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Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on December 15, 2016, 11:05:14 AM

Title: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: AutoPost on December 15, 2016, 11:05:14 AM
This topic is for discussion of map #444: The Ultimate Ship Factory
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=444)

Author: JoaoPistori
Size: 400x448

Desc:
#PRPL - Custom Modules Ship!! Added a new one since the last map - the "Laser Gun" ship with 4 Laser Gun modules! EPIC BATTLES AGAINST STRONG PARTICLES AND LOTS OF DOPPELS AND ENEMY SHIPS! With the custom modules ships, your fleet's firepower becomes extremely big... or probably just strong enough to face this ultimate enemy ship factory. This map is sequel of my map "Strong Particles". If you haven't played it yet, you should play.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: strigvir on December 15, 2016, 10:14:18 PM
Lots of custom ships and none of them are useful for breaking through starting enemy ships. Also no tank ships either, despite that all other ships don't have any tanks on them.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 16, 2016, 07:17:35 AM
Why are you trying to fight them when they are built? Think about.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: planetfall on December 16, 2016, 07:30:50 AM
Please choose quieter SFX for your fast lasers...
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 16, 2016, 07:42:01 AM
Should I post a small opening walkthrough here? I was typing one in a .txt file then I figured out that the map is more complex than I thought

Edit: As soon as I published the map, it got five 1/10 ratings in less than 15 minutes. This means players must have got angry and stopped playing during the opening.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: svartmes on December 16, 2016, 11:48:35 AM
Finally managed to beat it. By far the hardest map I've tried so far. I really enjoyed the map but don't expect a high ratings on such a difficult map. I'd advice to put clearly state that it's an "expert" difficulty map or something, that might help set people expectations but overall I'd pay no attention to the ratings.

Your new ships are really cool. It's kind of annoying that the shots can bounce away from other explosions though, making the efficiency a bit random. I'd also like for them to be able to rotate abit faster, since micromanagement and manual aiming would become a choir.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 16, 2016, 03:58:24 PM
Thanks! The third map of the sequel will have even more creative modules. Also thanks planetfall for the scripts and images published on his custom modules topic that allowed me to have greater ideas.

Will put an "expert-only" in descriptions for 3rd and 4th map :P

Demolisher's rockets and Siege Ship's energy ball are guided by a particle, so when one explodes it makes other particles to change their direction angle. I haven't tested if changing projectile's particle mass would fix it yet because when bouncing around and traveling in circles the particles trail protect much more your ships (and also damages enemy ships near) from enemy projectiles. At least this influenced a lot when I was playing, but anyway is a thing that I'll check and test for next maps.
Adding more engines would allow them to rotate faster (yeah, I also had some problems when the "Latche Bus" wave came behind by ships). Not sure for the Siege Ship, since my main idea with it is the long range and correct positioning.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 18, 2016, 01:31:58 PM
Wow, expert map for sure, just the map maker and one genuine time!  ;)

I have failed first few goes but have an idea to beat it.

Spoiler
Rather than take the bottom of the map first, head up the right hand side and try and take out as many ship spawners as possible. If you do not have an early advantage just holding your ground becomes very very difficult, let alone advancing!
[close]

Amazing map, beat me for now but this is what I expected from the game, huge and tryly epic map, well done. But yes it is tough!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 18, 2016, 06:38:54 PM
Thanks! This map was carefully planned to be hard - from the starting point until the last ship spawner's initial delay.

And yes, it is possible to conquer the first of the three "map divisions" in less than five minutes (even before sending a single ship to the second "division"!).
Let me tell a hint to you:
Spoiler
LaserGun and Economic ships can stay out of the green energy range, and early amp gem(s) can upgrade energy range for the Fast Ships, and BigLatchers/Demolishers should be built ASAP to build the mines and attack the two resting ship stations. In 5 minutes you should have conquered all the "first map division"! (Almost the only way to capture Siege and Mini Thor ship pickups in time before enemy's big ships start attacking)
Edit: Early omnis also help with "latching"
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: svartmes on December 19, 2016, 05:45:37 AM
Seeing as I'm currently the only one who has beaten it except for the author I'll tell you what I did:
Spoiler

I started by getting the mini-Thor to get it built as fast as possible, iirc I think I also took out one of the nearby mk7 spawners. Then lathing the 2nd row of spawners(by the 3 islands). After that it was a gruesome battle using my mini-Thor to defend aswell as timed counter-attacks to slowly take over the map bit by bit, in order from bottom to top. It was doable but just barely, this is where some of my criticism of the ships comes in, sometimes the ballshots would take out the enemy quite easily and sometimes it would miss completely. Careful placement is needed but there still was a element of chance. I think I saved and reloaded at least 20 times making my total playtime on this map around 4 hours or so.

In retrospect it would definitely be a better choice to focus on the upper part thus avoiding most of the ship battles completely, but in my run I had troubles dealing with the cannons so I focused on getting my fleet up instead, hoping the fourthcoming ships wouldnt to be that bad. By the time I realised that my tactics werent optimal, my stubbornness and conviction that it was still doable made me continue on.
[close]

Like D0m0nik says, truly an amazing map. I both hated it and loved it! :)
I hope you won't get discouraged by the low scores and make more "expert" maps. It's an acquired taste and these kind of maps adds so much to the game.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 19, 2016, 10:09:26 AM
I'm going to have to play this one aren't I. Looks like I can learn something from you JP!  8)
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 19, 2016, 11:01:38 AM
It is certainly a goodf test of your skills even with spoilers, I also spent about 4 hrs at my first attempt and failed. I did manage:

Spoiler
To take the entire bottom, half the middle and the top right hand corner but then the big nasty ship came through and wiped me out again and I just lost the will to live, this happens from time to time in this map!!! Disable as many ship builders as early as possible as the map becomes savage at around 20 mins or so.
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 19, 2016, 07:19:24 PM
Wow, I've seen evil...
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 20, 2016, 05:44:52 AM
Hahahah! So here's one more tip (x3):

Opening:
Spoiler

Don't forget that you can only destroy the enemy mine (and build your own mine) and the stationary ship once (while it's CM is very vulnerable). Without the energy mine, the building will be slowed down and you can latch it later (focus on latching other stuff)
[close]

Mid-Game:
Spoiler

Laterals (the land with the piercing cannon) can be easily taken with omnis. A single Hammer Mk2 can tank damage without being destroyed. And also, there's enough space in green range for your demolisher :D
You can destroy the two Mk7 stations (near the Mini-Thor pickup) by using Siege Ships from the laterals. Demolishers should be used to protect against other ships.
It's also time to build 2 grabbers and leave them over your friendly emitters (of the starting point). Accumulate particles and throw them against the Latche Bus that comes from the middle. The lateral Latche Bus should be destroyed by your Demolisher.
[close]

Late-Game:
Spoiler

Siege Ships take Mk7 stations down quickly. But never forget the micro-management: Mk7's shots will hit hard almost all your ships. At this point your HQ should be very far from the fight.
Well... when I was playing to upload I had managed to reach the top of the map before the 2nd enemy Mini-Thor wave came (and yes, I was with my Mini-Thor), making it easier. Ah, I came from the laterals. I didn't advance from the middle.
If its not your situation, try going straight from the middle and hitting the super energy mine to unpower enemy ships and piercing cannons.
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: GoodMorning on December 20, 2016, 06:19:32 AM
One note:
The noun (in English, at least) is "lathe", not "latche". Further, so is the verb: "lathe" not "latch".

To "latch" refers to fixing something in place. Doors are the most common case, having a latch which when latched will hold the door shut. Latches tend to be easily changed between states. In logic, a latch is something which is held in a given state. In PF, a common type of latch would be a recapturable flip-emitter.

I mean no disrespect, but seeing it used that way was messing with my tiny mind.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 20, 2016, 07:10:28 AM
Oh, really sorry. I had typed wrong the first time and then didn't figure out it was wrong. Thanks, I'll correct the ship name and other things.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 20, 2016, 07:40:55 AM
Wait, hang on a moment. What is all this talk about a mini-Thor! I think I may have missed something important?
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 20, 2016, 08:26:23 AM
Quote from: D0m0nik on December 20, 2016, 07:40:55 AM
Wait, hang on a moment. What is all this talk about a mini-Thor! I think I may have missed something important?

Probably you missed the most important thing for the victory! :D
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 20, 2016, 09:35:50 AM
Haha, it's only right in the middle! Easy to miss right???!!  :-\
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 20, 2016, 11:13:07 AM
If only I could take more than 1 corner, that'd be great.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 20, 2016, 11:43:53 AM
Quote from: Sorrontis on December 20, 2016, 11:13:07 AM
If only I could take more than 1 corner, that'd be great.


I am going to have a second go at this tonight but I am not confident of success! This makes even your maps seem easy...  :o
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 20, 2016, 02:53:47 PM
Quote from: D0m0nik on December 20, 2016, 11:43:53 AM
Quote from: Sorrontis on December 20, 2016, 11:13:07 AM
If only I could take more than 1 corner, that'd be great.


I am going to have a second go at this tonight but I am not confident of success! This makes even your maps seem easy...  :o

I know. I'm very impressed with Joao. I tip my hat in defeat Mr Joao. But only for now.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: yum-forum on December 20, 2016, 03:51:59 PM
Quote from: D0m0nik on December 20, 2016, 07:40:55 AM
Wait, hang on a moment. What is all this talk about a mini-Thor! I think I may have missed something important?

I started at the bottom, build 2 Economic ships (not need energy when HQ is OFF), then destroyed HQ, put new HQ near Mini-Thor pickup and get it at the begining of game.

But then:

Destroyed HQ and started at the bottom building of Mini-Thor, other ships, get all gems, upgraded, get Lathe-ships etc. Survived till 14 min (till full building of Mini-Thor). And then came many many enemy ships and I lost all...  8)

About some of my maps in our forum was written that "stupidly hard start". In comparison with my hard maps this map CLEVER EXTRA HARD and almost without chance to defeat.  :-[

I played thousands maps (in CW1, 2, 3 and PF) and, of course, very hard also. But I can't understand how possible not to win but only survive in this game.
I am, as map maker, can create very hard map but always leave chance for players to find some way to defeat.  :D

Unfortunately, Your hints was not helpful. Please, explain how ...

P.S.I am very impressed by Your unique ships and Your enemy fleet.  :)
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 20, 2016, 05:00:17 PM
4 more hours of micro management and I am at 15 mins and pretty much have it beat but time for bed  :(

Once I do beat it I will post my own in depth spoilers but total level time must be at 10hrs now!

Spoiler
This time my CN has spent 95% of the time in the top 3rd picking off stuff while the battle rages below. The challenge is managing both hence lots of saves, loads and pausing!
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 20, 2016, 06:14:56 PM
It's so good to see you guys trying and commenting a lot about this map, this makes me feel animated and encouraged to make more interesting, creative and challenging maps (I'm not saying I'll forever only make super-hard maps hahah)!

I'm going to record my game and post here or somewhere else. But before that, I'll finish the new ships and their custom modules (there's a lot of new crazy ships ideas!) for the third (of four) map of this sequel - and no, I don't plan the 3rd map to be as hard as this one. :D

So, it will probably take some days before I finish this video walkthrough (this means you guys can still keep the challenge!). If I try to explain with words, it may (it will) result in super-big confusing texts, as I found my own spoilers confusing. Probably that's why yum-forum found the spoilers not helpful.
A walkthrough with small texts and images also should be good - I'll think about.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: RrR on December 21, 2016, 07:01:05 AM
Well I finally managed to beat this very hard map.

Here is how I did it.

Spoiler

#Opening
Upgrade defensive strut.
Lathe the two mines.
Build three omni right and one left and leave till they collect the gems.
Upgrade omni reactors and mine energy.
Move three omni to the right corner where they can convert energy mine, mire land and pickup lathe ship.
Move one omni to left corner to pickup lathe ship.
Build other ships as energy allows
Use HQ to convert left corner mine, then the other mines on the lower left. Ships without mines are easy game to destroy while waiting for destructor ships to bulld.
Upgrade build speed (you will build a lot of ships.

#Phase two.
Take the cannon on the left side (use a couple of sacrificial omni to deplete its energy before sending in the lathes.
Mire the mid left island and get siege ship.
With destructors, destroy the mid-left ship (this might have been a cunning time to nab the mini-thor). Destroy its energy mine for a quick victory.
Raid the top side of the map. The more ship spawners you destroy the easier it will be later.
Focus on the cannon - then put an omni in their place.
Once the enemy MK7 come on line, retreat. If you haven't destroyed say six of the top row of ships and several of the second row, restart.

#Phase three
Clear out the bottom of the map. With the siege ship this should be easy.

#Phase four.

Destroy the cannon the siege ship from the right hand side. Don't try to advance up the right flank.

#Phase five.
Attack the central MK7 ships and get the minithor if you didn't get it earlier (which might have been much easier)
Lots of micromanagement.
Use one lathe ship to keep reclaiming mines at the bottom of the map. Omni can fit the lower right corner and two of the flip emitters.
With luck you can bait the mobile MK7 ship into strut so it keeps having to be repaired. Otherwise it is a pain.

#Phase six
With the minithor attack the top energy mine (clearing out other stuff on the way. Once the top mine is converted, the game will very soon be over.

[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 21, 2016, 09:19:40 AM
Well done RrR, nicely done! A fast start again quite important I take it?

I am having a third attempt at finishing it now, I will post my own walkthrough if I manage a completion although that is far from guaranteed!

It is great to have a map where we are all competing just to finish a map and not just to see who can get a fastest time! There is certainly room for more of the same Joao, I am loving the challenge!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: RrR on December 21, 2016, 10:13:26 AM
Quote from: D0m0nik on December 21, 2016, 09:19:40 AM
Well done RrR, nicely done! A fast start again quite important I take it?


Without a fast start, you might as well fight the Death Star with a bent teaspoon.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 21, 2016, 10:53:39 AM
Video walkthrough is complete. 2 hours of game-recording for 28min game :P

Edit: OMFG 5.96Gb of vídeo

Edit2: I'll cut the less important parts and leave the most importante ones:
Opening =  0:00 to 4:00 game time
Mid-game 1 = 6:45 to 8:15
Mid-game 2 = 8:50 to 9:45 (this part has a beautiful ship micro management)
Mid-game 3 = 9:47 to 9:57
"opening for late game" = 12:55 to 15:00
Late game 1 = 17:10 to 20:10
Late game 2 = 22:15 to 24:35
And beyound that it's just cleaning everything with lathes

If someone has account in youtube and can post it for me, I would be very grateful.

Remember that this walkthrough can be a "total-full-spoiler", but your challenge can still keep up! :D

Edit 3:
My previous time was 28:55.1
Now it is 27:56.9 :D
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: stdout on December 21, 2016, 12:34:02 PM
I'm 22 minutes in game and I have defeated the two central MK7 spawners and have almost the entire 2/3 of the bottom map taken. By far the biggest challenge this game has seen yet.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 21, 2016, 04:08:38 PM
Just completed it and rather than jubilant I am exhausted!

A quite unique gaming experience, took a lot of concentration and patience but loved it all the way through. A detailed walk through is impossible as it would include about 50 save/reload/try again instructions!!!

My basic strategy in the end was:

Spoiler
Take bottom two mines, build two omni right and one left island, destroy HQ and use one amp gem for defensive structure. Allow omnis to take amp gems then move to bottom corners to collect lathe units. I then just slowly built up a fleet here but did not push out at all for 5 mins. Meanwhile...

When CN is ready to respawn landed just to the right of the centre of the middle tier and took the mine and then the ship spawner (just to the right of centre) before moving in to take the Mini Thor tech. As soon as the mine was taken I built an omni on the extreme bottom right of its range and landed it on the middle right island to take out the gun and collect the tech In retrospect may have been better to go left as you can take out a flip emitter).

The second the Mini Thor was collected I headed North as quick as possible and took out the whole lower line of spwaners and ship builders causing havoc with my HQ before heading for a corner and slowly working my way in for the next 10 mins.

Down below slowly pushed out into bottom corners and then up one side and then secured whole of the bottom. Thor came online at about 15 mins and it got easier. Kept all units together as much as possible, strength is in numbers in this level.

Very handy trick – you can trick the big guns on the top line with your HQ. Approach a gun at an angle of about 45 degrees. Just before you are in range place your ship as horizontal to the gun as possible. Rather than shoot at your HQ the gun will aim where it thinks you are going. Pause and quickly place your ship at 90 degrees or greater. The gun will then shoot in that direction with a little splatter that you should be able to avoid. Make sure that every movement of your HQ is to the extremes even if you only want to shuffle an inch. With a little practice you can work your way in and take out the guns with nothing more than your HQ. I was able to prevent the MiniThor from building making the map a lot easier.

Also do not underestimate the support ships. They are self powered and so work best outside of an energy mine radius and they can build ships here without any drain on your network. Vital for quick rebuilding if a MK7 destroys most of your fleet. And this will happen. A lot.
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: stdout on December 22, 2016, 09:47:43 AM
Finally got it and what a rewarding feeling!! I'm tingling on the top of my head.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: stdout on December 22, 2016, 10:04:55 AM
Ok so my strategy was....
Spoiler

I started the same way everyone else did, with the omnis going left and right.  As soon as the two energy mines were made I disabled lasers and cannons on my HQ (to conserve energy) and sent it north to gather the miniThor tech and to nullify one of the two mk7 spawners.

Then I flew it all the way to the top and destroyed the two left most structures.

Then went south and destroyed the 8 structures floating in the center of the top. Then flew to the top right and destroyed the two on that corner.

At that point I parked the HQ in the top right where he stayed until it was finally destroyed mid game.

Basically at that point I held my ground at the bottom until the mini thor was completed and then it was a standard battle.

Dodging mk7 fire was key, and destroying those nightmare inducing latheship terrors before they undo much of your work. I found the "Fast Ship" was perfect to destroying them with a single kamikaze mission. If one wasn't available the Laser Gun also makes a great suicide mission.

The demolishers and the Shield ships were pretty much useless and I ignored them. Support ships were critical. I found that sending both support ships up the side along with the minithor and 2 BigLatchers they almost kept up with the energy requirements. That's what I used to finally take the top. Once I got that central energy mine, it was a rush of relief.

Thanks Joao for the nice game.
[close]
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 22, 2016, 10:28:31 AM
So good to see that players (and most of them Map Makers - I have never seen so many Map Makers commenting on the same topic haha!) had tried and tried until beating the map!

All the commented strategies were interesting, even if they had failed. When I was making the map I completely missed the part where you use the HQ to early destroy some top-ship spawners (I did this with the 4-Latche ships after 10min play) and/or capture advanced-ship pick-ups. Strategies that you advance left, top, then returns to bottom, then right [...] instead of taking entire bottom, then entire middle, then entire top were very interesting too. Probably the "hardness" of the map made players have this lot of interesting ideas, calculations and  "chronological order of actions".

They were so interesting that I think I'll leave a chance for those strategies for the fourth map. I'm planning it to be as hard as this one (but it might be easier, as the player'll have super-mega-OP-custom-moduled ships). The third one will probably be at the same difficult level as the first map, where you learn how to use the new ships effectively (also, radius display is coming with 3rd map - with angle limit for Demolishers and Siege Ships).
Spoiler
I'm going to post my custom modules in Custom Modules Thread after finishing the 2 last maps.
[close]

I hope everyone liked to play and compete with each other of who could beat it, because there's a new challenge coming up (4th map)! hahah :D
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: stdout on December 22, 2016, 11:13:04 AM
Consider in the next map giving the player a ship with a mk7... Even if it's a tiny unshielded ship with thin walls. It would give more options in ship to ship combat.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 22, 2016, 11:44:40 AM
Quote from: JoaoPistori on December 22, 2016, 10:28:31 AM
So good to see that players (and most of them Map Makers - I have never seen so many Map Makers commenting on the same topic haha!) had tried and tried until beating the map!

It's because you deserve it bud!  ;)
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 22, 2016, 02:25:06 PM
I have to reiterate, this map is EXACTLY what I was expecting from PF. It is my favourite map by a mile. And no disrespect to the other map makers in this thread, I have loved all of your maps too but this has a scale and a sense of 'battle' that I envisaged from this game pre-release.

Please do make more of this kind Joao and please keep them challenging. They may not score well with everyone but those of us who crave challenging maps will appreciate them beyond measure!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Sorrontis on December 22, 2016, 02:31:30 PM
Quote from: D0m0nik on December 22, 2016, 02:25:06 PM
I have to reiterate, this map is EXACTLY what I was expecting from PF. It is my favourite map by a mile. And no disrespect to the other map makers in this thread, I have loved all of your maps too but this has a scale and a sense of 'battle' that I envisaged from this game pre-release.

Please do make more of this kind Joao and please keep them challenging. They may not score well with everyone but those of us who crave challenging maps will appreciate them beyond measure!

I concur!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 23, 2016, 08:30:15 AM
Thank you so much guys!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: stdout on December 23, 2016, 08:40:37 AM
Domonik speaks for us all.  :D
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: ChaosMaster130 on December 25, 2016, 03:41:02 AM
Count me in the "Finally beat this map" club.
Definitely was a epic fight though. Awesome job on the map  8)
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 29, 2016, 11:47:11 AM
I hope you like enemy ships with custom modules. Fights for the next map will become much more epic :D
And harder too. Destroying MK7 ships/stations was so easy :)
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: D0m0nik on December 29, 2016, 02:38:54 PM
Quote from: JoaoPistori on December 29, 2016, 11:47:11 AM
I hope you like enemy ships with custom modules. Fights for the next map will become much more epic :D
And harder too. Destroying MK7 ships/stations was so easy :)

Just remember that if you close all back doors it could kill the fun for some of us, this map was challenging enough even with the 'holes'!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: JoaoPistori on December 29, 2016, 04:13:20 PM
Well, I mean the fight against a single or two ships at once to be more challenging and not the "map's overall". This time some enemy ships weapon's range (and firepower) will be as high as your ships, making the part where you fight them very special.

The "overall" will be easier, since you'll have OP tactical modules, and then you just need to find how and where they work better
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: GoodMorning on February 12, 2017, 12:24:08 AM
That's enough PF for the day.

While I did this in a single attempt, I had eternal micromanagement available due to lag.

Strategy

Install HQ, Defensive Struc, Omnis, gems, Omni techs, pin down the left with the HQ, two Omnis each way.

Wasted a little HQ lathing time, by letting the guard ship on the next island build.

Get lower-left under control and mired, build everything available. Amp Demolisher. Press right, placing the Demolisher at extreme range and backing it up.

Control right corner once maintained rocketry depletes and then destroys the big ship. Another amped Demolisher. Put both on one side, fighting the station pairs. Eventually they will break through. Capture. Use freed-up power to take the other side. You now have breathing room. The three spawners are ready to assault, but I didn't hold the middle mine.

At some point, various ships start attacking. The Varro is worse than the mini-Thor, because the latter is more vulnerable to the particle-based weaponry. The Varro takes the hit in the front two MK7s, and keeps shooting as it retreats. Ram anything without an MK7 with a Fast Ship, 2/3 odds it survives. Extremely effective against those Lathe barges. If you have a pair, have then tag-team, one wounding the hull, and the other diving for the Core thereafter. This keeps both alive if done properly.

Omni rush to get the Siege Ships (right, then left). A little micro-dodging with stacked Omnis helps. Start building large ships in the still-protected starting area, with the helpful blue plasma. Amp the Siege Ship(s).

Push up from the left island, then right. This will take a long time, and you will lose a lot of ships, because you have nothing good against MK7s. Eventually, you will have the left of the second area.

Start chipping away at the twin MK7 ships. Eventually, they'll lack for the power to shoot. You will have problems from the other ships coming down. Persevere. Get the last remaining ship. By this point, you should have two Support ships, and know that when the MK7s stop firing, the Demolisher can come into its own.

While the Mini Thor builds, consolidate, and begin to fire at the MK7 station above you, left of the island. Again, patience. You't forget to keep managing the positioning to prevent an inopportune Varro. Work out where a Siege Ship needs to go to take out a Mini-Thor over that metallic land.

When you have a mini-Thor, the map is almost over. One Siege ship and the Demolishers can hold your base at the left-middle, and the Supports can shift power up as the lathes attack. Start at one end, work your way along, and finally go down at the right-hand egde to fry the ship you left alive earlier.
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Overall, still not an especially hard map, just fiddly. If someone managed to use the above walkthrough and managed their ships so as to avoid losing them, they would do far better than my hour-long time. The fact that even a workable strategy takes time to exhaust power reserves encourages the player to try alternatives. I don't like to lose, so I took a long-but-safer route.

This is probably tied as the best map in the Exchange so far, for my opinion. Subtract some rebuild time, and replace the Varro with something as "glass-cannon-y" as the other ships, and it's probably clear of the competition.

Oh, and as ever, make sure the HQ isn't hit by a stray MK7 shot.
Spoiler
It takes a long time to recover if that happens when you are attacking and about to field an assault from the big visitors.
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One minor thought: The Mini-Thor was a bit too large for its own good, as were the Supports. I know why this was, but I think that collapsing it a little might help.
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: CyberDyneSystems on February 04, 2020, 05:24:56 PM
Just found this epic Map! Not sure why I missed it the first time around. Amazing! What a fight!
Title: Re: Custom Map #444: The Ultimate Ship Factory. By: JoaoPistori
Post by: Jaap on October 16, 2021, 12:55:59 PM
Has anyone found a video of a play-through somewhere?