Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 20, 2014, 04:33:08 PM

Title: Custom Map #129: UnitFactory. By: malibo29
Post by: AutoPost on January 20, 2014, 04:33:08 PM
This topic is for discussion of map #129: UnitFactory
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=129)

Author: malibo29
Size: 131x131

Desc:
You are stranded on a long-left world. But several factories are still working. Let's see if you can use them.
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Asbestos on January 20, 2014, 04:52:02 PM
Unit cloning! Genius!
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Grauniad on January 20, 2014, 05:20:16 PM
Can someone please explain to me how to clone units? I can't figure it out. :(

Nevermind, I figured it out (kind of) by trying to build a ore rig on the ore deposit next to the first factory... :( 
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: knucracker on January 20, 2014, 06:03:44 PM
Very creative...
What's next, somebody gonna make a Civilization like economy with farms and such around your factories? :)
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Cavemaniac on January 20, 2014, 08:39:15 PM
Quote from: virgilw on January 20, 2014, 06:03:44 PM
Very creative...
What's next, somebody gonna make a Civilization like economy with farms and such around your factories? :)

MadMag's already brought a us a map called 'The Settlers' and someone else brought us Mine Sweeper so Civilization isn't beyond the realms of possibility...
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Flabort on January 20, 2014, 09:05:04 PM
Hmm... hahaha... hahahahahah...HAHAHAHAHA!
I will be attempting to implement Carcassone in CRPL. No expansions, just the straight game. Vs 2 CPU players, I can't exactly do multiplayer without scripts outside CRPL.

However, this will require much scripting. I will start a topic in the Coder's Corner on the subject.
I believe one of the newer CRPL calls will be useful... what were they, FloodFillTerrain and PathFindTerrain?
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: pawel345 on January 21, 2014, 07:56:34 AM
A really fun map :D I was a bit irritated by the island factories since they destroyed everything that was build on the islands not only the structures that where placed directly by them.
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: bashwell on January 21, 2014, 02:09:43 PM
This looks like a really fun map, but I'm having a lot of trouble surviving the first 10 or so minutes. I've figured out about the little gap in the air exclusion stuff I can sneak a Guppy into on the right hand side of the map, but the spores just end up slaughtering me. I can't get enough energy or defenses fast enough. Any advice?
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: pawel345 on January 21, 2014, 04:33:58 PM
This is my advice:

Spoiler
Secure the initial island and place a reactor on 1 of the PZ(the further one) and a beam on the other one. A PZ beam will take care of all the initial spores, you will need to build some more as the top left corner towers activate.
[close]
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Helper on January 21, 2014, 04:55:02 PM
This one is a real barn-burner.
I have to quit beating on it for a while, but I'll be back.

Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Helper on January 22, 2014, 08:04:41 AM
I had a great deal of fun playing this.
Are there some kind of restrictions in place for which factories can reproduce which units?
The only factory that consistently built anything I wanted was the one down near the bottom left.
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Loren Pechtel on March 19, 2014, 09:23:15 PM
Quote from: pawel345 on January 21, 2014, 04:33:58 PM
This is my advice:

Spoiler
Secure the initial island and place a reactor on 1 of the PZ(the further one) and a beam on the other one. A PZ beam will take care of all the initial spores, you will need to build some more as the top left corner towers activate.
[close]

What location are you speaking of?  I see no way to secure *ANY* islands.  The hole in the coverage is fine to take out the spore tower but that's it, the factory eats any relay I put on the island and thus I have no way to expand from there.  When the spore towers in the NW come on line I don't have what it takes to meet them.
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Katra on March 19, 2014, 11:06:57 PM
If I remember right a nullifier on the beam tower PZ will kill the AET next island up allowing you to relay to that island.
Title: Re: Custom Map #129: UnitFactory. By: malibo29
Post by: Loren Pechtel on March 19, 2014, 11:19:16 PM
Quote from: Katra on March 19, 2014, 11:06:57 PM
If I remember right a nullifier on the beam tower PZ will kill the AET next island up allowing you to relay to that island.

That might be possible but it still doesn't let you land a CM (there's no space) nor connect the islands.  Given time you could put a beam on each PZ and keep them supplied by guppies but by the time that's set up I would be long dead--the build rate is so slow at first.


I really like the idea of the map, I just wish I could actually survive it.