Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Clean0nion on November 02, 2013, 03:28:45 PM

Title: C0
Post by: Clean0nion on November 02, 2013, 03:28:45 PM
Clean0nion's maps


Numbers next to map titles are in chronological order

MAPS IN ORDER OF QUALITY















FEATURED
1. Domorthea - linear island map that's a puzzle at the same time
Download + info (normal version) (http://knucklecracker.com/forums/index.php?topic=14571.msg108919#msg108919)
Screenshot
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Download + info (easy version)
Screenshot
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256x256
9. Swimmin' Poool
Colonial Space'd - Map #30
Screenshots
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Downloads + info
2. Skarsgard World - role reversal CRPL-infested map!
Screenshot
Preliminary 2-frame long preview
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A little while into the map
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Woops, looks like I used the wrong tactic
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Downloads + Info
11. Asteroid
Screenshots
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Colonial Space + Info
127x127
8. The Fog - Can YOU cope with being blind?
Colonial Space'd - Map #60 as Amrakul
Screenshots
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Downloads + info
3. Flash - Ragequitful map
Screenshot
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Download + info
5 + 6. Two Minutes - this map'll probably take you like two minutes to complete
Screenshot
   
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Download + info



Discontinued Maps
Thuller Oil
4. Thuller Oil
It wasn't going anywhere
Screenshot
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More information
In Thuller World, you won't be battling the Loki's creeper. Instead, you'll face the Thuller: territorial oil merchants.
A bit more detail
A Thuller spacecraft orbits the circular island, throwing at you an incessant barrage of missiles. It's guarding something - something that it feels your presence threatens.
What is this object of such value? The answer is simple. Oil.
Four great, spinning drill constantly mine into the planet, releasing oil that damages your towers and systems. Excess oil is sent to a central holding station, where it gathers, awaiting delivery. The Thuller spacecraft mounts upon the stock holder - giving you the fleetest of moments to destroy it as it sucks up the remaining oil - then soars away, leaving you in the likely position of being unsuccessful in your destructive endeavour.
Then you see it has left behind a bomb - and an opening for the Loki and their hordes of creeper to invade.
Spoiler
And for those of you who say I copied the code from Mistet... yes, I did that. But I spent a very long time editing it. Go through the code if you want. The bits that don't make sense are my edits. There are a lot of those.

If you want, you can download the most recently uploaded version of the unfinished map here: http://www.clean0nion.weebly.com/thuller-oil.html

And here's a screenshot of a just-loaded map.
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Ring
9. Ring
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yeah i lyk spoylahs
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All maps are uploaded in .cw3 format. To install them, hit the relevant link below the post. Insert the downloaded file into Documents\CreeperWorld3\Finalized\(name of map)\.
Ensure you get the folder name right. For example, if the file is "Domorthea.cw3", the folder should be called "Domorthea".

If you want a list of all available maps by me, head down to http://www.clean0nion.weebly.com/maps.html .

Have fun, and try not to ragequit too often. To you I bid good day, and good luck to your endeavours.

IF YOU WANT TO SUPPORT ME IN DOING THINGS, CONSIDER PURCHASING "AIR FROM MY LUNGS" BY CLICKING ON THIS SENTENCE
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 08, 2013, 05:18:20 PM
By the way - Domorthea took me over 5 hours to complete. Obviously I wasn't trying for speed, just testing it.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: TLMike on November 08, 2013, 06:41:14 PM
Regarding Doromethea, it looks as if you intended the Relay tech to be collected later in the mission, seemingly after I would fight back some of the Digitalis coming into the base from the East, in order to collect some more Collector techs which are floating North of center-map. However, I began the mission with the relay tech already.

Clearly you intended for me not to have the Relay tech at mission start, as it's a collectible item; clearly you intended that I not be able to reach it so early: given that I begin the mission with a limit of 5 Collectors and it would take exactly 5 to reach the island with the tech on it, clearly you meant for me to choose between wasting energy on 5 very expensive collectors in order to collect the Relay tech, or nullifying the emitter on the island. But, since I have the Relay tech at the start, I'm able to do both quite easily.


Also, there's no on-screen warning for the spores, which I have to say, is pretty annoying.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 08, 2013, 07:04:20 PM
DOMORTHEA
Spoiler
Quote from: TLMike on November 08, 2013, 06:41:14 PM
Regarding Doromethea, it looks as if you intended the Relay tech to be collected later in the mission, seemingly after I would fight back some of the Digitalis coming into the base from the East, in order to collect some more Collector techs which are floating North of center-map. However, I began the mission with the relay tech already.

Clearly you intended for me not to have the Relay tech at mission start, as it's a collectible item; clearly you intended that I not be able to reach it so early: given that I begin the mission with a limit of 5 Collectors and it would take exactly 5 to reach the island with the tech on it, clearly you meant for me to choose between wasting energy on 5 very expensive collectors in order to collect the Relay tech, or nullifying the emitter on the island. But, since I have the Relay tech at the start, I'm able to do both quite easily.


Also, there's no on-screen warning for the spores, which I have to say, is pretty annoying.
Thank you for the information on the relays - I will have to rectify it.
The spore are released once a minute. The message thing next to the relays says that. All problems boil down to not not having the relays.
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UPDATE: repair complete. Filename has also been changed from "Domorthea by Clean0nion.cw3" to "Domorthea.cw3".
I recommend you do not attempt to copy your save files from the previous version.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Sohee on November 09, 2013, 03:18:55 AM
runner nest is gone.
i can cut digitalis, if replace guppy to canon.
but no place to build&advance.

i'm stuck. :(


Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 09, 2013, 06:30:43 AM
DOMORTHEA
Quote from: Sohee on November 09, 2013, 03:18:55 AM
runner nest is gone.
i can cut digitalis, if replace guppy to canon.
but no place to build&advance.

i'm stuck. :(
Thanks for notifying me; I'll fix it later today. In the meantime, you could take Domorthea.cw3, change it to save.cw3, and move the file to CreeperWorld3\Worldeditor\Domorthea. From there it's accessible via the level editor.
There's supposed to be a bomber tech on the lower right island worth 4 bombers. Once this is changed, your saves should still work.
EDIT: You appear to be using a Guppy to power the pulse cannon. If relays don't work I'll have to fix that as well.

UPDATE: This should now be fixed. Your saves SHOULD work. I will later be re-updating the map to include a little more CRPL.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: TLMike on November 09, 2013, 04:55:49 PM
A Relay will reach the position where the Cannon is, if you place it where the Guppy is (referring to screenshot). But, the Cannon itself is normally not enough to hold back the Digitalis, especially if there isn't enough AC to retard its growth. That point of the map becomes--difficult, at best. The mission would be loads easier if you afforded just one more range upgrade, or even those Bombers you mentioned. Or if the PZ within the screenshot (or just outside) were moved closer to the edge so that a Mortar might more easily disrupt Digitalis growth.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: TLMike on November 09, 2013, 04:58:57 PM
And Sohee, regarding your screenie: You really should have placed those Guppies on PZ's. They hold double the packets and move twice as fast. And I'm not sure what you were doing for power generation (clearly you used 4 reactors, which means 16 spores a minute), but I had more than that at that point in the map, and I was using 1.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Ninja on November 12, 2013, 09:01:13 AM
-Edited out-
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: stewbasic on November 12, 2013, 10:46:33 PM
FYI this map seems to suffer from a CW3 bug: if I place collectors to be built, save game and reload, their build cost drops back to the default 5.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Grayzzur on November 13, 2013, 09:08:39 AM
Quote from: stewbasic on November 12, 2013, 10:46:33 PM
FYI this map seems to suffer from a CW3 bug: if I place collectors to be built, save game and reload, their build cost drops back to the default 5.
Confirmed in v1.09, and I submitted a bug report.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 13, 2013, 05:31:42 PM
DOMORTHEA
Quote from: stewbasic on November 12, 2013, 10:46:33 PM
FYI this map seems to suffer from a CW3 bug: if I place collectors to be built, save game and reload, their build cost drops back to the default 5.

I don't think I can do anything about this but I'll have a look.

In the meantime, Domorthea has an upcoming update involving moving around a few asteroids at the bottom of the map. Also added some effects to the spore tower.

This update will be live within the next few days. Your save files will not be compatible so I'll also provide a 'default' save that lets you begin on the fourth island as if you just left off there. I hope cheaters don't cheat but oh well.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: knucracker on November 13, 2013, 08:44:27 PM
I have just posted a build 1.11 in the public beta thread.  See if that resolves this issues (and hopefully doesn't introduce anything new).  To correct the problem I had to load the custom unit costs earlier in the load sequence, so they could be applied on units being built.  Custom unit costs, limits, and counts are all stored in the same data structure so it was a little tricky to get to work, hence my request for a once over from anyone reading this message.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Grayzzur on November 13, 2013, 10:16:37 PM
Appears to be fixed to me. Nice job, Virgil... 12 hour turnaround on a bug report. You want to come work for my company? I just got asked yesterday if they could close a bug report I opened in 2009. I said, "Did you fix it?" They replied, "We don't know, can you check?"  :o
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: TLMike on November 13, 2013, 10:47:55 PM
Virgil's kind of awesome.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: knucracker on November 14, 2013, 10:22:25 AM
Quote from: Grayzzur on November 13, 2013, 10:16:37 PM
Appears to be fixed to me. Nice job, Virgil... 12 hour turnaround on a bug report. You want to come work for my company? I just got asked yesterday if they could close a bug report I opened in 2009. I said, "Did you fix it?" They replied, "We don't know, can you check?"  :o

Oh, I have some good old bugs like that.  They are like constant mental companions that hang out with me and bother me when I try to rest ( http://farscape.wikia.com/wiki/Harvey ).   The ones I can do something about, I usually try to address before they take up residency :)
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 14, 2013, 11:23:04 AM
Quote from: TLMike on November 13, 2013, 10:47:55 PM
Virgil's kind of awesome.

No... Virgil's awemany. He takes the 'some' out of 'awesome'.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 14, 2013, 03:01:21 PM
DOMORTHEA
Quote from: Clean0nion on November 13, 2013, 05:31:42 PM
Spoiler
Quote from: stewbasic on November 12, 2013, 10:46:33 PM
FYI this map seems to suffer from a CW3 bug: if I place collectors to be built, save game and reload, their build cost drops back to the default 5.

I don't think I can do anything about this but I'll have a look.

In the meantime, Domorthea has an upcoming update involving moving around a few asteroids at the bottom of the map. Also added some effects to the spore tower.

This update will be live within the next few days. Your save files will not be compatible so I'll also provide a 'default' save that lets you begin on the fourth island as if you just left off there. I hope cheaters don't cheat but oh well.
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UPDATE COMPLETE. This update has the following update log.
UPDATE LOG FOR 1.05 SINCE 1.04
* Modified digitalis tendrils and width in some places
* Moved some asteroids in lower-left belt
* Moved an AE to a different asteroid
+ Modified firing mechanism to make it more dramatic
+ Firing now produces a sound
+ Spores no longer fire at the same time
* They still fire every minute
Your previous saves are NOT COMPATIBLE with this update. I have provided as a replacement a default save file that lands you on Island 4. This can be downloaded at http://clean0nion.weebly.com/domorthea.html .
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: pawel345 on November 16, 2013, 09:06:12 AM
Well this map is interesting but too long. The spores are more of an annoyance than a threat, and using just PZ reactors you can easily afford anything that is available. The tech and upgrade limits along with huge amounts of digitalis is what makes this map a challenge.
But I wished you allowed for packet speed upgrades, as that wouldn't change the difficulty level, but would make life easier. Anyway I look forward to other maps^^

P.S. Could you add a screenshot to of the maps when you upload them?
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 16, 2013, 09:08:39 AM
DOMORTHEA
Quote from: pawel345 on November 16, 2013, 09:06:12 AM
Well this map is interesting but too long. The spores are more of an annoyance than a threat, and using just PZ reactors you can easily afford anything that is available. The tech and upgrade limits along with huge amounts of digitalis is what makes this map a challenge.
But I wished you allowed for packet speed upgrades, as that wouldn't change the difficulty level, but would make life easier. Anyway I look forward to other maps^^

P.S. Could you add a screenshot to of the maps when you upload them?
Thanks for this advice. I'll get on it now. Prepare for an imminent update.

UPDATE COMPLETE. Changed Packet speed upgrade limit to six. Again, your saves are not compatible but the DDDD has also been updated.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Ceraus on November 17, 2013, 04:23:09 AM
Quote from: Clean0nion on November 02, 2013, 03:28:45 PMA simple map to test proportionality. Be frugal with collectors as you easily beat this crudely made map.

I very strongly disagree with the "easily beat" part.

Regardless of the "telemitter" strength, you need a ridiculous amount of Mortars to overcome a 1000-1 emitter with no Berthas and no Forge. 20, at the very least, but probably more. And you'll need Shields, let's say 5, to hold the Creeper back so that the Mortars stay alive and do maximum damage. Right there, you need 30 Energy production. That's 75 Reactors. Now, how many buildings can you cluster around a Command Node? 60, maybe? Then you'll need Collectors (not the 20,000-cost Relays) just to connect enough Reactors. But to protect those Collectors and Reactors against the 1000-1 emitter, you'll need more Shields and Mortars.

So far, so plausible, though.

But then there's the "telemitter". It just happens to ignore Shields. So all throughout the mission, you periodically hear a BOOM that tells you you just lost a few Reactors. You immediately rebuild them, of course. From time to time, the telemitter will hit one of your Shields, which will gleefully disperse the Creeper around itself, exploding a dozen Reactors.

But that's only if you're lucky.

With no Forge and Relays, packet and build speeds are dreadfully low, so if one of your few, critical Collectors is hit by the telemitter, which will absolutely happen, you're either disconnected from your Reactor farm (and its Shields) or from your attack force. They'll just die before the next Collector is online. And forget about building redundancy into your network: you'll have solved the disconnect issue, yes, but you'll have made the telemitter so strong that Reactors will randomly die too fast for you to rebuild. Instead, the strategy will be to be prescient, by which I mean you'll save every minute and only build redundantly when you re-load a save and know in advance where your network will fail.

And that's what I did for almost 1 hour in-game, 3 hours real-time. I was very slowly making progress and had about 150 Reactors backing a long, crooked line of alternating Collectors and Shields lined with as many Reactors as would fit, peppered with Blasters, Mortars and Sprayers, and which led to a massive amount of Mortars about 3 Nullifer-range from the emitter. But in less than one minute, I was very badly hit by the telemitter and while I could survive, but not effortlessly, it would take too much time to recover for my patience. I hadn't been enjoying the mission for a while.

So I walked away. I wonder how many people saw the mission through?

Now, I sincerely hope there's a trick I'm missing, something I could learn about the game. But there's something definite about a 1000-1 emitter.

The attached image shows my last good save. The Creeper just outside of my overlapping Shields at the top is over 20 deep; it reaches 100 just a few squares farther.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 17, 2013, 10:51:01 AM
FLASH
Quote from: Ceraus on November 17, 2013, 04:23:09 AM
Quote from: Clean0nion on November 02, 2013, 03:28:45 PMA simple map to test proportionality. Be frugal with collectors as you easily beat this crudely made map.

I very strongly disagree with the "easily beat" part.

Thanks for your report. I'll now admit that Flash was mostly just a CRPL testing map - but I'll diagnose your problems anyway.

First up, the failing of the shields. I copied your map, from your image, unit-for-unit, and the larger shield at the bottom repeatedly failed to prevent the telemitter from affecting it.

I put this down to the CRPL and a possible bug in the game.

The CRPL code is copied from Egos:Choix and the creeper creation frequency has been changed to reflect the number of collectors you have. The code takes a random cell on the map and check if it's in "field". If it's not, it puts creeper there, and if it is, it tries another random cell.
The CRPL determines if the cell is a field by checking the creeper resistance there. A shield produced from a shield unit counts as a large circular field, as it produces constant creeper resistance.

Now, the shield unit on the power zone has a much larger shield radius. I believe that it just takes a normal shield and expands it.  However - this expansion causes the field on the centre cell of the smaller shields to spread into the surrounding cells of the larger fields. What I just said makes very little sense so I'll boil it down: the centre cell is not considered a field.

This means that the telemitter ignores it. The only thing I can do here is report this to Virgil, or suggest that you build another shield unit near the one on the PZ. I have to ask this though: did that problem affect all shields, or just the larger one?

Secondly, the warp inhibitor. It's way too powerful and that has nothing to do with V. I've changed it from 1000:1 to 600:1.5. Hopefully that should make it easier.

UPDATE: Left the map on x4 speed for a moment - yes, it affects all shields. I will report this to Virgil and in the meantime suggest that you put shields over your shields to protect them.

UPDATE: Took my own shielding advice, didn't work. This is a bug that I cannot help you with. I thank you for playing my crudely-made map and hope you return to it once the bug is fixed.

To you I bid good day, and good luck to your endeavours.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Ceraus on November 17, 2013, 08:18:54 PM
Quote from: Clean0nion on November 17, 2013, 10:51:01 AMI copied your map, from your image, unit-for-unit...

Oh! I knew I should have joined my save. Darn, you went through a lot of trouble too.

Quote from: Clean0nion on November 17, 2013, 10:51:01 AMThe code takes a random cell on the map and check if it's in "field". If it's not, it puts creeper there, and if it is, it tries another random cell.

Huh, if that's how it's done, I have no idea why it wouldn't work either. Reporting it to Virgil seems like the only option.

Quote from: Clean0nion on November 17, 2013, 10:51:01 AMI thank you for playing my crudely-made map and hope you return to it once the bug is fixed.

Well, thanks for reading my shaggy-dog story. Once I know the Shields work, I'll be back out of principle.

But for now, I'll go relax with Domorthea. ;)

Good day to you too.
Title: Re: Domorthea - the difficulty-maintaining linear puzzle map
Post by: Clean0nion on November 17, 2013, 09:09:23 PM
FLASH
Quote from: Ceraus on November 17, 2013, 08:18:54 PMOh! I knew I should have joined my save. Darn, you went through a lot of trouble too.

Huh, if that's how it's done, I have no idea why it wouldn't work either. Reporting it to Virgil seems like the only option.

Well, thanks for reading my shaggy-dog story. Once I know the Shields work, I'll be back out of principle.

But for now, I'll go relax with Domorthea. ;)

Good day to you too.
It's responses like this that make life worth living.

And no, it wasn't a great deal of trouble to copy your map.
Spoiler
I just saved the image, opened up Flash in the world editor, removed all the towers, then went to the Terrain tab, loaded up an overlay image, put your image over the map and then went through and placed all the towers where they were on the image. I wasn't going back and forth between tabs.
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Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [U], Skarsgard World 3 [U])
Post by: Ceraus on November 19, 2013, 11:57:47 PM
Um... excuse me, but Domorthea was not even relaxing. In fact, it had me thinking and struggling!

My tactic at the start differed slightly from yours: as soon as I could Relay, I went for the AC Emitter and built a Sprayer there. The matching Sprayer on the main island allowed me to hold back the Digitalis at a much reduced Energy cost. I Nullified the Emitter and stuck a Reactor in its place; why would I want to preserve the Emitter, pray tell?

Made a couple Mortars and Cannons and cleared a landing on the sceond island. Once I got the Terp, the mission got more straightforward, and I replaced the next Emitter with a second Reactor, the last I would build for a long while. I got the techs and left a Cannon, Sprayer and Beam in their place.

The third island went well. A Shield allowed me to get the two first Power Zones, which quickly led to my domination. I left two Cannons to hold back the Digitalis and made my way down with Relays, using Guppies to start building at the other end simultaneously and clearing space for Beams with the Terp.

I had a hard time getting a foothold on the fourth island. By that time, I had all worthwhile Forge upgrades, so I shut down the Totems to maximise my Energy income. A mixed force of Cannon/Mortar/Sprayer/Sniper finally managed to hold, and I went for the bottom-right Emitter and pushed from there. The Digitalis was a real pain, and it would keep being so. Crossing the asteroids proved tricky, but doable; obviously, this was playtested tightly. I think it was at that point that I stopped caring for time, although I kept playing efficiently.

I was strictly unable to finish crossing the asteroids, though, and was stuck just right of the final island. By then, though, I was drowning in Energy, so I built plenty of Mortars that I just sent to the island, pulling them out before death. While it proved entirely ineffective at first, I knew it was only a matter of numbers, and once my Mortar-bomber wave reached about 100-strong, I was proven right and finaly got a foothold, quickly completing the map afterwards.

Although I'd have preferred shorter third and fourth islands, it was a fine map from which both players and creators could learn a lot.

(But again: why would I want to leave an enemy Emitter alive? What's the catch?)
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [U], Skarsgard World 3 [U])
Post by: Clean0nion on November 20, 2013, 03:08:50 AM
Quote from: Ceraus on November 19, 2013, 11:57:47 PM
Um... excuse me, but Domorthea was not even relaxing. In fact, it had me thinking and struggling!

My tactic at the start differed slightly from yours: as soon as I could Relay, I went for the AC Emitter and built a Sprayer there. The matching Sprayer on snip
(But again: why would I want to leave an enemy Emitter alive? What's the catch?)
Well done Ceraus! Many congratulations.
The idea behind leaving the emitter alive is to point a sprayer or two at it and leave them firing. This will flood that island with AC which will act as a storage. But ultimately, it's better to put a reactor there. Depends on your play style.
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [U], Skarsgard World 3 [U])
Post by: Altren on November 20, 2013, 10:23:57 AM
Flash map "crashes" when last collector is destroyed. Game freezes like it is paused, but it is not paused and nothing can be done.

Also there is bug in save/load mechanism: when I load game all relays that was under construction now have default build cost (i.e. 10 instead of 20000). I guess this is not a map problem, but anyway this makes game impossible to save or load, because this makes play-through unfair.
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [U], Skarsgard World 3 [U])
Post by: pawel345 on November 20, 2013, 10:29:23 AM
Download the last version of the public beta build to correct the issue with custom unit cost.
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [U], Skarsgard World 3 [U])
Post by: Clean0nion on November 20, 2013, 12:06:22 PM
Quote from: pawel345 on November 20, 2013, 10:29:23 AM
Download the last version of the public beta build to correct the issue with custom unit cost.
That.

I'm not sure about the collector thing - I'll take a look.
The code at the minute is frequency=50/n where n is the number of collectors on the map. I'll change it to
@GetUnitCount("COLLECTOR") ->collnum
<-collnum 0 neq if
   @MakeCreeper
else
   1 ->collnum
   @MakeCreeper
endif

Obviously I'd have to add both custom commands but it should work.

UPDATE: Tested and fixed. Your saves won't be compatible with the update. Redownload the .cw3 file from the original post.
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [40%], Skarsgard World 3 [5%])
Post by: Cohiba on November 22, 2013, 09:48:14 AM
My biggest complaint about Domorthea is the restriction on the collectors.  It makes it unnecessarily hard and seems like your trying to micro-manage the player.   One thing to make it hard and add penalties for say reactors but quite another to force them to see your walk through to go ok i build collectors here, then destroy them, then build them there.  You also don't give a reason in the Story line as to why your severely limited to the number of collectors.   A initially hard starting will turn off a lot of player, I am impressed and like the map just hate being micro managed.
Title: Re: Clean0nion's maps (Domorthea, Flash, Thuller Oil [40%], Skarsgard World 3 [5%])
Post by: Clean0nion on November 22, 2013, 11:29:13 AM
Quote from: Cohiba on November 22, 2013, 09:48:14 AM
My biggest complaint about Domorthea is the restriction on the collectors.  It makes it unnecessarily hard and seems like your trying to micro-manage the player.   One thing to make it hard and add penalties for say reactors but quite another to force them to see your walk through to go ok i build collectors here, then destroy them, then build them there.  You also don't give a reason in the Story line as to why your severely limited to the number of collectors.   A initially hard starting will turn off a lot of player, I am impressed and like the map just hate being micro managed.
I understand your concern, but that's the kind of hard Domorthea is. That collector bit in the beginning is only supposed to give the digitalis time to build up. If you don't like it, just export the map to the world editor and change it.
And if you think that's hard, I can assume you haven't beaten the map and seen that last row of asteroids. If you have, forgive my ignorance.
Either way, I'm currently working on two new maps that you might enjoy more: Thuller Oil and Skarsgard World 3. Thuller Oil is a mix of Egos(?):Mistet, Cricket:Arca and Alpha:VirgilW:Chimera; and SW3 is essentially you are the creeper. I think you'll enjoy those more once I perfect and finish them. Neither are island based - not sure about your opinion on that.
Title: Re: Clean0nion's maps (Domorthea, Skarsgard World 3 [90%], Flash, Thuller Oil [35%])
Post by: Clean0nion on December 02, 2013, 02:47:33 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/3027696_orig.jpg)
Domorthea - FEATURED Rating: 8/10
Starting difficulty: 9/10 || Overall difficulty: 7/10
There is a default save file for this map that lands you immediately in the penultimate island. Download it separately at http://clean0nion.weebly.com/domorthea.html which is my own trustworthy website. Want pictures? I think you know where to go.
More information
A map that I specifically designed to increase in difficulty the further you progress, rather than make it barely possible to build a starting base then have the rest of the map become easy and tedious. Trust me in this - the first two minutes are possibly the hardest. The map is arranged in a series of five islands with a mystery CRPLcore to the south.
Map screenshot
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/2199054_orig.jpg)
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Want to know more?
The map is arranged in a series of five islands. The first is grassed and green, the rest are rocky and creeper-covered. An asteroid field, coated in digitalis, connects them. On a larger rock in the asteroid field is an AC emitter. One of the islands resembles Ticon technology. Near this structure is a red device - a regional scanner - that has been dominated by the creeper. It releases spores that are equal to the number of reactors you have, squared.

If you desperately need a walkthrough, open this spoiler.
Spoiler
Place your CN on the green island and place a collector to get the message. Then move your CN to where the message was. Destroy the collector and build up to the relay tech. Destroy a collector or two and rebuild them on the big island. Build pulse cannons, one at a time, until you have four at the front of the digitalis on the right. Move the rest of the collectors up to the main island as well.

Next, build a string of relays down to the small island covered in AC. Build a Sprayer, disarm it, and enable AC collection and Dispatch. Build another Sprayer near the digitalis to limit its growth. This will also give the blasters less to fire at, reducing your energy output.

Now I'd recommend connecting to the two Totems and building a forge. Don't forget to destroy the emitter.
Spoiler
Or not! It might be more useful later in an un-nullified condition.
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Once that's done, start building Beamers on all three conquered islands. You'll be able to fit three on the AC island, two on the smaller island, and put 10 on the large island. You'll be able to fit 2 more on the asteroids. Then, build a reactor. Up to three, if you feel capable - one must be on the power zone.

Second island:
Spoiler
This is difficult. You'll have to build a squadron of blasters then send them all over to the island. Make sure you add is some AC and connect a relay once you have a stable grasp. Add some beamers now.

To get the terraformer, put a blaster targeting digitalis on the larger asteroid above it. This will make a hole in the digitalis. The MOMENT it runs out of ammo, move it away or destroy it, and put a relay in its place. It will build and collect the terraformer for you. If it doesn't, try again. You won't need to reclaim those two asteroids. Use the terraformer and mortars to clear a path to the emitter. Take it out and build a reactor in its place, ensuring you still have no more than three reactors in total. You may wish to move your command node here as well.

You'll have noticed the three tech artifacts to the south. Build two digitalis-targeting blasters and put one on the asteroid with the tech... abrupt ending! More soon!

Third island:
Spoiler
Access this island the same way as the previous, by moving lots of weapons at the same time. Nullify the AE and the emitter at the same time, as soon as you can. The rest of the island should be relatively easy, if you use those first two power zones efficiently. Remember: mortars are useful.

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omg dude why is this featured ahh omg virgil is so biased
Out of all the maps I have published to the forum, Domorthea is my favourite. It is also the most developed (if not the most CRPLinfested). Therefore, I have featured it in this forum post. Neither Virgil nor Grauniad or any other CW3 authority issued this Featured title. It is not official, it is a statement of my own opinion.
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Title: Re: Clean0nion's maps (Domorthea, Skarsgard World 3 [90%], Flash, Thuller Oil [35%])
Post by: Clean0nion on December 02, 2013, 02:50:02 PM
Skarsgard World coming soon!
Title: Re: Clean0nion's maps (Domorthea, Skarsgard World 3 [90%], Flash, Thuller Oil [35%])
Post by: Clean0nion on December 02, 2013, 02:52:18 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/1173440_orig.jpg)
3. Flash - Rating: 3/10
Spoiler
A simple map to test proportionality. Be frugal with collectors as you easily beat this crudely made map. Here, have a light-hearted and innocent review from Ceraus.
Spoiler
Quote from: Ceraus on November 17, 2013, 04:23:09 AM
Quote from: Clean0nion on November 02, 2013, 03:28:45 PMA simple map to test proportionality. Be frugal with collectors as you easily beat this crudely made map.

I very strongly disagree with the "easily beat" part.

Regardless of the "telemitter" strength, you need a ridiculous amount of Mortars to overcome a 1000-1 (changed to 650-1.5) emitter with no Berthas and no Forge. 20, at the very least, but probably more. And you'll need Shields, let's say 5, to hold the Creeper back so that the Mortars stay alive and do maximum damage. Right there, you need 30 Energy production. That's 75 Reactors. Now, how many buildings can you cluster around a Command Node? 60, maybe? Then you'll need Collectors (not the 20,000-cost Relays) just to connect enough Reactors. But to protect those Collectors and Reactors against the 1000-1 emitter, you'll need more Shields and Mortars.

So far, so plausible, though.

But then there's the "telemitter". It just happens to ignore Shields. So all throughout the mission, you periodically hear a BOOM that tells you you just lost a few Reactors. You immediately rebuild them, of course. From time to time, the telemitter will hit one of your Shields, which will gleefully disperse the Creeper around itself, exploding a dozen Reactors.

But that's only if you're lucky.

With no Forge and Relays, packet and build speeds are dreadfully low, so if one of your few, critical Collectors is hit by the telemitter, which will absolutely happen, you're either disconnected from your Reactor farm (and its Shields) or from your attack force. They'll just die before the next Collector is online. And forget about building redundancy into your network: you'll have solved the disconnect issue, yes, but you'll have made the telemitter so strong that Reactors will randomly die too fast for you to rebuild. Instead, the strategy will be to be prescient, by which I mean you'll save every minute and only build redundantly when you re-load a save and know in advance where your network will fail.

And that's what I did for almost 1 hour in-game, 3 hours real-time. I was very slowly making progress and had about 150 Reactors backing a long, crooked line of alternating Collectors and Shields lined with as many Reactors as would fit, peppered with Blasters, Mortars and Sprayers, and which led to a massive amount of Mortars about 3 Nullifer-range from the emitter. But in less than one minute, I was very badly hit by the telemitter and while I could survive, but not effortlessly, it would take too much time to recover for my patience. I hadn't been enjoying the mission for a while.

So I walked away. I wonder how many people saw the mission through?

Now, I sincerely hope there's a trick I'm missing, something I could learn about the game. But there's something definite about a 1000-1 emitter.
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Or just some info about the map itself.
Spoiler
There's a telemitter that whizzes round the map dumping creeper where it hits at random locations. It's dumping frequency is determined by 50 divided by the number of collectors you have. So if you have one collector, it's about once every two seconds. If you have two collectors, it happens more than once a second. Three collectors and it's doing it twice a second. Then there's a 650:45 Warp Inhibitor in your way. And relays cost 20k. And shields don't fully protect you from the telemitter.

Have fun.
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/9776633_orig.jpg)
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/7031731_orig.jpg)
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Title: Re: Clean0nion's maps (Domorthea, Skarsgard World 3 [90%], Flash, Thuller Oil [35%])
Post by: Clean0nion on December 02, 2013, 02:53:32 PM
Two Minutes!
A RIDICULOUSLY BAD AND EASY map of efficiency and timing. Inspired by ThirdParty's Racquet. (http://knucklecracker.com/forums/index.php?topic=14455.msg108727#msg108727)
Spoiler
Two maps, both 20x20. One is easy, the other is hard. All you have to do is win. The twist is that you only have two minutes.
Easy mode!
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/7069986_orig.jpg)
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Harder mode!
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/5188789_orig.jpg)
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Download TwoMinutesEasy.cw3 for the easy mode, and download TwoMinutesHard.cw3 for hard mode. Have fun!
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Title: Re: Clean0nion's maps ||| NEW: Two Minutes! Easy mode and hard mode!
Post by: Altren on December 02, 2013, 06:20:18 PM
Um, I think you should try harder. I won both maps with first try without doing anything special or even pausing. :(
May be I did it not the way they are supposed to be win, not sure.
Spoiler
Build Canon -> Build Nullifier -> Win. Nothing else at all.
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Title: Re: Clean0nion's maps ||| NEW: Two Minutes! Easy mode and hard mode!
Post by: Clean0nion on December 02, 2013, 06:42:46 PM
TWO MINUTES
Quote from: Altren on December 02, 2013, 06:20:18 PM
Um, I think you should try harder. I won both maps with first try without doing anything special or even pausing. :(
May be I did it not the way they are supposed to be win, not sure.
Spoiler
Build Canon -> Build Nullifier -> Win. Nothing else at all.
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Did you notice how one was called TwoMinutesHarder and not TwoMinutesHardest?
Title: Re: Clean0nion's maps ||| NEW: Two Minutes! Easy mode and hard mode!
Post by: Altren on December 02, 2013, 07:16:57 PM
Sorry, if I said it too roughly. Title says "NEW: Two Minutes! Easy mode and hard mode!" and you said "harder", but for me second map was same in my actions as easy one (the only slightly difference is that I used another place for one tower). I expected, that it is different.
Title: NEW MAP POST: SKARSGARD WORLD
Post by: Clean0nion on December 07, 2013, 05:59:14 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/6400780_orig.jpg)
2. Skarsgard World 3 - CRPL-infested role reversal!
More information

You are the creeper, and the creeper is you.
You're a little light on information there, Clean0nion...

The Loki have taken control of a Command Node that you, Skarsgard Abraxis, lost in a previous battle with the Creeper. They have dominated it. They have overrun it. Most importantly... they have been influenced by it.
The Loki built a Creeper Core and placed it within the Node. With the added human information, the Creeper Core challenged the Loki and after only a few days of of fruitless dispute, it disconnected itself from the Loki Hive.
It became more human. It inherited human qualities. It learnt about you. It learnt about how you work. Then one day - today - it found you.
Using the traditional creeper-fuelled Warp Inhibitor technology it trapped you on a small planet in the Costerellar star system, where it began to experiment with you. It found that the two Command Nodes - the one that belonged to itself and the one that belonged to you - could control each other, after all, they were once both connected to the same ship. Of course, it immediately disabled the control function of your Node, then disabled most of your networking capabilities and weapons. It allowed you the use of anticreeper - and it gave itself full networking capability.
Then it began the attacks.
Human versus Creeper. Or is it Creeper versus Human?

What does the Creeper actually do?

Builds a network
The Creeper Core uses digitalis to construct throughout the map a network of units. This means that it builds far faster than you do, but you know where it is going to build next. Oh, and by the way, you get a rather special unit as well.
Is this random and unpredictable and other such entropic adjectives?

No, it's all pre-made and the unit locations are pre-chosen. You even get a moment to see where everything is at the beginning of the game. No surprises.
However - that's only the case for Skarsgard World 1.
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Creeper Core
The enemy network is powered by the Creeper Core, hidden away inside the enemy Node. It's the only nullifiable object on the entire map. Destroy it, the entire network fails, and you win.
Scripts associated: net_start.crpl

Collectors
The enemy network frequently places collectors to give it energy. Each collector provides 1 unit of energy to the Creeper Node and this number affects the power of the network's other units.
Scripts associated: net_collector.crpl

Emitters
The enemy network places emitters. This is a replacement for the pulse cannons and mortars, and these emitter do exactly what they are expected to do.
Scripts associated: net_emitter.crpl

Repellors
The enemy network places repellors. These are like the shields that you have, except they only have an effect on anticreeper.
Scripts associated: net_repellor.crpl

Nests
The enemy network places runner nests. They also do exactly what they are expected to do.
Scripts associated: net_nest.crpl

Terps
The enemy network places terrapods. These don't really do much, except disable your weapons. They build walls around blasters and sprayers.
Scripts associated: net_terp.crpl , net_terp_edit.crpl

Strafers (discontinued - strafer pad is visible on loadup, just disconnected from the digitalis)
The enemy network places strafers. They take a little time to build then strafe across your network, bombing it, and the only way to kill them is by the use of snipers.
Scripts associated: net_strafer_pad.crpl , net_strafer_fly.crpl , net_strafer_produce.crpl

Corrupt Beams (removed but the code is still in there)
The enemy network places corrupt beam towers. These shoot down airborne units and units on terrain higher than they are. Mouse over them in a non-paused game to check their radius. These towers were made entirely by ThirdParty and deserve no credit from me.
Scripts associated: net_3PCorruptedBeamTower.crpl

All towers cannot be destroyed by nullifiers with the exception of the Creeper Node. All units are fully customisable and can be used in your own maps! Head to http://www.clean0nion.weebly.com/skarsgard-world-3 to download all of the images used in this map so you can use them too, then copy the scripts across from my map, change the variables, build your own digitalis network, and you're good to go!
Surely I get something cool too?

Yes, you do. You get an ore refinery. Build an ore mine and get the chance to upgrade it into an ore refinery. This produces AC instead of ore, and you can pump it up with ammo by clicking it to overcharge it and make it produce more.
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How does this work? It sounds good!

No, it sounds excellent.
How does this work? It sounds excellent!

It's really quite simple. Each unit is constructed at the beginning of the game, and then it disappears. The Creeper Core lands on a network of digitalis growth and places a cell of digitalis where it lands. The digitalis spreads. When one of the units detects that it's on a cell of digitalis, it reappears and does whatever it's coded to do. And when all of the collectors are on digitalis, you fail the mission.
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Credits

Many thanks to ThirdParty for:
* Collector-digitalis idea from his map Khyber
* Corrupted beam towers from his map Beqaa
Download ThirdParty's maps at http://knucklecracker.com/forums/index.php?topic=14455.0

* I also stole a few tads of script from VirgilW's Farbor
* I may have used some CRPL too... I have reason to believe Virgil made that as well
* Oh yeah,  made this map in CW3 for CW3... that has something to do with Virgil as well I think

* Many thanks to Grayzzur for helping me with the strafer script and teaching me how to Trace
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Download the game and see the screenshots here.
Downloads
Screenshot
Preliminary 2-frame long preview
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/8717964_orig.jpg)
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A little while into the map
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/5513958_orig.jpg)
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Woops, looks like I used the wrong tactic
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/5550783_orig.jpg)
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Head on down to http://www.clean0nion.weebly.com/skarsgard-world.html or the bottom of this post for a link to SkarsgardWorld.cw3 .

WARNING: The game does not finish by itself! This is due to an unknown error. Record the time that you nullified the Core (the game should pause at that point) and that is your time. I think I can trust you to be honest about your time.

Things that could be fixed or added:
- Strafer currently moves to a target then stops
- Beams could be added
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Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Annonymus on December 08, 2013, 08:30:36 AM
Skarsgardworld is impossible to win, after I destroyed the enemy the text popped up but after I read through it the game continued as if there was still a building to be destroyed.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Clean0nion on December 08, 2013, 09:49:54 AM
SW1
Quote from: Annonymus on December 08, 2013, 08:30:36 AM
Skarsgardworld is impossible to win, after I destroyed the enemy the text popped up but after I read through it the game continued as if there was still a building to be destroyed.
The same happened for me. As Colonial Space isn't yet available this counts as a win. If you know the time that you finished, that is your finishing time.
I'm unable to work out why the winning doesn't happen. Upon the destruction of the core the command DestroyAllEnemyUnits is pushed but that still doesn't work.
Congratulations on beating the map, anyway.

UPDATE: Problem diagnosed. Every single unit, with the exception of the Core, does not destroy. I'm about to add something rather different that will completely change the endgame.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Annonymus on December 08, 2013, 10:05:07 AM
Maybe destroyallenemyunits  doesn't work on CRPL cores?
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Clean0nion on December 08, 2013, 10:17:47 AM
SW1
Quote from: Annonymus on December 08, 2013, 10:05:07 AM
Maybe destroyallenemyunits  doesn't work on CRPL cores?
Possibly. I'm soon to push an update, once I've coded it (and that shouldn't take long) that will add a big twist to the game and will make it possible to win.
UPDATE: No, I can't fix this. This is too messed up. Suffice it to say that the save I have on my computer is now unusable. Save is attached for those who want to play a map that lasts five seconds.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Lost in Nowhere on December 08, 2013, 11:01:50 AM
You could just have all cores except the control one set CONST_COUNTSFORVICTORY to false in their scripts.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Clean0nion on December 08, 2013, 11:04:48 AM
SW1
Quote from: Lost in Nowhere on December 08, 2013, 11:01:50 AM
You could just have all cores except the control one set CONST_COUNTSFORVICTORY to false in their scripts.
Already done.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: eduran on December 08, 2013, 12:38:12 PM
once
DestroyAllEnemyUnits
endonce


I just loaded the save you posted into the editor, added a new script (see above) to a new core and it kills every enemy on the map and produces an instant win. Which of your scripts is supposed to have the call to DestroyAllEnemyUnits?
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Clean0nion on December 08, 2013, 12:42:50 PM
SW1
Quote from: eduran on December 08, 2013, 12:38:12 PM
once
DestroyAllEnemyUnits
endonce


I just loaded the save you posted into the editor, added a new script (see above) to a new core and it kills every enemy on the map and produces an instant win. Which of your scripts is supposed to have the call to DestroyAllEnemyUnits?
net_start.crpl, at the bottom in the :Destroyed function.
In the new save it's not there.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: eduran on December 08, 2013, 12:56:11 PM
Very strange. It seems to work on my machine (using v1.13). I made a modded version of your map that starts you with a nullifier right next to the enemy CN and it's letting me win the map.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Clean0nion on December 08, 2013, 01:00:23 PM
SW1
Quote from: eduran on December 08, 2013, 12:56:11 PM
Very strange. It seems to work on my machine (using v1.13). I made a modded version of your map that starts you with a nullifier right next to the enemy CN and it's letting me win the map.
...
I think I may have found my error.
Spoiler
I'm on 1.04.
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UPDATE: Checked update logs, doesn't seem to affect this command.
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Someone on December 10, 2013, 06:44:39 AM
Help, i cant finish Domorthea last island,the digitals are too much,any tips?

nice map btw
Title: Re: Help with Domorthea
Post by: Clean0nion on December 10, 2013, 12:26:03 PM
DOMORTHEA
Quote from: Someone on December 10, 2013, 06:44:39 AM
Help! I can't finish Domorthea last island as the amount of digitalis surpasses my ability; does anyone have any tips?

Nice map by the way
Assuming that you're trying to breach the digitalis to access the asteroids:
Spoiler
So you're on the left side of the fourth island. There are three asteroids nearby that you can build on, but one of them has to be Terped.
Place a Mortar on the nearest PZ then add at least one Sprayer to the rightmost edge. Build a few Pulse Cannons and set their targeting to Digitalis. Send them over to the asteroids and when a space is cleared on the nearest one, remove the PC that is there and replace it with a Relay. If the Relay is destroyed while building, just build it again and again.
Once your defence is solid and your remaining pulse cannon is pretty much fully charged but still fighting the digitalis, build a Terp (or move your existing one closer). Pause. Destroy the relay, move your Terp to where it was, and set the Terpable asteroid to be Terped. Let the Terp do its thing, then it will probably be destroyed. But that's okay, because now you have another asteroid to build on. Build more blasters, mortars, sprayes, and then build a nullifier if and when you can, then proceed.
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Assuming you've traversed the asteroids and are now at the square island:
Spoiler
You've destroyed the regional scanner, so you can now freely build the rest of your reactors. Amass a ton of energy and build mortars, as many as you can. Send them all over to the island - don't bother with giving them fresh ammo, just build more and then send those over too. Don't wait for the previous lot to die before sending the next batch.
If you haven't already destroyed your Beams, do that now for more space.
Eventually you'll cleave a gap where you can build and hold a defence. Destroy the first few emitters (this could take some time) and eventually, if you can and are confident in your capability to do so, land your CN there. Continue building up your defence until you can unleash an attack.
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Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Someone on December 11, 2013, 10:31:53 AM
still fail
can u put the screen shot?
Title: Re: NEW: Skarsgard World! Creeper-human role reversal! (and Clean0nion's other maps)
Post by: Someone on December 11, 2013, 10:59:54 AM
nvm,finish it
now its time to improve my time
Title: Re: C0 Maps (NEW: The Fog - can you cope with being blind?)
Post by: Clean0nion on December 14, 2013, 02:13:44 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/3056024_orig.png)
NEW
8. The Fog
More information
An odd fog covers the terrain. Somewhere on this planet is an inhibitor. Destroy it and get out.
No special CRPL other than a fog that follows your Command Node around the map. So you can see everything - except the majority of your network.
This map should be quite easy. Emitters are quite weak compared to the size of the map and also quite sparsely positioned.
Inspired by Mopa42's Sheep Mountain (http://knucklecracker.com/forums/index.php?topic=14656.0) and V's FoUD.
Dude, this fog is really getting to me. Can I turn it off?
Yep! There's a cheat code.
What is it?
I ain't gonna tell you!
Tell me.
What? Work it out yourself.
Sudo tell me.
Press A, B, Up, Down, and Backspace all at the same time (http://xkcd.com/149/). But that's cheating and makes you a cheat.
That messes everything up, how do I turn it back on?
Press B at least 2 seconds after turning the fog off.
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I can't move my Command Node into the fog! Whyyy?
Yes you can! Just make sure you move it to a patch of flat terrain. Which you can't see, of course, so either build a Terp or just click everywhere.
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Screenshots
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/6622970_orig.jpg)
and a fogless screenshot for all you lazy cheating cheats.
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/8904538_orig.jpg)
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Download link at the bottom of this post.
Title: Re: C0 Maps (NEW: The Fog - can YOU cope with being blind? Feedback requested!)
Post by: Clean0nion on December 15, 2013, 04:55:30 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/5432034_orig.jpg)
NEW
9. Swimmin' Poool
More information
You arrive at a swimming pool. What do you do next?
CLUE: swim
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Screenshots
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/3725143_orig.jpg)

(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/7914750_orig.jpg)
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Download link at the bottom of this post.


Seriously guys? This has been downloaded more than The Fog? Okay, I guess...
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Altren on December 16, 2013, 01:05:56 PM
Am I right, that swimming pool have moving emitters and that's all? Or did I missed something? I seen how it is connected to my base for a moment, but nothing happened and I seen this only once.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Clean0nion on December 16, 2013, 01:23:57 PM
SWIMMIN' POOOL
Quote from: Altren on December 16, 2013, 01:05:56 PM
Am I right, that swimming pool have moving emitters and that's all? Or did I missed something? I seen how it is connected to my base for a moment, but nothing happened and I seen this only once.
Yes, they are moving emitters. But they're also swimmers! They need their food and they can only get that from your network. So they'll connect and take some.
They'll stop when they have enough food. Which is ten thousand ammo packets.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: TLMike on December 16, 2013, 05:20:44 PM
I actually tried to connect them all. I figured it'd be a fun alternative victory condition. It wasn't.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Clean0nion on December 16, 2013, 05:41:35 PM
Quote from: TLMike on December 16, 2013, 05:20:44 PM
I actually tried to connect them all. I figured it'd be a fun alternative victory condition. It wasn't.

Did you try charging them all to the maximum extent?
Spoiler
It does nothing.
[close]
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Annonymus on December 17, 2013, 05:47:29 AM
Maybe you should specify that they can connect to your network, I didn't even notice in my playthrough, I won the map by building some mortars to keep back the creeper, build a nullifier on the edge of the pool when a swimmer was near enough and after it was built and charged wait until another swimmer came in the nullifier's range...
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Clean0nion on December 17, 2013, 08:31:02 AM
SWIMMIN' POOOL
Quote from: Annonymus on December 17, 2013, 05:47:29 AM
Maybe you should specify that they can connect to your network, I didn't even notice in my playthrough, I won the map by building some mortars to keep back the creeper, build a nullifier on the edge of the pool when a swimmer was near enough and after it was built and charged wait until another swimmer came in the nullifier's range...
It's just to make the game a tad more difficult for those who don't like waiting for the nullifiers to charge. I should really have made it check of the destination cell was covered in creeper before moving there.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Ninja on December 18, 2013, 03:04:53 PM
Glitch with Skarsgard World. I saved, left, and came back, and I couldn't charge my thingy majig. Note that I had it about half-way charged when I saved and quit.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Clean0nion on December 18, 2013, 03:09:20 PM
SKARSGARD WORLD
Quote from: Ninjadude501 on December 18, 2013, 03:04:53 PM
Glitch with Skarsgard World. I saved, left, and came back, and I couldn't charge my thingy majig. Note that I had it about half-way charged when I saved and quit.
Thanks for using the correct terminoligy (not sarcasm). I'll get right on it.
If you have a save you can upload, that'll be most helpful.

UPDATE: I can't seem to recreate the issue. Are you sure you weren't just suffering from an energy deficit? I will look into this further.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Ninja on December 18, 2013, 03:24:26 PM
Quote from: Clean0nion on December 18, 2013, 03:09:20 PM
SKARSGARD WORLD
Quote from: Ninjadude501 on December 18, 2013, 03:04:53 PM
Glitch with Skarsgard World. I saved, left, and came back, and I couldn't charge my thingy majig. Note that I had it about half-way charged when I saved and quit.
Thanks for using the correct terminoligy (not sarcasm). I'll get right on it.
If you have a save you can upload, that'll be most helpful.

UPDATE: I can't seem to recreate the issue. Are you sure you weren't just suffering from an energy deficit? I will look into this further.
Unfortunately I just saved over the save (sorry), and I was full energy.
Title: Re: C0 Maps (NEW: SWIMMIN' POOOL) (NEWish: The Fog)
Post by: Clean0nion on December 18, 2013, 03:28:11 PM
Quote from: Ninjadude501 on December 18, 2013, 03:24:26 PM
Quote from: Clean0nion on December 18, 2013, 03:09:20 PM
SKARSGARD WORLD
Quote from: Ninjadude501 on December 18, 2013, 03:04:53 PM
Glitch with Skarsgard World. I saved, left, and came back, and I couldn't charge my thingy majig. Note that I had it about half-way charged when I saved and quit.
Thanks for using the correct terminoligy (not sarcasm). I'll get right on it.
If you have a save you can upload, that'll be most helpful.

UPDATE: I can't seem to recreate the issue. Are you sure you weren't just suffering from an energy deficit? I will look into this further.
Unfortunately I just saved over the save (sorry), and I was full energy.
Okay.
Two questions: were you actively charging the thingy majig when you saved?
And when you couldn't charge it, were you still able to send packets to it?
Title: Re: C0 Maps (Domorthea, Skarsgard World, The Fog, and some more)
Post by: Annonymus on December 19, 2013, 06:24:14 AM
I also found a glitch in skarsgard world, if while charging the ore refinery you move your mouse off the map and only then release the mouse button the refinery keeps to charge forever or until you hover over it with the mouse.
Title: Re: C0 Maps (Domorthea, Skarsgard World, The Fog, and some more)
Post by: Clean0nion on December 19, 2013, 06:30:26 AM
SKARSGARD WORLD
Quote from: Annonymus on December 19, 2013, 06:24:14 AM
I also found a glitch in skarsgard world, if while charging the ore refinery you move your mouse off the map and only then release the mouse button the refinery keeps to charge forever or until you hover over it with the mouse.
Though that is a problem, there's nothing I can do to change that. The script takes the mouse coords, sees if they are in range of the unit, and if the mouse is also down, it does its stuff. I'll run a couple tests; see what I can do, but I doubt I'll be able to do much.

UPDATE: Problem solved. I'll also fix the ending then reupload and update the map.
Title: Re: C0 Maps (Domorthea, Skarsgard World, The Fog, and some more)
Post by: Clean0nion on December 19, 2013, 02:45:18 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/9697595_orig.jpg)
DOMORTHEA EASY
Was Domorthea (http://knucklecracker.com/forums/index.php?topic=14571.msg108919#msg108919) too hard for you? Whether it was the initial digitalis, the spores, or the final attack on the square island, this version is easier in almost every respect.
For more information on this map, head over to Domorthea. (http://knucklecracker.com/forums/index.php?topic=14571.msg108919#msg108919)
Screenshots
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/4518101_orig.jpg)
[close]
Download link is attached to this post. Have fun!
Title: Re: C0 Maps (NEW: Asteroid)
Post by: Clean0nion on January 07, 2014, 05:28:24 PM
(http://clean0nion.weebly.com/uploads/6/2/8/6/6286933/6884377_orig.jpg)

Top post updated with new map Asteroid
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 16, 2014, 06:20:08 PM
Coming soon: Sall System: a 5-part adventure exclusive to CS. Feel free to speculate here - I've dropped a few hints around the forum already and I'll drop some here from time to time.  
Y'know, just casually building the hype.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 17, 2014, 04:31:44 PM
(http://i.imgur.com/Wv9crOc.png)
Clean0nion: Hey guys, here's a screenshot section
Community: ugh
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Annonymus on January 18, 2014, 10:35:09 AM
Is the maps name sall system or small system? You used sall 2 times and small 1 time but small would make more sense...
And is that screenshot from sall/small system?
If so that CRPL tower probably is a friendly unit, maybe to create a bridge over large portions of the void?

EDIT: With bridge I meant for packets, not actual terrain, and even though I don't think it really is a bridge it would be an awesome idea, and easy to do by using the CRPL tower's connectable attribute and quequemove.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 18, 2014, 11:22:22 AM
Quote from: Annonymus on January 18, 2014, 10:35:09 AM
Is the maps name sall system or small system? You used sall 2 times and small 1 time but small would make more sense...
And is that screenshot from sall/small system?
If so that CRPL tower probably is a friendly unit, maybe to create a bridge over large portions of the void?

EDIT: With bridge I meant for packets, not actual terrain, and even though I don't think it really is a bridge it would be an awesome idea, and easy to do by using the CRPL tower's connectable attribute and quequemove.
1. It's Sall System. Wherever I used "small", that needs to be corrected once I find it.
2. That screenshot is one of the islands from the second map in the series.
3. Yes, it's friendly. At the start.
4. No, it doesn't do that.
5. That's a really good idea.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 18, 2014, 02:38:02 PM
Map names
Sall 1 - Evacuation
Sall 2 - Endeavour
Sall 3 - Entry
Sall 4 - Entropy
Sall 5 - Escape
[close]
Clean0nion: Map names!
Community: 0nion you're spamming up my "unread posts" thing, please stop

Clean0nion: I have more spoilers!
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Karsten75 on January 18, 2014, 02:50:23 PM
Quote from: Clean0nion on January 18, 2014, 02:38:02 PM

Community: 0nion you're spamming up my "unread posts" thing, please stop[/i]


This.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Flabort on January 18, 2014, 04:48:35 PM
Spam? Au contrair, that's how you see there's an update.  :P
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 18, 2014, 05:02:26 PM
Quote from: Flabort on January 18, 2014, 04:48:35 PM
Spam? Au contrair, that's how you see there's an update.  :P
Only problem is, they're not updates, they're spoilers...
I won't post any more spoilers. I'll just add a few in this post and I'll edit a few more in when I feel like it.

ugh

Biomes
Sall 1 - Desert
Sall 2 - Space
Sall 3 - Wall
Sall 4 - Facility
Sall 5 - Space
[close]
Concepts
Sall 1 - Basic
Sall 2 - Rock-jumping
Sall 3 - Evasion
Sall 4 - Frustration
Sall 5 - Timing
[close]
Vital units
Sall 1 - Pulse Cannon
Sall 2 - Guppy
Sall 3 - Shield
Sall 4 - Sniper
Sall 5 - Bertha
[close]
Sall 3
(http://i.imgur.com/hzaNROc.jpg)
[close]
Sall 4
(http://i.imgur.com/WQpYYtQ.jpg)
[close]
[close]

Clean0nion: You ruined my fun!
Community: 0nion, no-one actually cares, please understand
Flabort: I'm not with them


If you want more spoilers, check this post periodically. I'll be adding information regarding specific maps, not just a one-word summary of each map, and screenshots and stuff. I'll update this post when the maps are released, which will be under the following conditions:
1. They're all finished.
2. I've run out of inspiration of adding new stuff to each one.
3. I am able to post five consecutive maps which will, by the CS numeric system, be appealing numbers. For example, 145-150. Not 142-147, for example.
4. I'm CERTAIN that the map-completion-checking system is 100% working.

See you guys around!

EDIT: I'll post about about added spoilers in my signature. Times will be in forum-time

Edit: Added pictures of 3 and 4.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Relli on January 19, 2014, 07:17:34 PM
Quote from: Clean0nion on January 18, 2014, 05:02:26 PM
3. I am able to post five consecutive maps which will, by the CS numeric system, be appealing numbers. For example, 145-150. Not 142-147, for example.
Be careful with that. You wouldn't actually get 145-150. That's 6 maps total.
145
146
147
148
149
150
If it were me, I think I'd aim for 141-145, so that each one ends with the number that I think of it as. 1 through 5. But naturally what you do is up to you.
Title: Re: C0 Maps (Soon and only on CS: Sall System - a 5-part adventure)
Post by: Clean0nion on January 19, 2014, 07:27:56 PM
I suppose you're right. xx1 - xx5 it is.

And although it consists of five maps technically speaking, from a less practical perspective, it's six maps. But only the more intuitive will find the sixth.

And yes, that is a spoiler, but don't complain, because I was replying to Relli.
Title: Re: C0 Maps
Post by: Clean0nion on January 26, 2014, 04:39:09 PM
Sall System series is set to be released on maps 181-185, but may be further postponed until AC guppies are removed or an option is supplied to disable them.
Title: Re: C0 Maps
Post by: pawel345 on January 27, 2014, 02:36:01 AM
Just disable guppies altogether?
Title: Re: C0 Maps
Post by: Clean0nion on January 27, 2014, 03:06:01 AM
One of the maps is based on guppies - that option isn't feasible. Thanks for your help attempt, though.
Title: Re: C0 Maps
Post by: Annonymus on January 27, 2014, 09:24:57 AM
I don't think you can, but maybe you are able to create a script that detects and destroys AC-guppies.
Title: Re: C0 Maps
Post by: pawel345 on January 27, 2014, 09:37:44 AM
I think you need to simply live with AC guppies. They don't change a lot in the overall balance, now instead of Ore guppy - CN - Bomber - Sprayer you get Ore guppy - CN -AC guppy - Sprayer.

Energy guppies, they would change a lot since you would be able to build far of energy farms not needing direct connection to the CN. But AC guppies don't change much since you could anyway transport ore and AC, it just required micromanagement to be really effective.
Title: Re: C0 Maps
Post by: knucracker on January 27, 2014, 10:54:05 AM
Before I add some option to turn off ac guppies in maps, I'd really like to understand how they break any existing or planned map.

The only cases I can think of are maps that remove bombers, or that only allow building of bombers at remove locations, or that disallow bombers but have prebuilt bombers at remote locations.  In the second two cases AC guppies enable those scenarios rather than being a spoiler.

So only maps that disallow bombers are affected in a potentially seriously game altering way.  Even in this case, there have to be remote patches inaccessible by a traditional network.  It's also true that with a little bit of micro management you could flying in several AC sprayers already loaded up to a remote location even without AC guppies.  So you can still deliver AC remotely even without bombers and without AC guppies.

So I'd like to learn more about what I'm missing.  My initial impression with AC guppies was, "well that was an often asked for feature that turned out to be not that big of a deal in the game".  So if they mess up plans you have on some of your maps, give me some details so I can think through and understand the issues. 
Title: Re: C0 Maps
Post by: Clean0nion on January 27, 2014, 11:14:52 AM
Quote from: virgilw on January 27, 2014, 10:54:05 AM
Before I add some option to turn off ac guppies in maps, I'd really like to understand how they break any existing or planned map.

The only cases I can think of are maps that remove bombers, or that only allow building of bombers at remove locations, or that disallow bombers but have prebuilt bombers at remote locations.  In the second two cases AC guppies enable those scenarios rather than being a spoiler.

So only maps that disallow bombers are affected in a potentially seriously game altering way.  Even in this case, there have to be remote patches inaccessible by a traditional network.  It's also true that with a little bit of micro management you could flying in several AC sprayers already loaded up to a remote location even without AC guppies.  So you can still deliver AC remotely even without bombers and without AC guppies.

So I'd like to learn more about what I'm missing.  My initial impression with AC guppies was, "well that was an often asked for feature that turned out to be not that big of a deal in the game".  So if they mess up plans you have on some of your maps, give me some details so I can think through and understand the issues.  
Alright - and this is a spoiler, but here goes.
I have a unit that charges guppy pads using CONST_AMMO. If the guppy is set to AC, it charges that, giving the player infinite AC.
Saying that, I actually haven't tested whether or not it charges Ore guppies. So, just a simple way to detect what cargo a guppy is set to would solve all my problems.

To the extent of my memory, bombers are disabled in all of my maps.
Thanks for actually responding to this - very few do.

TL;DR: AC guppies are affected by CONST_AMMO <-var SetUnitAttribute
Title: Re: C0 Maps
Post by: J on January 27, 2014, 01:07:13 PM
So basically a crpl command to detect the state of a guppy is enough (don't charge when in AC mode).
Title: Re: C0 Maps
Post by: knucracker on January 27, 2014, 01:37:25 PM
I'll confirm this shortly, but this doesn't appear to be a problem with AC guppies.  Their pads have to be loaded with ammoAC, not ammo.  It will be a problem with ore guppies...
So interestingly, this issue doesn't have anything to do with the introduction of AC guppies.  Technically it also isn't an issue... it's a feature request at this point.  I could have never added AC guppies and you'd have to deal with this problem based on what you are doing in your map.  Forcing ammo into a guppy means you can get free packets or free ore...

But, this scriptvar definitions probably can't hurt.  In the next build you have these script vars.

Guppy Pad
   MODE {"PACKET", "ORE", "AC"}

So something like this (untested... I just typed it in below)


if (GetScriptVar(<-padUID "" "MODE") eq ("PACKET"))
   #Juice the pad
endif
Title: Re: C0 Maps
Post by: Cavemaniac on January 27, 2014, 02:22:46 PM
Quote from: virgilw on January 27, 2014, 10:54:05 AM
Before I add some option to turn off ac guppies in maps, I'd really like to understand how they break any existing or planned map.

The only cases I can think of are maps that remove bombers, or that only allow building of bombers at remove locations, or that disallow bombers but have prebuilt bombers at remote locations.  In the second two cases AC guppies enable those scenarios rather than being a spoiler.

The following expects that Sprayers dispatching excess AC can dispatch directly to a guppy pad without a CN.

Redlemon's Bardel in 'Alpha' is a good example of how the advent of an AC Guppy can dramatically affect gameplay.

It's a map that has severely limited energy production capacity but a near infinite supply of AC thanks to the AC carrying Runners which are fun/easy to snipe - but there's no easy way to get the AC to where it's needed.

I initially played the map with the intention of using Guppies to bring the AC back to base, but discovered when I got there that AC Guppies had been removed at some stage....
Title: Re: C0 Maps
Post by: pawel345 on January 27, 2014, 02:33:48 PM
You could build a bunch of sprayers and fly them to CN when they are at 100. So if sprayers are allowed, AC guppies only remove the micromanagement part.
Title: Re: C0 Maps
Post by: Cavemaniac on January 27, 2014, 02:46:39 PM
Quote from: pawel345 on January 27, 2014, 02:33:48 PM
You could build a bunch of sprayers and fly them to CN when they are at 100. So if sprayers are allowed, AC guppies only remove the micromanagement part.

Darn it, that's genius!

Using sprayers as AC guppies. Shame about the micromanagement aspect though.

The AC guppy runs itself.

BTW - I'm in favour of the AC Guppy, but I can see how it will affect some existing maps.

However, we've got so few CS maps so far that will be affected, now is the time to make the change.
Title: Re: C0 Maps
Post by: knucracker on January 27, 2014, 02:48:24 PM
Quote from: Cavemaniac on January 27, 2014, 02:22:46 PM
Quote from: virgilw on January 27, 2014, 10:54:05 AM
Before I add some option to turn off ac guppies in maps, I'd really like to understand how they break any existing or planned map.

The only cases I can think of are maps that remove bombers, or that only allow building of bombers at remove locations, or that disallow bombers but have prebuilt bombers at remote locations.  In the second two cases AC guppies enable those scenarios rather than being a spoiler.

The following expects that Sprayers dispatching excess AC can dispatch directly to a guppy pad without a CN.

Redlemon's Bardel in 'Alpha' is a good example of how the advent of an AC Guppy can dramatically affect gameplay.

It's a map that has severely limited energy production capacity but a near infinite supply of AC thanks to the AC carrying Runners which are fun/easy to snipe - but there's no easy way to get the AC to where it's needed.

I initially played the map with the intention of using Guppies to bring the AC back to base, but discovered when I got there that AC Guppies had been removed at some stage....


Sprayers won't actually dispatch ac to a guppy in ac mode...  I had to try it to get the answer, because I didn't remember :)
A sprayer in collection mode doesn't actually dispatch excess AC... it reconverts the ac into ore and sends that to the CN.  So it is ore packets that come out of a sprayer in collection mode not ac.

So, you can put a guppy pad in _ore_ mode rather than AC mode and the sprayer will dispatch the ore to the guppy pad.
Title: Re: C0 Maps
Post by: Cavemaniac on January 27, 2014, 02:59:29 PM
Quote from: virgilw on January 27, 2014, 02:48:24 PM
Quote from: Cavemaniac on January 27, 2014, 02:22:46 PM
Quote from: virgilw on January 27, 2014, 10:54:05 AM
Before I add some option to turn off ac guppies in maps, I'd really like to understand how they break any existing or planned map.

The only cases I can think of are maps that remove bombers, or that only allow building of bombers at remove locations, or that disallow bombers but have prebuilt bombers at remote locations.  In the second two cases AC guppies enable those scenarios rather than being a spoiler.

The following expects that Sprayers dispatching excess AC can dispatch directly to a guppy pad without a CN.

Redlemon's Bardel in 'Alpha' is a good example of how the advent of an AC Guppy can dramatically affect gameplay.

It's a map that has severely limited energy production capacity but a near infinite supply of AC thanks to the AC carrying Runners which are fun/easy to snipe - but there's no easy way to get the AC to where it's needed.

I initially played the map with the intention of using Guppies to bring the AC back to base, but discovered when I got there that AC Guppies had been removed at some stage....


Sprayers won't actually dispatch ac to a guppy in ac mode...  I had to try it to get the answer, because I didn't remember :)
A sprayer in collection mode doesn't actually dispatch excess AC... it reconverts the ac into ore and sends that to the CN.  So it is ore packets that come out of a sprayer in collection mode not ac.

So, you can put a guppy pad in _ore_ mode rather than AC mode and the sprayer will dispatch the ore to the guppy pad.

Woah!

Double genius.

Can see I'm gonna have to replay Bardel!

Title: Re: C0 Maps
Post by: Clean0nion on January 27, 2014, 05:24:14 PM
Quote from: virgilw on January 27, 2014, 01:37:25 PM
I'll confirm this shortly, but this doesn't appear to be a problem with AC guppies.  Their pads have to be loaded with ammoAC, not ammo.  It will be a problem with ore guppies...
So interestingly, this issue doesn't have anything to do with the introduction of AC guppies.  Technically it also isn't an issue... it's a feature request at this point.  I could have never added AC guppies and you'd have to deal with this problem based on what you are doing in your map.  Forcing ammo into a guppy means you can get free packets or free ore...

But, this scriptvar definitions probably can't hurt.  In the next build you have these script vars.

Guppy Pad
   MODE {"PACKET", "ORE", "AC"}

So something like this (untested... I just typed it in below)


if (GetScriptVar(<-padUID "" "MODE") eq ("PACKET"))
   #Juice the pad
endif

Thank you very much - that's all I really wanted.
Title: Re: C0 Maps
Post by: Clean0nion on January 30, 2014, 05:43:58 PM
For those who care, Sall's release date has been pushed back. Way back. I'm thinking the map IDs will be something like 231-235 now.
This is because my mild OCD has decided that it would be nice to add a few graphic effects to the maps. And obviously there's nothing I can do to stop it in its rampage.
But I can tell you this: they will be colourfully fancy.

UPDATE: Changed Sall System to Sall. It's a planet now. Not a system of planets. Five maps that take place on one planet - and its asteroid field, of course.

WHAT NEEDS TO HAPPEN BEFORE SALL'S RELEASE:
- 3 needs to be finished graphically
- 3 needs to be copied into 2
- 2 needs to be finished graphically
- 2 needs to be copied into 5










If you're reading this, hello. You're reading a dead topic.
Thanks for looking at my maps.

You may have noticed that I've promised a load of maps, none of which have been released. That's because I'm a massive procrastinator. Good day!