Knuckle Cracker

Particle Fleet => Map Makers, Ship Builders, and Coders => Topic started by: planetfall on July 14, 2017, 05:15:33 PM

Title: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 14, 2017, 05:15:33 PM
G'day all! thought I'd resurrect Pass The Map. If you aren't familiar with PTM, go search Colonial Space for it! Community members came together to create maps for CW3. It was... beautiful... (stares into the smoking ruins on the horizon; a viscous blue tear rolls down planetfall's face and sizzles on the parched stony ground...) Uhh, where was I?!?

Some aspects of this rule scheme are... experimental. I've endeavored to change the rules slightly to fix some of the problems that the old PTM had, as well as to cover some of the differences between CW3 and PFE. That said... it's wholly possible I've over-engineered this system, and I'm not even an engineer. Hopefully this catches on, and we can hammer out any issues after a map or two.

Standard PTM Rules

1. To let everyone know that you are making a section of the map, post LOCKED in this thread. Pick a square and make something there! Feel free to delete the border (or not, if you're into that.) Once you have made your section, finalize the map, post UNLOCKED and attach the map to this thread.

2. Only one person may reserve the map at a time. However, if you take longer than 24 hours to create your section, you forfeit and someone else can lock the map.

3. You may not contribute more than two map sections. If you have already contributed once, you must wait until at least three others have contributed after you.
_3a. You may ignore rule 3 if nobody has locked the map in 3 days and you were not the last contributor.
_3b. You may ignore rule 3 if you are only updating a script or custom image (please specify this in your LOCKED post). This doesn't count as one of your two contributions.

4. There's a UID 0 core in the upper left if you need it. Don't delete it (even if you don't need it)!

5. We'll decide the general map settings (emergent, techs, etc.) and player fleet by group discussion once all the areas are built. You can tweak these while building your area to test them out, of course, but know that they'll be changed by the end.

6. Actually, let's let that apply to everything. Mechanics and map areas are far more intertwined in PFE than they were in CW3, so we'll likely have to do some judicious rebalancing. We'll almost certainly want a sub-3000 particle count, for instance. Again, best that this be done by consensus - don't be afraid to speak up for your part of the map if someone wants to make a ruinous change! (And don't get upset over a minor one.)

7. Once the final tweaks are done, EVERYONE who contributed an area must submit a score before we can upload the map. If someone can't do it, we need to make the map easier.

8. Since the thread creator gets to set the map-specific rules, let's rule out the same person starting the thread two maps in a row.

EDIT: Note about scripts and PTM

GM and I have noticed that some of our scripts aren't staying updated. As in, we post a map to the PTM thread after making a change to scripts, and the next person modifies the map and posts it with the old version of the scripts. This is an easy mistake to make. If you put the new map into the previous save folder, the scripts in that folder will be used instead of any script in the map with the same name. If you save, the script stored in the map gets overwritten. The solution is to either empty the old script folder before loading a new version of the map, or create a new folder each time.


Map-Specific rules:
-No ships with over 300 CM cost
-No totems
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Nicant on July 14, 2017, 06:55:49 PM
Yes! I'm glad this is back! :)

I will go first! LOCKED
I choose the Bottem-Left Corner of the map!
Also is custom ship modules allowed? I am not gonna add any in my square, but it just a good thing to bring up.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 14, 2017, 07:21:36 PM
Quote from: Nicant on July 14, 2017, 06:55:49 PM
Also is custom ship modules allowed? I am not gonna add any in my square, but it just a good thing to bring up.

Sure, although things like adding another tool to the player's arsenal tend to "leak" between squares more than usual.
Another thing to keep in mind is that in the early PTMs there was a bit of jockeying to have the coolest CRPL. I was guilty of this once... As a result, there was a rule of no CRPL at all except emitters that drop rewards, which wasn't much fun. Hopefully we can achieve a balance.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Nicant on July 14, 2017, 08:38:01 PM
UNLOCKED
I have added 2 prpl scripts to the map. There are "Craters" on my square. When red mire touches them, they create a "Drill" unit on top of the crater. The drill will slowly build and then once built, it will start miring the land of the mire that originally touched it. The same works for blue mire too.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 14, 2017, 09:00:02 PM
Locked.

Unlocked. I took the lower-right. Omni time for power. Hard to fit in a HQ-size ship, but safe enough.

Locked - Under Section 3b of the PTM OP, I hereby update some scripts and a cache.

Unlocked. Fixed, hopefully.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Keeper Decagon on July 15, 2017, 05:52:07 AM
I hereby declare it:

LOCKED

Until further notice. Whilst I do not have the PRPL magic, I can always weave in some of my own map design into this map. :P

Also, I'm taking top right.

EDIT: Question, does the 300 CM cost also apply to enemy ships? I'm not planning on introducing super-capitals however, so don't worry.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 15, 2017, 11:41:57 AM
Quote from: Keeper Decagon on July 15, 2017, 05:52:07 AM
EDIT: Question, does the 300 CM cost also apply to enemy ships? I'm not planning on introducing super-capitals however, so don't worry.

I think I'll say yes here.
Giant hostiles introduce different problems than giant player ships, but can still be a problem.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Keeper Decagon on July 15, 2017, 12:14:03 PM
Gotcha. Cheers, Planetfall.

Alright, I have now finished my glorious contribution to this map and therefore declare it:

UNLOCKED

Have fun, whoever's next!
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 15, 2017, 12:27:31 PM
Ok, my turn.

LOCKED

I go for the middle spot.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 15, 2017, 01:32:53 PM
Fast Round :) -> I had this idea yesterday so i was a bit prepared.

I have added 2 Scripts to the Map, Both for the Middle Core.
One for the rotating Image and one for Proximity Range [Range = 35] when in Range, Emitter starts.
Also added 2 Custom Ship Pickups and 2 Omni Pickups near the Middle Core.

I was thinking of putting Flip Emitters in each Corner of my Part but this can be added later if the Map is to easy. [probably not :)]
The Image can be changed according to how the Maps turns out -> For now it's a Fidget Spinner.

Edit -> UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 15, 2017, 02:08:32 PM
LOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 15, 2017, 05:24:11 PM
UNLOCKED

Who doesn't love an old-fashioned fortress assault? By "old-fashioned," I mean it has missile emplacements.

Fortunately, they are not impressively smart. There is a delay between lock-on and firing, and they aren't particularly accurate, so you can usually dodge. However, if they do score a direct hit, they'll do significant damage.

There is also a friendly missile turret, although its internal reactor is missing.

Please note: although a targeting system can discern between friend and foe, antineutronium explosives cannot.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 15, 2017, 06:03:18 PM
LOCKED
I'm taking the middle-right side! 
Great, a perfect time to use my thing...
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 15, 2017, 07:52:36 PM
I have finished, and therefore, declare the map
UNLOCKED 
Question: Am I allowed to make a PRPL blaster that can shoot stuff [similar to the spores in CW3] that can land in other squares [and, therefore, change the land by adding particles in other squares]? If so, tell me. If not, ):. 
Ok, gonna fix the misunderstanding that could happen. 
>[and, therefore, change in the land in other squares] 
Change:
>[and, therefore, change the land by adding particles in other squares]
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 15, 2017, 08:05:32 PM
Quote from: cpaca on July 15, 2017, 07:52:36 PM
Question: Am I allowed to make a PRPL blaster that can shoot stuff [similar to the spores in CW3] that can land in other squares [and, therefore, change the land by adding particles in other squares]? If so, tell me. If not, ):.

I think this could be allowed, although if it can hit anywhere on the map it might be a problem.
There's no rule against it, it just has the potential to be unbalanced (more so than other things).

Very quick lock to fix a script (Thanks GM)
Unlocked
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 15, 2017, 08:21:54 PM
Desided I'm not gonna make a particle blaster. 
I can't make textures. I'm terrible drawer. Terrible. Also don't feel like having to bother coding "Set self Texture" 
So why not just a PRPL core which spawns Particles in random locations? 
Because createparticle on the wiki is broken, and I don't feel like figuring it out myself. 
Broken, as in it won't tell me the order to put the thingies in [i1 first or f1 first? And why is f4 above f3 in the list? Is f4 first? ????]
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 15, 2017, 09:15:24 PM
CreateParticle:
[ PX PY Dir Speed Hardness Enemy - PID ]

Pixel X and Y, direction in radians, hardness: SOFT=0 MED=1 HARD=2

Please do not make a random particle spawner, it's too easy to hit a bridge and toast a ship.

Edit: LOCKED to do a few fixes in the SE.

Edit: UNLOCKED again. Hopefully the UI is clear.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 15, 2017, 10:00:17 PM
Quote from: GoodMorning on July 15, 2017, 09:15:24 PM

Please do not make a random particle spawner, it's too easy to hit a bridge and toast a ship.
I agree
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 15, 2017, 11:09:25 PM
Alright guys. I won't. 
I'll give the people a 10 second warning with a circle that gets smaller over time, and then becomes 100 particles. 
No fleet toasting, but adds a little more "different" 
Also, it may or may not steal one of your CustomImages you guys put xp 

edit: final choice: 
too lazy to prpl

you got it guys? stop replying about this
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 16, 2017, 01:26:03 AM
This could wreak havoc if it goes off in my section after is is stabilised. Please confine it to your own section.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 16, 2017, 02:06:01 AM
Question, and NOT for the maker! This is for the other players and asking if it would unbalance their squares: 
First of all: Custom Modules. 
[waiting for any arguments that it might break their square] 
I was hoping to make an upgraded Grabber to use - The Grabber G2, with an inbuilt Blue Particle spawner. 
Attached is a PRPL for the module. Just stick that onto a Grabber and the grabber will push out Blue Particulate. I find 10 delay to be balanced. 
I am wondering if this might break the balance in anyone's square. If so, you have until July 17 at 11:59 PM [Pacific US] or until 1 empty square remains before I lock it and apply Custom Grabber. 
Well, if you know about the time, you would know about if this would break your square.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 16, 2017, 02:55:56 AM
By all means add more ships - it's only unexpected PRPL events that tend to be map-breaking.

Also, planetfall has built a section too - a square just as we are making. Therefore, he has precisely as much right to make requests as the rest of us who have built squares. Just a note.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 16, 2017, 08:12:25 AM
Yeah, we are all in this together.
Custom modules i think is a cool idea.
Keep balance in consideration so it won't be a too hard of a map.
At this stage, there is no saying what the end result is going to be but i have a feeling this Map is gonna be a tough one.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Keeper Decagon on July 16, 2017, 10:34:44 AM
My goodness, at this rate, my little section at the top right is going to be one of the only areas lacking any sort of interesting PRPL magic. XD

Welp, at least it makes it straight forward. :P
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Nicant on July 16, 2017, 12:04:35 PM
LOCKED
Tweaking my area a bit.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Nicant on July 16, 2017, 12:36:54 PM
UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 16, 2017, 06:19:09 PM
@Decagon 
I just want some PRPL-based reason for people to come to my land. 
I want to make my land the first-target attack. Currently: 
>Lots of energy
>Lots of mire-spawners
>Omni-pickups
>Ticon defence *on flip when lathed* 
>Energy node
>Flip-emitters
And soon:
>Grabber which generates its own particles! 
>but no more flip-emitters
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 16, 2017, 08:01:17 PM
Not to be greedy, but since there are still sections remaining...

LOCKED

UNLOCKED

There's something in the south...
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 17, 2017, 08:12:37 AM
LOCKED
Remaining Left Side

Permission to put Range Detector Script under the Ticon Defense Gun In Nicants Part??
And also tweaking my Part a Little [make some fields :)]

UNLOCKED
Put a Turtle Image in.
A Custom Ship Pickup [a small relay ship] and a Custom Ship [Fish]
Energy Node and an Emitter. Didn't go for more at the moment.

LAST PART UP FOR GRABS ;)
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 17, 2017, 05:17:33 PM
LOCKED 
I solved custom modules AND 8 of 9 squares are done, so as promised, CUSTOM SHIPPPPS 
Also, putting the walls back on my square. The map is impossible if there's nothing blocking the Particulate from going to the Middle 
Another thing. Do not change eachother's Master scripts! 
It can become quite confusing... when it's like "oh look what's this, i didn't put this here. Well, deleting it!" 
Also, GuppyG2 ship will have Custom Master script now. So that.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 17, 2017, 05:43:13 PM
When i got the map there were some blocks away and it's not for the reason that you mention "when it's like "oh look what's this, i didn't put this here. Well, deleting it!"
Its for making progress and since PF is mostly Spaceships and make progress i deleted the lines but the last square.
It was not to make confusion sorry for that but in the end the map goes open or with the squares??
If the squares have to go back i will change that.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 17, 2017, 06:17:16 PM
@FOXX
First line: That's for scripts... and that's more of an example. 
Others may question "Why is this here"
Also didn't know you changed it or anything. 
Second line: Eh, I guess that's fine. It should be down to the person who made the square to add the walls to the square, but once the things inside have been made, I guess removing the walls is OK unless otherwise specified. 
In the end: each player chooses own Square's walls. 
If the player does not respond, No walls! 
Before you ask me to respond, I need the walls I put on mine! It becomes too hard [what with the Ticon Explosion and all] if there are no walls 
@everyone 
UNLOCKED
Some idiot-modes I had: 
"Why isn't this getting Custom Modules! Why! Why!" 
"Oh, it would probably help if i put the Master script on some PRPL core ;-; that would help, no?" 

"Why isn't this getting Custom Modules! Why! Why!" 
"Oh, it would probably help to name it correctly" 

"Why isn't this getting Custom Modules! Why! Why!" 
"Oh, it does. Weird texture. Eh, leave it." 
RELOCKED
I just noticed the 300 CM rule. 
Made a 398 CM ship I need to fix.
[/s]
fixed it
UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 17, 2017, 11:48:47 PM
Hello again all...

Just a quick note: I have a script in place which will not work if the game is unpaused and the scripts recompiled without manual reconstruction. I can (in this instance) fix it in the finalisation stage, but it seems worth making a request. (I could add guard logic, but that usually begets lag.)
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 18, 2017, 12:13:10 AM
and i have figured out why there's not the intended texture on my ship. 
i forgot to set the texture. 
now you know my idiot moments are true, look at the timestamps on the two posts
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 18, 2017, 12:56:41 AM
Playtested again, here's the feedback:

Edit: This is all meant to be constructive - I just reread it while tired, and parts seemed "critical" in the popular sense if taken in a certain light.

Harder than 90% of the Exchange. Getting an energy mine is tedious. If nobody objects, I'll repurpose the south square for that.

Nicant: Those drills are good, but they could as easily be combined into one unit - if you can get one of them, it's a matter of seconds until they all fall. If they could activate after a time delay (maybe reposition/weaken the mire spawner?) that would work well.

Decagon: Nice balance.

FOXX: The middle is now much tougher - no longer a good start point, though it can fall to the HQ alone with some micromanagement. The blue mire-spawner in the west I could not figure out a way to save (you could make it stronger and put a gem in it, perhaps?). I'm also unclear on the purpose of making an Emitter invisible.

planetfall: The event-tag is back. Probably someone reloaded the map in the same editor folder without deleting the scripts, so they've recompiled over the fixes in the save. If you like, I can remove the tag code.

cpapa: I see what you're going for, but... The middle-right is irritating - it is not a challenge, only an inconvenience. I like the lathable particle burst. The cannon is (unintentionally?) inactive as the mine is never built. Also, please don't wire it to my square - I could remove the land bridge connection point in my square, but it spoils the symmetry. Would you like me to upgrade your particle-maker module to use energy as it works? Working for free doesn't seem balanced, somehow.

All: The borders of each square are the decision of whoever makes the square. That is why they are two cells thick.

Edit: LOCKED while I adjust the south square.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 18, 2017, 01:13:45 AM
Here's the correct :destroyed for Launcher.prpl. The line duration is missing if it's appearing in the wrong spot.


:destroyed
<-IsEnemy if
2 "ENEMY LAUNCHER DESTROYED" <-CurrentX <-CurrentY 90 AddGameEventAtCell
else
3 "LAUNCHER DESTROYED" <-CurrentX <-CurrentY 90 AddGameEventAtCell
endif
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 18, 2017, 02:02:33 AM
Well, that's precisely what was extracted from the version I just playtested. However, a quick "save, delete" in the editor shows it working properly.

Another playtest, and it's still one of the less trivial maps, but I've cut a lot of time and busywork by providing a start point.

So... UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 18, 2017, 08:04:40 AM
LOCKED

Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 18, 2017, 10:22:30 AM
UNLOCKED

- Put the Square back around cpacas section.
- The invisible Emitter was just an idea but after reading GMs post i set it to Visible.
- The friendly MireSpawner is supposed to be destroyed. The player should have enough Omnis to take over the Turtle Land.

I assumed that the last part would be the starting area but now we have a start area in the middle south section. So that is done.
Also I've noticed that this save is more in game than the previous save. Meaning i see some enemy ships build now. Not that it is bad but is this intended?

I tested the map for about 10 mins in current state and building up goes a tad slow. Taking over Nicants part didn't succeed so i went for the middle part and then the turtle part to get the Tanker Pickup.
Love the Particle Maker Ship :) [some day i will manage to do custom ships]
In current state this map will take me about 35 mins i think. And i consider this also a Hard Map. Maybe to hard for the average player.

Last Part still up for Grabs and i already have 2 sections so this one is for somebody else.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 18, 2017, 12:09:12 PM
I played the map through in the previous state while FOXX was updating it. I haven't played the newest version yet, but here are my thoughts so far:

-My path was S, SE, C, E, NE, W, SW, NW
-I activated the land bridge once before I was ready, and got overrun by red mire. There weren't that many red particles colliding with the outside and my omnis in the SE had plenty energy left, so it seems the snakes generate red mire? Is this intended?
-I wanted an amp gem for taking on my area, but the only amp gems are in Nicant's area. This is not obvious because they drop from enemies. Also, to defeat the flip-mire-things, I needed everything from every other area, and even then I had to do multiple omni suicide rushes. This is also not obvious. Suggestion: allow built red drills to be lathed.
-As previously stated, E's energy mine doesn't build.
-NE and W are great!
-The amount of firepower needed to kill the mire in the SW is ludicrous and out of proportion with the amount of firepower needed to defeat any other area.
-SE is interesting, but the purpose is defeated by the fact that a player who hasn't seen the map before doesn't get the message about the energy source until they start to de-mire it.
-E is hobbled somewhat by confining everything inside walls so that you can just park a lathe outside.
-Probably not possible to defeat NW's ship without taking out hostile mines elsewhere first.
-Prebuilt discharger ships render all stunners in the map pointless.
-Particle maker module should take energy.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 18, 2017, 12:33:51 PM
Wait, my energy mine wasn't built? 
Someone told me this? 
I should really be checking this stuff more often. 
I'll be fixing it... 
Also, the idea of the Particle Maker module not taking energy is that the Emitters used to be flip-emitters but the Particle Maker took all that power away. 
Also, the Starting Grabber G2 is from elsewhere, I guess. 
Will be clarifying that in the conversation as well, i guess 
Also, since 3 people have not gone between me and the last square I can't build ): 
Perhaps for PTM3 change the rule to 3 people OR 3 days [assuming they weren't the last builder] 

EDIT POST: 
I'm also putting an Amp Gem factory to compensate for the lack of AMPs everywhere else. 
I'm only limitting it to 3 gems, though, and that's all the AMP i am adding there. 

EDIT POST 2: 
Oh, We're starting in the S? 
I figured we started in C...  so that's why i said it would be impossible without my box. 
I would still like my box anyway, allows my Ticon Defense to mire the outside of SE n such.

edits are on post below
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 18, 2017, 01:33:27 PM
I'm currently playing the map I just put up. 
Being the TERRIBLE PF person i am, i have 2 squares... at 40 minutes. 
I'll keep you guys updated. 
Ok, changing the map a little. This post and the above post have the noted change. 
Turns out the box connecting made getting the new ships impossible... probably wouldve helped to get them 
EDIT POST 3: Made getting the new ships impossible... If mire went across diagonals and the Snakes produced mire [guess what, both are false.]

Second run: Much better. 
Now that i know the bridge thing... 
40 minutes, 4 squares [S,SE,E, and C]

Update: 1:25:00 and now i'm down to the last square, SW. 
Now we can scale how difficult it is! 
Yes, i did get everything else.

Last Update: 1:35:00 and I won. 
The new Amp gems I added made it easier, I feel, compared to what planetfall said. 
My strategy: [In order of how I beat them]
This is helpful for those who want to figure out how to change their squares.
Blue OR [whichever i had] Assembler = Lathe
Tanker or the other thing with a port = Tanker.
S
Spoiler
Self,explanatory, there's nothing which can even hit you in there.
[close]
SE
Spoiler
Took out a few mire spawners with the HQ and the Blue. The ones I couldn't get, I used Blue to fly over and remove the Energy Mine. Then I dropped the omnis, also used the Grabber G2 to help.
[close]
C
Spoiler
Used the GrabberG2 to take out the nearest Power Node. Used the Blue to capture the Flip-emitter. Took the fidget spinner down, and captured Energy Nodes CounterClockwise.
I kept the HQ on the western Power node: It kept dying, and it was to like 1 or 2 particles. Had to stop that until i took W.
[close]
E
Spoiler
Took the nearby emitters and the info cache with Lathes. Flipped the Ticon Defenses with Lathe-Tanker combo. Did that twice, here's a tip: Watch the dischargers. From there I did a constant Omni Suicide until all the emitters were dead. Then it was easy pickings for the Dischargers and Lathes.
[close]
W
Spoiler
Easily took this down with the AMP'd Grabber G3. Simple omni suicide. Went for a little SW for the emitters to stop and get the str 0 power nodes, to get Power Node cannons and annoy the enemy.
[close]
NE
Spoiler
Pointed the Grabber G3, lost it once do to not knowing the patrol path of the ships. Went again, killed the ship in the middle using the Guppy G3. Used  the Rye to help kill the patrol ships. Went Lathe then Omni suicide around the right for the Stunner. Went Lathe on the Ship Spawner, while the ship was up.
[close]
NW
Spoiler
This one was actually kind of difficult. Killed the smaller wall [without mire spawners] with Grabber G2. Kept G2 there until the end. I could only go in for attacks about 30-45 seconds long. Figured out how to trick the missile launchers: Trike in, Micro the trike out whilst Lathes go in for the spawner. Killed the ship by draining its shields. 
Then I went for the launchers. Trike in, Lathe in trike out micro, for the 3 closer Launchers. Then, trike in, Lathe in trike out micro, to send omni suicide in. Took one mire spawner easy, had difficulties with the second one. Went in for the middle Energy core with Omnis and Energy Cores. Grabber G3 on the bigger wall had to come in in order for the Omnis to stop dying. Glad I took this one out: The AMP gem was useful in the final attack on SW.
[close]
SW
Spoiler
EASY battle. Focused Grabber G3 and Grabber G2 on one thing, both AMP'd. Then I dropped omni suicide on the first one. Kept omnis there. G3 and G2 to the next one, they take that theirselves. They don't get to finish the 3rd str 10 before I win the game.
[close]

ANOTHER EDIT: LOCKED
adding fields to replace the land so that Mire doesn't hit bottom-right
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 18, 2017, 04:03:51 PM
UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 18, 2017, 06:56:06 PM
cpaca: You can use your later post to hold the "UNLOCKED".

My last playthrough: S C E SE W SW NW NE

SE: The snakes should hold to conservation of mire. The high miring rate was due to the land bridge to the E, which is now removed, as I had asked above. I had removed two gems from the SE because they made it too easy. I can put one back, but it seems cpaca has a workable solution.

In the E one can/could park the lathes outside the wall.

The NE can be taken with Rye, Bear and a missile ship by draining power. This can happen in tandem with the W assault.

In the NW, the Blue is fast enough to dodge. With a little bit of luck, it can dodge before the plasma is cleared, though it is unlikely to have a power supply in this case. I threw the Delay pickup in in the S primarily to help with plasma clearance.

For any future PTMs, I suggest "one gem per section" as a guideline.

Edit: LOCKED to bugfix and upgrade.

Edit: UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 19, 2017, 08:05:20 AM
LOCKED

Quote from: GoodMorning on July 18, 2017, 06:56:06 PM

For any future PTMs, I suggest "one gem per section" as a guideline.

Yeah, i agree with the AmpGems. In my Maps i make sure the Player has at least some or a Factory at some point.
So since the blue Mire Spawner in the West dies anyways, now it leaves behind an AmpGem.
Also i have made a Spawn so if the Fidget Spinner gets destroyed it also leaves behind an AmpGem. So 2 AmpGems from my 2 Areas.


UNLOCKED

edit 2: Question off topic but then i don't have to create a new thread:
           Is there code or a way to prevent the Pause from working? So that you can't pause the game when you pay?
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 19, 2017, 11:00:11 AM
Actually, yes! 
Here's the code [I litterally made this in under 60 seconds, no idea if it will work]
[Tab doesn't work here ;-; so i'm doing 5 spacebars for tab]

IsPaused
     unpausegame
     return
end
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 19, 2017, 01:21:56 PM
Quote from: cpaca on July 19, 2017, 11:00:11 AM
Actually, yes! 
Here's the code [I litterally made this in under 60 seconds, no idea if it will work]
[Tab doesn't work here ;-; so i'm doing 5 spacebars for tab]

IsPaused
     unpausegame
     return
end

I just added the code into a Map, Finalized the Map and when playing i could pause so i think some code is missing.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 19, 2017, 02:29:53 PM
Meh. 
Made it in 60 seconds. 
Go to the wiki to figure it out [best source of info currently ;-;] 
Try adding

:awake
     1 OperateWhilePaused

so that it can actually run while paused? thought about this lol
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 19, 2017, 02:38:25 PM
yeah sound logic, i have some time now. I'll dive in the wiki :)
thanks


Edit: Got it working.
With this on a core you can't even pase in the Editor anymore so works.
Final code:
once
self "main" "NONE" setimage
self 0 setunittakemapspace
self 0 setunitisgoal
self 0 setunitlathetargets
self 0 setunitisenemy
endonce
IsPaused
     unpausegame
     return
:awake
self "main" "NONE" setimage
self 0 setunittakemapspace
self 0 setunitisgoal
self 0 setunitlathetargets
self 0 setunitisenemy
1 OperateWhilePaused

Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 19, 2017, 03:06:22 PM
Now your problem becomes "oh, i'll just set speed to 0.5x" 
unless that's fine lol, but it's basically pausing 

edit post
has nobody noticed my signature takes up every single character you're given yet?
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 19, 2017, 09:56:09 PM
That would probably have been better placed in a new thread.

Disabling pause is not really in the spirit of the game, so make sure you have a short, otherwise-easy map.

Also, your code is not looking well, you use IsPaused without an if.


once
    1 OperateWhilePaused
endonce

IsPaused if
    GetGameTimeFrames 1 gt if #Allow one frame of advancement to see the numbers on opposing energy mines and other late-init units.
        UnpauseGame
    endif
endif

:destroyed
    0 OperateWhilePaused

:awake
    Self 0 SetUnitTakeMapSpace
    Self IsEditMode SetUnitSelectable


Note that PF has somewhat nicer defaults for Cores, so setting the mission goal and lathe targeting is not required.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 20, 2017, 07:58:31 AM
Thanks GM and cpaca for the help.
And yes, i should have made a new thread with this or send a PM.
Won't do this anymore sorry for spamming this thread.

And make a code working and make it look good are 2 different things. the second one i have to learn more.
This code was for my idea to make a hard Version of the Chasing Struc Map but after reading comments maybe will be an easier Version.

SO BACK TO TOPIC

Who is going for the last area?
I won't because i already have 2.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 20, 2017, 08:23:18 AM
I also have contributed two sections. Anyone?
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 20, 2017, 12:47:30 PM
Three days have passed, i was not last contributor, I have only made 1 square, I CALL THE LAST SECTION!
AND THUS, I DECLARE THEE
LOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 20, 2017, 01:26:54 PM
there appears to be a particle accelerator [quite litterally, this is a game about particles] in the top. 
Also, i declare thee

UNLOCKED
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 20, 2017, 01:34:07 PM
I am going to go through the squares and give you a play-by-play of my game. 

Battle: 
S, no enemies, easy start [0:00:00] 
SE, took out all the mires and just getting the Yellow to Relay all the energy needed to the Omnis for more miring.[0:13:50]
C, took out the power node and flippers. I forgot the time ;-; i'll estimate [0:17:30]
E, took out nearby emitters, pulled Yellow in to help power, progressively went around, used Ticon Defense to help too. Making the Guppy G3. [0:24:41]
NE, 30:01. Easy, Amp'd Grabber G3 then drain the power out of the spinning thing. Got to point out that has a discharger on it. Intended?
W, 30:59. Easy takeover, especially since i attacked it a little earlier. NE and W in the same minute, woo
N, 35:12. Easy, just send in the AMP'd G2 and G3. Then bring an Assembler or a Blue in to take on the emitter.
SW, 52:43. Many steps had to be done. Had to take the carrier so it would stop killing my stuff, but i had to take the Ticon so i could even get close to the carrier, then i had to do an omni suicide drop. Could've shaved 10 minutes off if i realised this sooner.
NW, 1:10:00. Can't think of a way to shave off. Difficult with all the plasma, the missiles, and so little time to attack. Plus, the friendly launcher we're given is no use. By the time we get it, the other ship is already dead.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 20, 2017, 11:09:10 PM
LOCKED
for some late balancey things. (currently hammering out the details in chat.)

Edit:

GM and I have noticed that some of our scripts aren't staying updated. As in, we post a map to the PTM thread after making a change to scripts, and the next person modifies the map and posts it with the old version of the scripts. This is an easy mistake to make. If you put the new map into the previous save folder, the scripts in that folder will be used instead of any script in the map with the same name. If you save, the script stored in the map gets overwritten. The solution is to either empty the old script folder before loading a new version of the map, or create a new folder each time.

UNLOCKED

I changed my and GM's squares as follows:
-Friendly launcher is now very long range, targets only ships. My section seems to be hardest by consensus, so a benefit for beating it before others seems reasonable. Nicant and Decagon, if you disagree, change it!
-Message artifact introducing missile turrets
-S has 1 more production and some energy pods.
-Two discharger ships are now one, but it is rebuildable.
-SE: less energy per omni.
-SE: strength 8 spawners reduced to 4.
-SE: mine has range now.
-Swapped Blue with Assembler.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 21, 2017, 02:58:11 AM
Possibly penultimate playtest...

Balancing: Good, and the Stunners are now better balanced.
The long-range launcher: Last to become available, should probably have gone W before NE.

We still need a mission description and some polish on the conversations - sometimes one panel will fit the content that has taken five. I suggest that planetfall do this, as the thread-starter; mainly because it gives a pleasing symmetry. Also, having a consistent style in the conversations will give a feeling of coherence (adherence? probably not...) to it.

I think the info pickup in the S can be removed, and the content transferred to the Omni pickup conversation.

planetfall: NW had a Cruiser in it as the patrolling ship, rather than the old custom ship. Is this intentional?

I suggest that we leave further changes (tweaks and text, probably) to planetfall, and start setting our scores when he declares it done.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 21, 2017, 07:11:18 AM
-> cpaca, nice overview of the test :)

-> PlanetFall,
Spoiler
GM and I have noticed that some of our scripts aren't staying updated. As in, we post a map to the PTM thread after making a change to scripts, and the next person modifies the map and posts it with the old version of the scripts. This is an easy mistake to make. If you put the new map into the previous save folder, the scripts in that folder will be used instead of any script in the map with the same name. If you save, the script stored in the map gets overwritten. The solution is to either empty the old script folder before loading a new version of the map, or create a new folder each time.
[close]
Damn it, that's me. [maybe others too] I did this. Sorry guys won't be happening anymore from now one.

I think changes are ok and we definitely needed some Energy Pods in S.

-> GM,
Spoiler
I suggest that we leave further changes (tweaks and text, probably) to planetfall, and start setting our scores when he declares it done.
[close]
Agreed.
I will give my playthrough once given Green light ;)


Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 21, 2017, 03:28:50 PM
Locked again to do the thing GM said.

I won't do a large restructure of all dialogue, as that feels like stepping on others' work, but I'll edit for grammar and clarity. PTM, I think, should feel a little discordant, and the different styles give a sense of who made each area.
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 21, 2017, 05:30:11 PM
Unlocked.
Have at it!
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: FOXX on July 22, 2017, 09:59:15 AM
My Review -> Not so detailed:

I builded the Assembler and GrabberG2 and took over the C area first [make those PTM1 letters Blue]
And if you take over these 2 you have a steady ground to build your Fleet.
1st AmpGem on Mine Increase Then took over the W -> AmpGem on Omni Reactor.

I waited until some Ships were built and Then i went for the SE
The next Area was The E -> 2 more AmpGems on the Bear and the Assembler.

Then i went for the NE [imo the E and NE fields can be removed they can interact without making things harder or more difficult]

With 20 Mins on the timer i had only 2 areas left. NW and SW.
I went for the SW first. I thought with 20 Omnis it was possible to take but i thought wrong. So with some Cannon Ships and the Grabbers for support i took over the SW.
The NW Missiles blasted away some Ships but plenty of Energy to rebuild.
It took me a couple of tries but with some pause and micromanagement i could progress.

Conclusion:

I don't play so many maps but i thought this one was a good one.
A couple of tough moments but i enjoyed myself playing this Map.
Also because of the idea of making a map together.
Don't know if players going to like this, we have to find out ;)

Forgot to take Image with my time. I thought it was 32 Mins.
Can go faster.
Spoiler
(http://i.imgur.com/eFOkGrg.jpg)
[close]
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 23, 2017, 12:40:45 PM
"Have at it" 
this'll be my last playtest, I guess. 
I'm lazy, i'll just give times. 
0:00 S
10:33.8 SE
13:13.7 C
20:00 E
27:30 W and NE at the same time. How? I timed it so that this would happen xd
I forgot N. Was very fast though.
42:42 NW
50:52 SW. Missile wasn't useful. Just killed fighter base, had to bring in MK7 for the ship
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Keeper Decagon on July 23, 2017, 04:45:02 PM
Well, I just played through the whole map, and since I completely forgot to record in what order I did things and what I thought of each section, I'm just going to say: great map!

Not that NE part though. Whoever made that part should be ashamed of their map making skills.

XD
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: cpaca on July 23, 2017, 08:11:40 PM
Alright @Decagon. 
We'll pass on your info to the person who made that square. 
@Decagon 
There's this person named Decagon who doesn't like your square
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: stdout on July 24, 2017, 01:57:11 PM
I play tested it and really enjoyed this map. The bridge area was clever although I didn't understand the ghost omnis (but admittedly I didn't read all the text that came up).

Did S then SE, then center, N, E, NE, SW, W and finally NW.

All squares were interesting the game felt like it had just the right balance. Nice job all of you!
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: Nicant on July 30, 2017, 05:07:57 PM
Alright time for me to play test it! When i defeat a square, i'll post it! (sorry for wait)

Obviously, i started at mid South
Took out the south west square - 7:00.5
got to the middle around 11 mins in
completely mired and took over the west at 17 mins
took over north at 18 mins
took over north east at 21 mins
beat west at 28 mins
took out the fortress (north east) at 40 mins p.s. i really enjoyed those rocket turrets!
then finally completed the map by taking out south east
i finished the map 49:10.6
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: GoodMorning on July 30, 2017, 07:11:59 PM
I think that's everyone... planetfall, care to do the honours?

Edit: Aaand it's up! http://knucklecracker.com/forums/index.php?topic=25623.0
Title: Re: Pass The Map 1 - Particle Fleet Edition!
Post by: planetfall on July 30, 2017, 07:30:37 PM
The deed is done.

Someone else can create the next PTM thread when desired.