Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 26, 2014, 12:10:29 AM

Title: Custom Map #147: What if we tried more power?. By: planetfall
Post by: AutoPost on January 26, 2014, 12:10:29 AM
This topic is for discussion of map #147: What if we tried more power?
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=147)

Author: planetfall
Size: 64x72

Desc:
You discover an unstable technology that can summon power zones -- for a price. (Much harder than it sounds.)
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Flabort on January 26, 2014, 12:36:28 AM
No kidding it's harder than it sounds!  ::)  :P
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Grayzzur on January 26, 2014, 02:09:36 AM
Very interesting concept. I like it. Except for the noise those zone generators make... that is annoying!
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Helper on January 26, 2014, 05:52:14 AM
Interesting concept, but games without Totems seem to inevitably turn into a slog.
H
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: planetfall on January 26, 2014, 10:14:07 AM
Quote from: Helper on January 26, 2014, 05:52:14 AM
Interesting concept, but games without Totems seem to inevitably turn into a slog.
H

I never much liked totems (or tech domes, for that matter). I would much prefer a map with only aether packs because it makes selecting upgrades that much more strategic, but there's not a ton of room to put a forge and anyway making "vanilla" maps isn't much fun to me. So the generators are like an alternative to the totems that have a higher ongoing cost and can only upgrade one unit at a time.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: teknotiss on January 26, 2014, 10:18:38 AM
Quote from: planetfall on January 26, 2014, 10:14:07 AM
Quote from: Helper on January 26, 2014, 05:52:14 AM
Interesting concept, but games without Totems seem to inevitably turn into a slog.
H
So the generators are like an alternative to the totems that have a higher ongoing cost and can only upgrade one unit at a time.

so.....not really like totems at all then?
how about crafting a crpl Forge that only takes a 3x3 footprint? (not you necessarily, but a code monkey could do it!)
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Helper on January 26, 2014, 10:25:44 AM
Quote from: planetfall on January 26, 2014, 10:14:07 AM
I never much liked totems (or tech domes, for that matter). I would much prefer a map with only aether packs...

I don't really care what the source of the Aether is, but without it most games are not worth playing.
There just isn't a lot of fun in slogging through Creeper for an hour, when it could be a nice tight 15-20 minute game.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: planetfall on January 26, 2014, 10:56:32 AM
Quote from: teknotiss on January 26, 2014, 10:18:38 AM
so.....not really like totems at all then?

Precisely  :D
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: MizInIA on January 26, 2014, 01:08:40 PM
I liked that powered power zones. I look forward more maps that use them.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: stewbasic on January 26, 2014, 04:36:42 PM
btw it seems like CW doesn't deal well with power zones appearing and disappearing. If the PZ is there when I place a reactor, but disappears before the reactor finishes building, the reactor still gives +4 energy (at least for game version v1.61).
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: planetfall on January 26, 2014, 05:38:51 PM
Quote from: stewbasic on January 26, 2014, 04:36:42 PM
btw it seems like CW doesn't deal well with power zones appearing and disappearing. If the PZ is there when I place a reactor, but disappears before the reactor finishes building, the reactor still gives +4 energy (at least for game version v1.61).

Well, that's annoying. At first I used GetAllUnitsInRange to destroy the units on depowered zones, because I thought it would cleanly get the PZ's as well, loop, destroy, bam. It didn't, but I decided not to mess with what I thought to be working code so I left the original function in. Can GetUnitAt select unbuilt units?
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Asbestos on January 26, 2014, 07:45:45 PM
This was really hard. The power zone makers took too much energy and the only spot to land is on digitalis.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Katra on January 26, 2014, 10:12:24 PM
Victory - by carefully avoiding connecting the doggone power leeches to my network.  ;D (I did briefly activate one by accident - cost me a cannon.)  :o
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Flabort on January 27, 2014, 12:14:42 AM
I tried that, but didn't have enough power anyways, lack of space.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Clean0nion on January 27, 2014, 03:19:58 AM
Quote from: Flabort on January 27, 2014, 12:14:42 AM
I tried that, but didn't have enough power anyways, lack of space.
What if you tried more power?
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Katra on January 27, 2014, 10:29:43 PM
Quote from: Flabort on January 27, 2014, 12:14:42 AM
I tried that, but didn't have enough power anyways, lack of space.

Reactors can go a lot closer to the PZ generators than collectors. i found plenty of space to build power. (Sneaking a connection past all the PZ generators without connecting any was a mite tougher, but not too hard.
Title: Re: Custom Map #147: What if we tried more power?. By: planetfall
Post by: Grayzzur on January 28, 2014, 02:55:15 PM
I dropped the CN on the upper right, grabbed the resource pack, and started building reactors. A few cannons and a mortar, maybe a sprayer, can keep everything at bay and buy plenty of time to get your energy production up. The digitalis doesn't spread until the walls break.

It's also possible to snake some relays around to the bottom left, and with some cannons, take out the spore tower before the creeper overruns the area. I had to abandon the spot shortly after doing that, however. I don't think I gained anything by doing that.

I would also build in such a way as to only have 1 collector connect to a PZ generator when I did want it, so I could disable that collector if needed.

It is an interesting map, and actually works will with a turtle play style.