days.
Indeed, this is footage from Beta Build 3, and our current build is Beta 5.
I have decided that I need the first song when I play this game. Electronic FTW.
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.
yes its possable to do that
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?
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.
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.
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
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…
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)
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.
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.
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.
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?
I hadn’t noticed the Digitalis “squirm” in previous videos. that is a neat effect.
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.
The levels you see aren’t story missions or even a measurable fraction of what is available in the game.
I can’t really be specific on a release date. It’s impossible to calculate… But, I’m working days a nights, seven days a week right now to get her finished. If you look back of the blog posts for the last 18 months you will get a feel for the progress and what stage of development I’m at.
I think it would be enough to work only day. Night-work tend to cause more problems that it solves.
How is your TODO list? Is it growing (due to bug reports) or already shrinking?
What big things are on the list, if you’d be so kind to give us a little look inside?
Are you doing alphas or betas?
If so I would LOVE to help test and report bugs or whatnot. Ive done this for 2K games before and would loev to be a part of a game I really enjoy(ed). Like I said im still playing evermore just to get my fix.
There is a beta but it is not open. If there is a CW4 (hopefully 😀 ) you may be able to get in it by being active on the forums. I too am jealous of the few people that have access to the beta but not everyone can be a beta tester.
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.
Edit for clarification: the cost would be 1:1, so one piece of terrain from 1->10/10->1 = one removed wall.