Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 06, 2014, 11:41:24 PM

Title: Custom Map #71: Turncoat. By: Tau
Post by: AutoPost on January 06, 2014, 11:41:24 PM
This topic is for discussion of map #71: Turncoat
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=71)

Author: Tau
Size: 184x112

Desc:
An old, abandoned C / AC Battle Arena. Can you conquer all Emitter, or will you get overrun? (Flip Emitter CPRL script created by Flabort) #Easy #CPRL #FlipEmitter #Tau
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Flabort on January 07, 2014, 01:39:37 AM
Hey, that's my script!  :P

Thanks for using it.  ;D This was a fun map, a tad difficult to start, but a great play.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Tau on January 07, 2014, 04:10:32 AM
Quote from: Flabort on January 07, 2014, 01:39:37 AM
Hey, that's my script!  :P

Thanks for using it.  ;D This was a fun map, a tad difficult to start, but a great play.

Thanks!
I was worried, that the Map may be to easy, so i am a bit surprised of the mention of a difficult start. ;D

And thanks for the script! I really liked the idea of the Flip Emitter, so maybe i will make some more Maps with it. :)
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Flabort on January 07, 2014, 08:50:26 PM
Eh. Basically any script I manage to make, feel free to run with it.
Also, I'm not a very strong or aggressive player. I was being overwhelmed by creeper and worried that I'd be at risk of losing all AC emitters by the time I got my first Bertha up.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Cohiba on January 09, 2014, 02:32:55 PM
It was fun if you had allowed bombers then yes the map would have been too easy.  I secured the courtyard first before even building my first bertha and had straffers patrolling the wall which helped to.  terped the wall flat so i could put mortars and cannons on it, had my base secure and then started building berthas and attacking the rest of the map.    Though it was fun to fill up 5 sprayers surround an emitter to flip it, then fly the sprayers back to get refilled helped capture some of the highground emitters.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: sentix on January 12, 2014, 01:08:59 AM
Perhaps I am missing something or glitched out ( I started, paused, came back ~4 hours later to finish ) but no mission success.  Screen shot shows me trying to level the entire map to one while flooding it ~10-15 AC deep.

http://imgur.com/RQzyrzf ( deleted initial upload as it had a IM chat overlaid on it ).
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Flabort on January 12, 2014, 01:58:20 AM
It's possible that the larger emitter does not use the same code as the rest. I don't know, I didn't make the map, just the script.
If that's the case, you would have to nullify that one to win. Er... I forget, were nullifies disabled?
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Tau on January 12, 2014, 04:50:13 AM
Quote from: sentix on January 12, 2014, 01:08:59 AM
Perhaps I am missing something or glitched out ( I started, paused, came back ~4 hours later to finish ) but no mission success.  Screen shot shows me trying to level the entire map to one while flooding it ~10-15 AC deep.

http://imgur.com/RQzyrzf ( deleted initial upload as it had a IM chat overlaid on it ).

That's strange! I'm sorry, that it didn't worked for you.

Did you already try a simple save & load?
Normally the Map should be won, when the last Emitter flipped (doesn't/shouldn't matter which one the last one is).

Maybe someone with a better knowledge of CPRL can have a look at the script to see where it could glitch.
CPRL is so different to all programming languages i know, that i couldn't get really warm with it yet.  :-\

@Flabort
No, the large Emitter uses the exact same script as the other ones (aka your script). I changed nothing there.
And yes, nullifier are disabled! ;)
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: eduran on January 12, 2014, 06:16:09 AM
I don't see a way how the script could fail to award a win in the end.
@sentix: Is it possible you overlooked an emitter? Or that you accidentally closed the victory screen without noticing? You can check that by leaving the map, if you can submit a score you won. If it's neither of these two, could you please post your savegame?
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: sentix on January 12, 2014, 12:34:51 PM
Went back into the save and I must have missed the "You won" dialog as I was able to exit and go to the submit score dialog.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Martoon on January 22, 2014, 11:15:35 PM
Brilliant map! Nice work.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Tau on January 23, 2014, 05:42:00 AM
Quote from: Martoon on January 22, 2014, 11:15:35 PM
Brilliant map! Nice work.
Thanks! I'm glad you liked it. :)
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Setari on April 28, 2014, 03:48:44 PM
I wasn't able to figure out how to get more AC Am I supposed to shove it around with shields or something?

It's a nice concept but I feel like the emitters needed more AC push.
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: teknotiss on April 28, 2014, 05:18:21 PM
Quote from: Setari on April 28, 2014, 03:48:44 PM
I wasn't able to figure out how to get more AC Am I supposed to shove it around with shields or something?

It's a nice concept but I feel like the emitters needed more AC push.

i barely remember this one, so i can't give you direct advice, but have you tried messing with the "collection field" and "dispatch excess AC" options on the sprayers? :)
Title: Re: Custom Map #71: Turncoat. By: Tau
Post by: Asbestos on April 28, 2014, 07:24:29 PM
Quote from: Setari on April 28, 2014, 03:48:44 PM
I wasn't able to figure out how to get more AC Am I supposed to shove it around with shields or something?

It's a nice concept but I feel like the emitters needed more AC push.
The collection field option on a sprayer allows a sprayer to attract AC and store it in the sprayer. The dispatch excess option causes all AC collected by the sprayer to be sent back to a CN as ore.