[CW3] GSM / CW2.5 Series Mapping Template

Started by Grabz, March 24, 2018, 08:06:40 AM

Previous topic - Next topic

Grabz

QuotePerhaps, not possible to dig terrain by Guppies as it was before.
Unfortunately impossible. You'll have to disable Guppies.

Quotehow possible to kill shielded drone
You can't. The idea is to "motivate" the player to open the terrain - that's the whole reason behind the shield.

QuoteI discover only one way - build some weapon (pulse cannon or mortar) and put on the way of this drones.
Now that you mention it, the drone should probably survive contact with a player weapon if it's shielded...

QuoteAnd explain please how to use  "...toggle between dig through and non dig through..."
Sure!

This is non-dig through (default behavior since version 2)

Notice how the center pieces aren't connected? It's because all adjacent cells are tiles. Once the outer tiles are dug, the inner tiles will be.


It basically disallows the player from doing this:


You can change it in Map.crpl (the top left invisible core) - there's now instructions on that in the Instructions section in the original post.

GoodMorning

I think yum meant something like "If the Gateway is destroyed early, might there be a way to kill the drones thereafter". Perhaps I've read it wrong.
A narrative is a lightly-marked path to another reality.

Grabz

V5 - 2018-04-26
* Drones now lose their shield if the Gateway is destroyed.
* Shielded drones no longer get damaged when colliding with player units. Shielded drones are now effectively impervious to anything.

Thanks GM - I forgot about this one. My month break from working on this template had me forget all the problems I had to fix :)

Grabz

V6 - 2018-04-27
* Drones pathing has been slightly reworked to fix lag when moving the CN. Now drones don't repath each time the CN moves, but will reach the previous position of the CN and move to the next one. This means they will be slightly dumber, but with fast enough speeds the CN still won't be able to outrun them. Also Gateways now path to CN every second when moving, which should improve massive lag when it's moving over terrain and the pathfinder has to go through the whole map to try and find a path.
* Attempted to fix the bug with drones moving through terrain blocks sometimes.
* Gateways should now find pre-placed CN's.
* Added a version indicator to bottom left of the screen.

Grabz

V7 - 2018-04-27
* Drones no longer explode when colliding with units that are building.

yum-forum

In last template CONVERSION drones not payout creeper. Tested for main template and V5 and V7.
1560 maps in CW2, CW3 and PFE till now
last

Grabz

I answered this already on Discord, but for anyone wondering, conversion drones don't deposit creeper, just convert C->AC or AC->C.

However I now added a new option to Gateways that lets you specify creeper payload in V8

--

V8 - 2018-04-29
* Added a new "dronePayloadOnDeath" variable to Gateways that lets you specify the payload of creeper to drop when the drones are destroyed. Drones which have a payload of non zero don't explode AC around themselves on death.

yum-forum

I created new GSM map "ANTHILL" (see attachment), but in game exist enormous lag.
In others even big GSM maps such lag was not exist.

What can be a reason of such lag?
1560 maps in CW2, CW3 and PFE till now
last

Thimotty

i have noticed similar lag in the new versions when me or the creeper clear squares. The moment a square is cleared game freezes briefly and when there are multiple squares cleared the freezing stacks.

Grabz

Quotei have noticed similar lag in the new versions
Are you sure it's in the new versions, or not just because you're making bigger maps with more Gateways in them?

There's only so much I can do performance wise... when a square is destroyed, Gateways need to recalculate paths to CN to see if there's an opening. If there's a lot of Gateways or the map is large (introducing more work for the pathfinder) the lag can be more severe.

I'll look into optimizations but there might not be too much I can do.

Thimotty

#25
Yes, that could be the case, i've just checked and all old maps are about 80x130 or much lower.

You can limit pathfinding recalculations to 1-2 (or 10-20) with queue for the rest. Destroying new tile will kill the queue (but not the active recalculations) placing even units that are being recalculated now in the new queue for second recalculation.