Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on March 21, 2014, 05:40:41 PM

Title: Custom Map #310: The robots are taking over!. By: planetfall
Post by: AutoPost on March 21, 2014, 05:40:41 PM
This topic is for discussion of map #310: The robots are taking over!
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=310)

Author: planetfall
Size: 96x96

Desc:
[PF #11] With drones like these, who needs other enemies? #CRPL #CustomEnemy #Spores #Digitalis #Runners #NoVoid #PFSeries
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Jamz on March 21, 2014, 05:42:06 PM
Ahhhhhh finallllyyyy!
Too bads I got stuffs to do right now
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Flabort on March 21, 2014, 08:46:08 PM
Everybody always looks forward to the next PF map, even if they couldn't beat the last one.  ;D
Loading now.

Edit: OK, playing, cannot withstand the spores. Too many shielded crawlers :P
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: chwooly on March 22, 2014, 02:38:31 AM
Great Map, If I was a smart man, I would be able to beat them with better scores if I could only understand how to use the totems and the movable flower.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Flabort on March 22, 2014, 02:52:49 AM
Just. Cannot. Get. Enough. Energy. And/Or. Beams.

I will beat this. Must beat this. Half to get at least halfway, can't let this defeat me.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: tornado on March 22, 2014, 05:42:42 AM
You guys are having fun think about me
I couldn't beat the FIRST map
Did beat thevsecond though
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: TLMike on March 22, 2014, 06:24:59 AM
I nullified an emitter and it didn't pop. I was all WHAT?
But I'm using Ver 1.87. That may be it. Maybe. May. Be.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Altren on March 22, 2014, 07:38:30 AM
This map was easier than others in series. May be it is a flaw, but I ended with a very easy way to finish this map:
Spoiler
Sent squad into left-top corner, supplied by guppies, terraformed some land and destroyed inhibitor without ever attacking other structures on map.
[close]
Quote from: TLMike on March 22, 2014, 06:24:59 AM
I nullified an emitter and it didn't pop. I was all WHAT?
But I'm using Ver 1.87. That may be it. Maybe. May. Be.
There is a green shield, that protect emitters as well as runners. I had same problem - shield appeared right before nullifier finished attack.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: TLMike on March 22, 2014, 07:41:46 AM
On some of them, yeah. But not the one nearest the Beam Upgrade tower. Also, if that were true, the Beam I have right next to it would have killed the shield.
Obviously, this was not the case.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: planetfall on March 22, 2014, 12:00:51 PM
Quote from: TLMike on March 22, 2014, 07:41:46 AM
On some of them, yeah. But not the one nearest the Beam Upgrade tower. Also, if that were true, the Beam I have right next to it would have killed the shield.
Obviously, this was not the case.

Ahaha... oops.
Once a structure gets shielded, CONST_DESTROYONDAMAGE is set to false - meaning it has to be manually destroyed by crpl script. This destruction is done by the ShieldInterface script, so it should work fine. But in testing, the emitters were shielded and then I just deleted the ShieldInterface script off them; destroyondamage was not set back to true. So your emitter does have 0 health, it's just not going to die.

To get around your problem, wait for two drones to target that emitter. The first one will repair the emitter and the second will shield it. Then you can destroy the shield and nullify the emitter.

Another broken map by planetfall...
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: TLMike on March 22, 2014, 06:30:58 PM
GEE DEE IT, PF. CAN YOU DO ANYTHING RIGHT? EXCEPT... YOU KNOW... CREATE BRILLIANT CUSTOM UNITS >.>
And.... Likely other things <.<

Why was I mad?
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: planetfall on March 22, 2014, 06:57:18 PM
Quote from: Flabort on March 22, 2014, 02:52:49 AM
Just. Cannot. Get. Enough. Energy. And/Or. Beams.

I will beat this. Must beat this. Half to get at least halfway, can't let this defeat me.

To start - disable ammo packets on both CNs to not power the PZ generator. Once you have a decent collector net going, re-enable ammo and build a PZ reactor. Then there should be plenty of power to build enough reactors and beams.

Quote from: tornado on March 22, 2014, 05:42:42 AM
You guys are having fun think about me
I couldn't beat the FIRST map
Did beat thevsecond though

If you want some practice, 3 and 4 are easier than the first. But they require a different play style as well.

Quote from: Altren on March 22, 2014, 07:38:30 AM
This map was easier than others in series. May be it is a flaw, but I ended with a very easy way to finish this map:
Spoiler
Sent squad into left-top corner, supplied by guppies, terraformed some land and destroyed inhibitor without ever attacking other structures on map.
[close]

And I thought creeper coated bumpy terrain would stop that.
Not intentional, but not a flaw. It's only a flaw if I can pull it off :P
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: tornado on March 23, 2014, 04:28:18 AM
Ah that explains it
I have a set tactics of terraform a 10high bridge whith heavy weaponry mounted on it
The bridge is just wide enough for one unit at a time
Mainly it's a cannon collector and a launcher and/or beam

edit:also ive been a tempting to copy your cprl from your maps
unfortunately the game hates me when i try
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Flabort on March 23, 2014, 01:35:17 PM
Ah. Finally. Got my score posted.  ;D
I don't think I could have done it without that tip. I kept trying to put a beam there... :P
Funny how the APZ reactor doesn't use more than it produces. Very glad for that.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Jamz on March 23, 2014, 06:00:39 PM
Difficult map this was. But fun nonetheless.
First time I somewhat felt the need to use the constructor but unfortunately it also almost ended up being my undoing. Didn't keep watch of my energy production and so my PZs (from the PZ Generators) busted and got me in a huge mess which made things a lot more difficult but also kinda fun too.

I was also very bemused with that bug where I just couldn't nullify one of the emitters despite not having any shield around it. Frustrated me a little and so I just thought that perhaps they weren't meant to be destroyed and that I just had to cap it off like back in the CW1 days. Then at a certain point in the map when I had quite a bit of surplus energy and was thinking what to do with it, I thought of giving it one more shot to nullify and then boom, it did nullify.

Anyway, not gonna complain because the map was still great anyway. Think it's great how you come up with these innovations so I'm glad to see them coming.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Lenori on March 23, 2014, 10:20:57 PM
I think I've found another program bug...

After taking out the inhibitor, I kept playing because I wanted to take out all the runners for fun.  However, the only way I was able to destroy one was with a direct hit when unsheilded from a PZ Bertha.  But then the Bertha would fire when there was no creeper there.

I'm guessing that because the runners are all CRPL they don't receive the destruct code from the inhibitor destruction, then its the same bug as the first emitter that won't be nullified.

That's my guess, anyway.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: planetfall on March 24, 2014, 06:23:32 AM
Quote from: Lenori on March 23, 2014, 10:20:57 PM
I think I've found another program bug...

After taking out the inhibitor, I kept playing because I wanted to take out all the runners for fun.  However, the only way I was able to destroy one was with a direct hit when unsheilded from a PZ Bertha.  But then the Bertha would fire when there was no creeper there.

I'm guessing that because the runners are all CRPL they don't receive the destruct code from the inhibitor destruction, then its the same bug as the first emitter that won't be nullified.

That's my guess, anyway.

The runners are actually vanilla, they just have crplcores that "ride" them. Because the cores on the runners aren't damaged by nullifiers, they don't die when the Inhibitor dies.

As for snipers not targeting them? That seems to be V's bug. I've checked and re-checked my code, and I'm not messing with snipers anywhere I can see except to make the shield drones targetable. For the moment, it looks like you can save and then reload that save and that appears to get runners working properly again, at least for a while.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: Flabort on March 24, 2014, 08:56:00 PM
Speaking of which, despite eventually beating the map (with your help), I felt the health on the runners may have been a bit high. After three shots, they'd have a sliver of health left - a sliver being 1 health more than the damage 3 shots does. Using runners with starting health around 3 points less on future maps should fix that without noticeably shrinking their size enough that they can't appear to carry those cores.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: burguertime on March 27, 2014, 11:24:23 PM
The beam upgrade thingies collected enough AC to not be an issue advancing.

Hey PF, you know one thing I would REEEEALLY love?

the ability to move builders one sub-cell by some means. The damn builder won't align and my TOC makes me quirky.

Also, is it possible to eschew the builders altogether?
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: planetfall on March 29, 2014, 11:15:27 PM
Quote from: burguertime on March 27, 2014, 11:24:23 PM
The beam upgrade thingies collected enough AC to not be an issue advancing.

That's kind of their purpose...

Quote from: burguertime on March 27, 2014, 11:24:23 PM
Hey PF, you know one thing I would REEEEALLY love?

the ability to move builders one sub-cell by some means. The damn builder won't align and my TOC makes me quirky.

Also, is it possible to eschew the builders altogether?

The always-move-three-cells thing is a relic of the bad old days when there were no factories. I was worried that someone would try to make a PZ ore mine, which gets nothing from PZs, then get mad because it "doesn't work." So I simply made sure it was impossible to get a PZ generator to align with an ore deposit.

I still like it though - it makes it harder to build a PZ-super-unit without paying the ongoing cost of a PZ generator.

No, you don't have to use the constructor for this level (or any other I've released) -- but it does help to build a dark beam or PZ'd beam station in the middle of the field.
Title: Re: Custom Map #310: The robots are taking over!. By: planetfall
Post by: tornado on March 30, 2014, 07:18:50 AM
well ive always wanted to build a dark beam and ive never survived long enough