Knuckle Cracker

Creeper World 4 => Farsite Colonies => Topic started by: AutoPost on March 12, 2021, 04:14:56 PM

Title: Custom Map #1001: City Defence. By: chaotea
Post by: AutoPost on March 12, 2021, 04:14:56 PM
This topic is for discussion of map #1001: City Defence
(https://knucklecracker.com/creeperworld4/queryMaps.php?query=thumbnailid&id=1001)

Author: chaotea
Size: 250x250
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: TAiiNE on March 12, 2021, 09:26:39 PM
The concept is nice but it is just so laggy and it became just an AFK sim. Spam pylons across the whole map connecting everything right off the bat. Then just make a ring of motors  around the three nodes, and just sit and wait.

Took 2 hours due to the lag. The walls while I tried them out a bit didn't have much use. Recommend maybe limiting what you can build to make it harder.

https://steamcommunity.com/sharedfiles/filedetails/?id=2423611737

What I ended up with. All the pylons were placed at games start while paused and then after they got built then the rings of motors and cannons. All before the nullifier failed. Nothing else was needed.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: UberWaffe on March 13, 2021, 04:12:01 AM
I very much liked the idea and map.

Did have a bunch of lag, so I attempted to write the scripts in such a way that it would be less laggy.

Please check out the custom map #1010. It is just a test, but even with loads of buildings all contributing to the city's output, it was running fine for me.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: Karsten75 on March 13, 2021, 05:47:53 AM
Are you aware that you can create wiki pages to help explain what yourunits does and that this help will be automatically linked from the game? It would have been helpful, for instance, to know what the "wall" unit did.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: Karsten75 on March 13, 2021, 06:37:04 AM
I have now played your map until I achieved the objective. A few comments.

Firstly, congratulations on the work you put into the map, the layout and topology must have taken an immense amount of work and that is nice.

It was incredibly hard to know what units I had connected to the network., may I suggest that next time a unit that connects to the grid perhaps light up slightly? Without Soylent, one cannot easily determine what is connected or not.

I ran out of resources for anti-creeper, but had tons of Liftic and Arg,  I could not really do anything to consume those faster, so I set up a few rockets, but using the arg in some way or being able to get more Blueite would have been nice.

What I found disconcerting was that I had no real way of knowing how much of each ware was available. I wish we had thought of a way to hook up resource generators into the Factory's systems so one could tell the factory (same as the factory knows about blueite and miners).

Anywy, well done,
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: chaotea on March 13, 2021, 06:11:11 PM
Quote from: Karsten75 on March 13, 2021, 06:37:04 AM
I have now played your map until I achieved the objective. A few comments.

Firstly, congratulations on the work you put into the map, the layout and topology must have taken an immense amount of work and that is nice.

It was incredibly hard to know what units I had connected to the network., may I suggest that next time a unit that connects to the grid perhaps light up slightly? Without Soylent, one cannot easily determine what is connected or not.

I ran out of resources for anti-creeper, but had tons of Liftic and Arg,  I could not really do anything to consume those faster, so I set up a few rockets, but using the arg in some way or being able to get more Blueite would have been nice.

What I found disconcerting was that I had no real way of knowing how much of each ware was available. I wish we had thought of a way to hook up resource generators into the Factory's systems so one could tell the factory (same as the factory knows about blueite and miners).

Anywy, well done,

Yea, constructing everything took about 5 hours.

Units connected to the grid usually have lines to grid, unless you've turned that off in the options.

Yes, not alot of use for arg, other than the custom walls and Shields. I found i had plenty of Anticreeper, so i dont know what to say about that.

Yes it would be cool if the factory could measure incoming ware per second, but i have no idea what to do about it from my end.

I had considered not posting it at all, but thought i managed to get the lag down to playable levels. The number of connections is the issue, and one i frequently get in regular missions. Im hoping in the future there will be a fix for it. Originally the concept was to need to defend the structures as each one was the only way to get recourses, but it was just too laggy. This stands now more as a conceptual level. Perhaps someone can take my CPAK and make improvements on it.

Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: chaotea on March 13, 2021, 06:13:44 PM
Quote from: TAiiNE on March 12, 2021, 09:26:39 PM
The concept is nice but it is just so laggy and it became just an AFK sim. Spam pylons across the whole map connecting everything right off the bat. Then just make a ring of motors  around the three nodes, and just sit and wait.

Took 2 hours due to the lag. The walls while I tried them out a bit didn't have much use. Recommend maybe limiting what you can build to make it harder.

https://steamcommunity.com/sharedfiles/filedetails/?id=2423611737

What I ended up with. All the pylons were placed at games start while paused and then after they got built then the rings of motors and cannons. All before the nullifier failed. Nothing else was needed.

I had the idea that it wouldnt be hard to get your defences up before the nullifier fail, but that the Creeper++ would push over time. the min 20 min is manageable easily enough, but its why the objective is 20min+ for endurance play. Still i might look to do a smaller one at some point with a similar concept.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: TAiiNE on March 14, 2021, 02:53:30 PM
Quote from: chaotea on March 13, 2021, 06:13:44 PM

I had the idea that it wouldnt be hard to get your defences up before the nullifier fail, but that the Creeper++ would push over time. the min 20 min is manageable easily enough, but its why the objective is 20min+ for endurance play. Still i might look to do a smaller one at some point with a similar concept.

Well, seeing how it took over two hours before it reached that 20 minute min I didn't care to wait around to see if it did get harder. It was laggy from the get-go to where placing anything was a chore resulting in me just click-dragging pylons all around instead of trying to follow the roads.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: chaotea on March 15, 2021, 06:17:21 AM
Quote from: TAiiNE on March 14, 2021, 02:53:30 PM
Quote from: chaotea on March 13, 2021, 06:13:44 PM

I had the idea that it wouldnt be hard to get your defences up before the nullifier fail, but that the Creeper++ would push over time. the min 20 min is manageable easily enough, but its why the objective is 20min+ for endurance play. Still i might look to do a smaller one at some point with a similar concept.

Well, seeing how it took over two hours before it reached that 20 minute min I didn't care to wait around to see if it did get harder. It was laggy from the get-go to where placing anything was a chore resulting in me just click-dragging pylons all around instead of trying to follow the roads.

Oh right. It wasnt that bad for me, but it was still quite laggy. Still, thanks to it being uploaded UberWaffe has done a good job with a work around. Ive started re-making it and will be shortening Creeper ++ timer from 5 to 3 min. Though due to a bug I had to scrap everything and start over (spent 2 hours redoing it too T_T ). Anyhow hopefully that will work out abit better. In the mean time try the Creeper World Tycoon map i uploaded if you havnt. Lets you build the structures yourself.
Title: Re: Custom Map #1001: City Defence. By: chaotea
Post by: UberWaffe on March 17, 2021, 02:19:57 AM
Noticed I made a really dumb error in the resource build-up part of the warehouse script.
I did not add a "Only once per 30 frames" check, so all resources are basically being added each tick.

It should look like this, with an "if (GetGameUpdateCount mod(30) eq0)"

:DoWaresBuildup
SetUnitUIText(self 1 Concat("Bluite +" <-*CITYPRODBLUITE))
SetUnitUIText(self 2 Concat("Redon +" <-*CITYPRODREDON))
SetUnitUIText(self 3 Concat("Greenar +" <-*CITYPRODGREENAR))
if (GetGameUpdateCount mod(30) eq0)
if (GetGameUpdateCount <-*CITYLASTUPDATED neq)
GetGameUpdateCount ->*CITYLASTUPDATED
<-*CITYBUILDUPBLUITE <-*CITYPRODBLUITE + ->*CITYBUILDUPBLUITE
<-*CITYBUILDUPREDON <-*CITYPRODREDON + ->*CITYBUILDUPREDON
<-*CITYBUILDUPGREENAR <-*CITYPRODGREENAR + ->*CITYBUILDUPGREENAR
endif
endif