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Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on October 29, 2020, 04:32:40 PM

Title: Custom Map #1601: Omni 6. By: FOXX
Post by: AutoPost on October 29, 2020, 04:32:40 PM
This topic is for discussion of map #1601: Omni 6
(https://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=1601)

Author: FOXX
Size: 280x300

Desc:
#EditStruc #ParticlesOverMiredLand #NoStunners #TiconDefenseRange by Stickman #BravoGoodMorning #ThanksToBuilder17 #ThanksToYum234 #OmniSpawner by Sorrontis
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: GoodMorning on October 30, 2020, 04:29:22 AM
The island with the two 80-strength mire spawners doesn't seem to be conquerable (with every bit of end-game tech and firepower I can throw at it).

While trying, the mire-warp was destroyed, too.

Any idea why, FOXX?
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on October 30, 2020, 08:26:30 AM
Quote from: GoodMorning on October 30, 2020, 04:29:22 AM
The island with the two 80-strength mire spawners doesn't seem to be conquerable (with every bit of end-game tech and firepower I can throw at it).

While trying, the mire-warp was destroyed, too.

Any idea why, FOXX?

Hi GoodMorning,
not really sure to be honest but there is a 'thing' with the Mirewarp.
When i first added these to my maps i noticed that the settings of the Mirewarp don't work when overmired so my solution was to spawn another Mirewarp in when the Mirespawner is destroyed. And sometimes (not always) the first Mirewarp gets destroyed but the Spawned Mirewarp is the active one.
This setup should work. Maybe not enough Omni's on the Mirewarp island?
That is my options for now.

Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: alche on October 30, 2020, 01:12:33 PM
Quote from: GoodMorning on October 30, 2020, 04:29:22 AM
The island with the two 80-strength mire spawners doesn't seem to be conquerable (with every bit of end-game tech and firepower I can throw at it).

While trying, the mire-warp was destroyed, too.

Any idea why, FOXX?
i just placed mi omnis on the island conected by the virtual bridge, and waited till it mired the big island with those 80s, no problem. it just needs to destroy some hidden structure there, just takes time

also, great map!!
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on October 30, 2020, 01:33:54 PM
Quote from: alche on October 30, 2020, 01:12:33 PM
i just placed mi omnis on the island conected by the virtual bridge, and waited till it mired the big island with those 80s, no problem. it just needs to destroy some hidden structure there, just takes time

also, great map!!
Thanks Alche.
Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: chwooly on October 30, 2020, 09:21:20 PM
I decided to cheat by Rock burning the area under the mine by the blue particle cache, The I was able to build the mine and power the cache which took out the island on the lower right. Now I can't win even though I am at 100% mired and everything is gone, it won't give me the win condition. For the islands I didn't have a problem with them

I did think this should have been 2 maps, Took me over an hour to play and I prefer 30-40 min maps LOL

Thanks

Foxx
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: GoodMorning on October 31, 2020, 06:33:41 PM
FOXX:
Glad to know that it's not my fault, but I had packed every Omni I could onto the flat island. It's probably an issue with stacking the MireWarp script in the same cell, and execution order.
Also, 6K particles is a recipe for lag, so perhaps smaller/thinner doppels?

chwooly:
I agree, two maps would have worked better for this - left and right, perhaps?

Thanks for making this, FOXX.
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: chwooly on October 31, 2020, 10:25:33 PM
I went back and re played the map, didn't try a short cut this time, Still took me over an hour. But this time got the win condition. No other problems noted


Good Morning, Yes, Left and Right would have worked well,


Thanks again Foxx


Cheers
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 01, 2020, 07:23:20 AM
Quote from: chwooly on October 30, 2020, 09:21:20 PM
I decided to cheat by Rock burning the area under the mine by the blue particle cache, The I was able to build the mine and power the cache which took out the island on the lower right. Now I can't win even though I am at 100% mired and everything is gone, it won't give me the win condition. For the islands I didn't have a problem with them
Hmmm, in my opinion you can play (and shortcut) a map the way you want / can and should be ok for mire all conditions.
But here the age acted different?!?! Can't explain why.

QuoteI did think this should have been 2 maps, Took me over an hour to play and I prefer 30-40 min maps LOL

Thanks

Foxx
Most of these Omni maps go for around an hour (or more). I'll keep this in mind.
Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 01, 2020, 07:26:35 AM
Quote from: GoodMorning on October 31, 2020, 06:33:41 PM
FOXX:
Glad to know that it's not my fault, but I had packed every Omni I could onto the flat island. It's probably an issue with stacking the MireWarp script in the same cell, and execution order.
Also, 6K particles is a recipe for lag, so perhaps smaller/thinner doppels?

chwooly:
I agree, two maps would have worked better for this - left and right, perhaps?

Thanks for making this, FOXX.
Welcome GoodMorning,

Yeah, those doppels turned out to be 2 instead of 1. I don't think it is only particles which cause lag because in other Omni maps with lag there are almost no particles. Combination of things probably.
Maybe is best to reduce the mapsize for these maps.

Thinking ............ :)

Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: stdout on November 02, 2020, 05:57:48 PM
I've really enjoyed your maps FOXX.

Suggestion for the future, maybe set mire to 99%? This avoids the annoying circumstance where you missed a tiny island somewhere and you have to spend time looking around to see where the speck of unmired land is.
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 03, 2020, 06:38:24 AM
Quote from: stdout on November 02, 2020, 05:57:48 PM
I've really enjoyed your maps FOXX.

Suggestion for the future, maybe set mire to 99%? This avoids the annoying circumstance where you missed a tiny island somewhere and you have to spend time looking around to see where the speck of unmired land is.
Thanks Stdout,
I have been thinking of this (and in the Chicken-Duck map i had to set the mire % to 99 because of acouple of landpieces sticking out of Duck image if i remember good.)
With 100% mire the challenge is to mire all the land. With 99% and a lot of land the player doesn't need to get his omni's to every piece of land (yes, i have had this in a map when testing, can't remember which one)
So for the most part i will stay on 100% for that reason.
Greets
FOXX

I have played a recent image map of yours which was very enjoyable :)
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: n3s on November 04, 2020, 12:16:48 PM
I lost the mirewarp somehow too, with the island as packed as I could get it with omnis. I tried throwing cannons and grabber streams at that target big half circle island but quickly gave up. Fun map up until it became unwinnable.
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 05, 2020, 07:11:34 AM
Quote from: n3s on November 04, 2020, 12:16:48 PM
I lost the mirewarp somehow too, with the island as packed as I could get it with omnis. I tried throwing cannons and grabber streams at that target big half circle island but quickly gave up. Fun map up until it became unwinnable.

Hmmm, I'm all my testruns with these mirewarps (spawning in the 2nd workable mirewarp) it went ok. And all of a sudden it breaks in this map. Maybe because i used older scripts but probably not the case.
Anyhows, because of this issue unfortunately the mirewarp is off the menu.

Thanks for input.
Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: n3s on November 05, 2020, 05:12:09 PM
Quote from: FOXX on November 05, 2020, 07:11:34 AM
Anyhows, because of this issue unfortunately the mirewarp is off the menu.


I've never encountered a problem with them before, though.

I think maybe moving forward, make it a realistic application, though. There were some big mire totem things on that island that the warp + 7 or whatever omnis were just never going to be able to put a dent in. Trying to warp the mire from a handful of omnis vs a +100 red mire tower thing just isn't gonna happen, and may be part of the problem here?
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: GoodMorning on November 05, 2020, 07:18:01 PM
Agreed, it felt like a glitch that it would ever work - even with a fleet-worth of guns assisting. But it must have worked for FOXX.

A dozen omnis (about 4 each) still should have trouble opposing one of those 80-towers (even with cannon assistance), and that's without the mire-warp causing a bottleneck.
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 06, 2020, 10:37:08 AM
Quote from: n3s on November 05, 2020, 05:12:09 PM
I've never encountered a problem with them before, though.
Me neither. As mentioned the issue i had was the Mirewarp's settings not working when overmired. (the reason why the 2nd Mirewarp is spawned in, which works)
Made the setup so that when the 2nd Mirewarp is spawned in there are enough Omni's on specific island for overmiring the other side.

QuoteI think maybe moving forward, make it a realistic application, though. There were some big mire totem things on that island that the warp + 7 or whatever omnis were just never going to be able to put a dent in. Trying to warp the mire from a handful of omnis vs a +100 red mire tower thing just isn't gonna happen, and may be part of the problem here?
This is a negative because here is where the Mirewarp script shines. In the settings you can change the amount of particles warped, the delay time and the strength increase. With these settings you can make the Mirewarp very strong. (didn't test how strong it can get but sure tested each Mirewarp setup i made)

But if something gives issues for players i think better leave it out because i am not able to fix this issue myself.

Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 06, 2020, 10:40:09 AM
Quote from: GoodMorning on November 05, 2020, 07:18:01 PM
Agreed, it felt like a glitch that it would ever work - even with a fleet-worth of guns assisting. But it must have worked for FOXX.
Yes, i have used this setup (spawning in the 2nd Mirewarp) more then once and for me it worked.
I have noticed that sometimes the 1st Mirewarp gets destroyed and sometimes not. What triggers this i have no clue.

QuoteA dozen omnis (about 4 each) still should have trouble opposing one of those 80-towers (even with cannon assistance), and that's without the mire-warp causing a bottleneck.
See previous message for info.

Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: Ash on November 06, 2020, 04:07:17 PM
I saw it happen once where the bottom mirewarp wouldn't work.  I can reproduce it by just using one omni to mire the island.  The one omni can kill the emitter, but it will kill the emitter before it overmires the mirewarp.  After that, the mirewarp wont die and you can't mire the adjacent island no matter how many omnis you use.

Hope this helps figure out how to resolve.

Great maps Foxx!

Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: n3s on November 07, 2020, 09:13:20 PM
Quote from: FOXX on November 06, 2020, 10:40:09 AM
Quote from: GoodMorning on November 05, 2020, 07:18:01 PM
Agreed, it felt like a glitch that it would ever work - even with a fleet-worth of guns assisting. But it must have worked for FOXX.
Yes, i have used this setup (spawning in the 2nd Mirewarp) more then once and for me it worked.
I have noticed that sometimes the 1st Mirewarp gets destroyed and sometimes not. What triggers this i have no clue.

QuoteA dozen omnis (about 4 each) still should have trouble opposing one of those 80-towers (even with cannon assistance), and that's without the mire-warp causing a bottleneck.
See previous message for info.

Hey speaking of which, I forget which map it was, but one of your semi recent maps had a struc maker (the little black 'M' in space, not on land) in the bottom left corner that pretty much gets destroyed immediately upon map load. You can see its health decrease and no matter what you do, you can't save it.

Or at least, I couldn't, and I tried all kinds of things because for some reason the struc maker + FPAF struc making is a big part of why I like these maps. I just like drawing lines of struc and having them kill or distract enemy energy sources, etc.
Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 08, 2020, 10:02:06 AM
Quote from: Ash on November 06, 2020, 04:07:17 PM
I saw it happen once where the bottom mirewarp wouldn't work.  I can reproduce it by just using one omni to mire the island.  The one omni can kill the emitter, but it will kill the emitter before it overmires the mirewarp.  After that, the mirewarp wont die and you can't mire the adjacent island no matter how many omnis you use.

Hope this helps figure out how to resolve.
Yes, not enough Omni's was the only thing i could think of.
Sounds like logical feedback.

QuoteGreat maps Foxx!
Thanks Ash,
Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 08, 2020, 10:07:16 AM
Quote from: n3s on November 07, 2020, 09:13:20 PM
Hey speaking of which, I forget which map it was, but one of your semi recent maps had a struc maker (the little black 'M' in space, not on land) in the bottom left corner that pretty much gets destroyed immediately upon map load. You can see its health decrease and no matter what you do, you can't save it.

Or at least, I couldn't, and I tried all kinds of things because for some reason the struc maker + FPAF struc making is a big part of why I like these maps. I just like drawing lines of struc and having them kill or distract enemy energy sources, etc..
Yeah, those invisible strucmakers get destroyed if they are in contact with mired land. That map was probably the map i figured this out :)
And if i don't forget about it, EditStruc is very useful. Ideal for protecting energy mines.

Greets,
FOXX
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: n3s on November 09, 2020, 03:45:47 PM
Quote from: FOXX on November 08, 2020, 10:07:16 AM
Quote from: n3s on November 07, 2020, 09:13:20 PM
Hey speaking of which, I forget which map it was, but one of your semi recent maps had a struc maker (the little black 'M' in space, not on land) in the bottom left corner that pretty much gets destroyed immediately upon map load. You can see its health decrease and no matter what you do, you can't save it.

Or at least, I couldn't, and I tried all kinds of things because for some reason the struc maker + FPAF struc making is a big part of why I like these maps. I just like drawing lines of struc and having them kill or distract enemy energy sources, etc..
Yeah, those invisible strucmakers get destroyed if they are in contact with mired land. That map was probably the map i figured this out :)
And if i don't forget about it, EditStruc is very useful. Ideal for protecting energy mines.

Greets,
FOXX

Definitely good for protecting mines and even landmass "shores", but I also like using it offensively if there is enough struc generation. (like adding together the power of the FPAF, a strucmaker 'M', and flip emitters that have generate struc turned on) - you can draw a line to an enemy energy mine and have a good chance of destroying it, which can be strategic if it's feeding a cannon/gun emplacement or a shipyard or something.

And it's just an enjoyable part of the map experience to draw in struc and have it be built. I don't know why I like it so much.
Title: Re: Custom Map #1601: Omni 6. By: FOXX
Post by: FOXX on November 10, 2020, 10:13:43 AM
Quote from: n3s on November 09, 2020, 03:45:47 PM
Definitely good for protecting mines and even landmass "shores", but I also like using it offensively if there is enough struc generation. (like adding together the power of the FPAF, a strucmaker 'M', and flip emitters that have generate struc turned on) - you can draw a line to an enemy energy mine and have a good chance of destroying it, which can be strategic if it's feeding a cannon/gun emplacement or a shipyard or something.
I can say nothing else that this is the way that system is intended :)
And how i use it if i don't forget.

QuoteAnd it's just an enjoyable part of the map experience to draw in struc and have it be built. I don't know why I like it so much.
The way it generates i guess.

Greets,
FOXX