Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 16, 2014, 07:49:33 PM

Title: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: AutoPost on April 16, 2014, 07:49:33 PM
This topic is for discussion of map #444: Kill It With Fire!
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=444)

Author: planetfall
Size: 136x136

Desc:
[PF #13] Before heading to Turkos Prime, our heroes stop at an old defense outpost to see if anything can be salvaged. #CRPL #CustomEnemy #Spores #Digitalis #Runners #Void #Islands #PFSeries
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Flabort on April 16, 2014, 10:44:26 PM
My initial thought?
"Start ambitious, aggressive."
My current thought?
"Let's... try that again...."
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Jamz on April 17, 2014, 12:00:24 PM
Abooooouuuuut time* yay! :D

* just kidding. appreciate the immense effort you're putting in to provide us with free solid entertainment.
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: tornado on April 17, 2014, 04:30:09 PM
The question is can fire kill it?
This is why I want an app so I can pla this now
But I'll have to wait
(Whyyyyyyyyyyyyyyyyyy?!???!??!!!?!!?!!!!!?!??!???!?!!!)
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: burguertime on April 18, 2014, 11:53:35 PM
Shields need to be toned down. it takes almost 30 beams to strip a stack of runners of shields. Also, shields should weaken without digitalis. It just breaks having the runners stay forever there. Runners should not exist indefinitely without digitalis.


Also, for moving the constructor one cell, bind a second set of "arrows" to the constructor script.

shift + WASD = 3 cell movement.

shift + IJKL = 1 cell movement.
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: tornado on April 19, 2014, 04:05:11 AM
where on this do i land
srsly where on this do i land
ill die if i land anywhere big enough
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: burguertime on April 19, 2014, 07:54:17 AM
Quote from: tornado on April 19, 2014, 04:05:11 AM
where on this do i land

on any map, one good way to pick a landing spot is to let the game run for a minute or more, and notice where the creeper goes to LAST.
Spoiler

In this map, land near the left and bottom energy packs. Then use the energy packs to make a collector network and some weapons after 30s
[close]
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: tornado on April 19, 2014, 09:39:57 AM
I would like to point out that I'm too stupid to do that but I wont
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Helper on April 19, 2014, 11:14:16 AM
I guess there must be some way to take advantage of the special units available, but I could not figure them out.
All kinds of custom units that can't be killed (TMK), so I just hammered away with the basic units.

Once again a game that can't be fully enjoyed when you don't have a clue what is going on. Either some kind of text access within the game or an explanation here in the map thread could make all the difference.

Phenomenal concepts and work on your part, but it was lost on this player.
**********
 
Quote from: tornado on April 19, 2014, 09:39:57 AM
I would like to point out that I'm too stupid to do that but I wont

If you're like me, pictures are worth their weight in electrons:

H
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: planetfall on April 19, 2014, 12:13:08 PM
Quote from: burguertime on April 18, 2014, 11:53:35 PM
Shields need to be toned down. it takes almost 30 beams to strip a stack of runners of shields. Also, shields should weaken without digitalis. It just breaks having the runners stay forever there. Runners should not exist indefinitely without digitalis.

OK - the idea in this map was to make some incentive to use the singularity or flame drones to destroy the shields. But fair enough.

Quote from: burguertime on April 18, 2014, 11:53:35 PM
Also, for moving the constructor one cell, bind a second set of "arrows" to the constructor script.

shift + WASD = 3 cell movement.

shift + IJKL = 1 cell movement.

Good idea.

Quote from: burguertime on April 19, 2014, 07:54:17 AM
Quote from: tornado on April 19, 2014, 04:05:11 AM
where on this do i land

on any map, one good way to pick a landing spot is to let the game run for a minute or more, and notice where the creeper goes to LAST.
Spoiler

In this map, land near the left and bottom energy packs. Then use the energy packs to make a collector network and some weapons after 30s
[close]

Or land wherever and fortify it with the pre-loaded terps. That works pretty well too.

Quote from: Helper on April 19, 2014, 11:14:16 AM
I guess there must be some way to take advantage of the special units available, but I could not figure them out.
All kinds of custom units that can't be killed (TMK), so I just hammered away with the basic units.

Once again a game that can't be fully enjoyed when you don't have a clue what is going on. Either some kind of text access within the game or an explanation here in the map thread could make all the difference.

Phenomenal concepts and work on your part, but it was lost on this player.

Are you scanning things (Ctrl-E)? That should display a conversation that explains what all the special stuff does (unless I've screwed something up again...)
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Helper on April 19, 2014, 01:41:34 PM
Quote from: planetfall on April 19, 2014, 12:13:08 PM
Are you scanning things (Ctrl-E)? That should display a conversation that explains what all the special stuff does (unless I've screwed something up again...)

Yes, did the scans on each of the towers, but still couldn't figure out exactly what the instructions were. There are new enemies with abilities that aren't explained and (apparently) new weapons available to fight them. It appears as though RrR has figured out the (double-secret-probation) code to the new capabilities, but the rest of us used the old beat on 'em til they're dead philosophy.

TO EMPHASIZE - amazing work that you make happen, but it appears to be beyond my ability to comprehend WTH is going on.
:)
H
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: planetfall on April 19, 2014, 02:25:48 PM
Quote from: Helper on April 19, 2014, 01:41:34 PM
Quote from: planetfall on April 19, 2014, 12:13:08 PM
Are you scanning things (Ctrl-E)? That should display a conversation that explains what all the special stuff does (unless I've screwed something up again...)

Yes, did the scans on each of the towers, but still couldn't figure out exactly what the instructions were. There are new enemies with abilities that aren't explained and (apparently) new weapons available to fight them. It appears as though RrR has figured out the (double-secret-probation) code to the new capabilities, but the rest of us used the old beat on 'em til they're dead philosophy.

TO EMPHASIZE - amazing work that you make happen, but it appears to be beyond my ability to comprehend WTH is going on.
:)
H

Which enemies and units do you not understand, then? Maybe I will be able to explain better here where I'm not constrained to a bunch of five-line boxes. Though there might be a programming issue as well... i.e. when you scanned the missile launchers, did it also explain what each missile type did?

Going purely on which maps you have and haven't commented on, I'm guessing that it's the shields, the green drones, the fire missiles, and the tech shrine that says it is for a "Marauder Drone."

Oh, and possibly the factories. I think that's everything new-ish. ::)
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Helper on April 19, 2014, 03:52:09 PM
Quote from: planetfall on April 19, 2014, 02:25:48 PM

Which enemies and units do you not understand, then? Maybe I will be able to explain better here where I'm not constrained to a bunch of five-line boxes. Though there might be a programming issue as well... i.e. when you scanned the missile launchers, did it also explain what each missile type did?

Going purely on which maps you have and haven't commented on, I'm guessing that it's the shields, the green drones, the fire missiles, and the tech shrine that says it is for a "Marauder Drone."

Oh, and possibly the factories. I think that's everything new-ish. ::)

OK - I just did a filter on your games and realized that there are 7 that I have not yet completed. Maybe if I go back to the oldest and work forward I'll get caught up with your current technology.
Thanks,
H
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Lenori on April 19, 2014, 09:53:34 PM
Finally get a good start...  planetfall you made the flamthrowers too smart!!
Spoiler
I was thinking that I could distract one with a birtha as the nullifier charged up, no luck... 
[close]
Have to try again and work quicker to either kill the forge or the other todems.....
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: planetfall on April 19, 2014, 11:29:12 PM
Quote from: Lenori on April 19, 2014, 09:53:34 PM
Finally get a good start...  planetfall you made the flamthrowers too smart!!
Spoiler
I was thinking that I could distract one with a birtha as the nullifier charged up, no luck... 
[close]
Have to try again and work quicker to either kill the forge or the other todems.....

Spoiler

Actually, they target the nearest unit, and both flamethrowers can be taken out with a nullifier on the PZ from a missile launcher -- that leaves plenty of space to build a bertha closer in, just make sure that the flamethrower won't destroy any of your network while it's rotating (its firing range is slightly larger than its targeting range).

If all else fails, you can build a factory and mass-produce pulse cannons to distract it.
[close]
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Lenori on April 20, 2014, 02:24:55 AM
Thanks for the tip.  Glad that I saved when gave up, might have a horrible time but I did beat it!!!!!
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: RrR on April 20, 2014, 04:13:11 AM
Great game. First minute is tricky.
Spoiler
Shield drones are annoying. Kill the launcher before it fires.
Freeze drones are massively overpowered - new AoO freeze every ~15 seconds - how can you not win! Freeze drone + PZ bertha = easy.
[close]
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Jamz on April 27, 2014, 04:34:30 AM
It's been a long-ish while since I've played any CW3.
Anyway, I did this a few days ago but just didn't get round to posting anything. So here my thoughts...

Firstly, I obviously loved the Beam Target function you created. Helped a lot in the initial parts as it meant precious energy was not wasted on firing at stuff it shouldn't fire at.
Secondly, tricky at the beginning, and tricky throughout as it's always been on all your maps so that's something I enjoyed.

Thirdly, still having a big big big problem with those runners. Seriously, they're peeing the hell out of me and I also think they're kinda bugged. I've noticed that for some reason, my snipers only target some runners and not others despite having their shields removed. As I progressed north and eliminated the emitters and flamethrowers, I placed a couple of snipers on high ground PZs so effectively covering like a whole quarter and more of the map. The runners were DEFINITELY in the line of sight of my snipers ie, no higher ground blocking its range. Obviously, I also had a ton of beams activated to take out their shields. Yet my snipers killed some but left others. It was extremely frustrating. I tried moving the sniper and then placing it back, but it still wouldn't take out some of the runners. Then this was the weird part... I put a pulse cannon on a spot that was close to a runner. It didn't fire (and there was no creeper or creeper digitalis around the cannon so it wasn't firing at anything, not even at the runner.) However, when I changed the target priority to "Runner", then it did start shooting at the runner. That was very weird because whether or not I selected Runner as the Target Priority, it should've been shooting at the runner anyway since there was no creeper or creeper digitalis in range. And also why the snipers weren't shooting also eludes me like hell, and even more so, why the snipers shot some down but not others... made it even worse.
Now I only wish I had a save file or something up to that point so that I could upload it and let you have a play around with where I was and see if you could figure something out. But stupidly, I didn't. Problem is though, I think I've noticed this problem in a couple of the previous maps too which is why it's frustrated me previously as well which is why I kinda rambled in my post on your previous map about runners being too overpowered (to which you replied, but I didn't reply back as I got caught up with other things.)
I think what I'll do is I'll try and see if I can replicate this problem and get a save file which I can upload for you to have a look at. I'll also see if I can try and figure out and decipher the problem too. But if you ask me, these problems have started when the shield thing came into play. I didn't have problems with runners before until the shields came into play.

Fourthly, I dont really like how shields activate again automatically after you've removed it without being re-supplied again. To me it just doesn't make sense. I personally feel they should be re-supplied again by a shield drone. That would make more sense. Or alternatively, the shield should start to come back on slowly and initially with low health, not full health so that if a beam does happen to be in range, it should attack the shield and be gone in a millisecond.
One of my biggest problems with this and it's happened once or twice before, is that you've removed the shield from a structure, a nullifier has been laid down, shield keeps coming on and off, you're holding your breath, praying that the shield doesn't come on as the nullifier strikes, but oh noooo, shield has just come back on full flow all of a sudden with the nullifier just starting to fire, beams don't have enough time to attack the shield and now you have to build a nullifier all over again.
More of a nuisance than anything but can be a big problem for anyone who may have a difficult time nullifying a flamethrower (although that wouldn't really be a problem in this map as you could PZ nullify them safely)


Anyway, still enjoyed the map apart from the late nuisances with the runners. Added quite a bit on my time but I dont mind that. As I mentioned above, I'll try this map again and get to a point where you can see what I'm talking about.
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Jamz on April 27, 2014, 11:13:19 AM
Right! Here we go with a nice little screenie to highlight what's going on here with these runners...

(http://i.imgur.com/AwVlUfN.png)

As you can see (perhaps faintly), is I've highlighted my PZ Sniper on Level 10 terrain and 2 runners without shields in a red circle. As you can make out, the sniper has about half full ammo yet is still not firing at the unshielded runners. In fact, it wasn't firing at anything, hence why it was accumulating ammo. There's no way the ammo should be half full cos there are like a dozen runners in range, (all not available in screenshot.) I think the only thing it did fire at before it stopped was the enemy shield drone and I'm now just beginning to wonder whether that's the cause of this bug.


Now, I did say I would upload a save file for you to have a look at but I've just realised that it may not help you now. When I just reloaded my save file right now from that spot, the sniper started to fire and destroy the runners. So it seems that by reloading my file, I got the sniper working again properly and so if I were to upload my savefile, you wouldn't notice anything and everything would seem perfectly normal to you.

What I'm going to do now is allow the game to carry on for a while and see what happens when a shield drone comes along and see if that somehow messes the sniper again. I'll post again soon enough if I notice anything.

Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: tornado on April 27, 2014, 11:32:37 AM
gooot news
i can now muck with cprl to my hearts content
mwhahahahahahahahahahaha
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Jamz on April 27, 2014, 11:49:22 AM
Quote from: Jamz on April 27, 2014, 11:13:19 AM
JUST QUOTING MY ABOVE POST.
Spoiler

Right! Here we go with a nice little screenie to highlight what's going on here with these runners...

(http://i.imgur.com/AwVlUfN.png)

As you can see (perhaps faintly), is I've highlighted my PZ Sniper on Level 10 terrain and 2 runners without shields in a red circle. As you can make out, the sniper has about half full ammo yet is still not firing at the unshielded runners. In fact, it wasn't firing at anything, hence why it was accumulating ammo. There's no way the ammo should be half full cos there are like a dozen runners in range, (all not available in screenshot.) I think the only thing it did fire at before it stopped was the enemy shield drone and I'm now just beginning to wonder whether that's the cause of this bug.


Now, I did say I would upload a save file for you to have a look at but I've just realised that it may not help you now. When I just reloaded my save file right now from that spot, the sniper started to fire and destroy the runners. So it seems that by reloading my file, I got the sniper working again properly and so if I were to upload my savefile, you wouldn't notice anything and everything would seem perfectly normal to you.

What I'm going to do now is allow the game to carry on for a while and see what happens when a shield drone comes along and see if that somehow messes the sniper again. I'll post again soon enough if I notice anything.

[close]

Ok, I dont know why but for some reason the sniper seems to be working absolutely perfect now. The shield drone isn't messing it up. I dont know why but merely reloading the map has solved the problem. I've let it run for 5 minutes and now it's firing properly.

I'm not sure why no one else hasn't reported this yet. It's possible that reloading the map for whatever reason happens to fix it so perhaps everyone else whose played your maps have been reloading their maps at some point? I'd advise you try getting to that position I did without reloading the map at all as I did on both my runs and see if you get in to that same problem as I did on both my runs until I reloaded it.
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: Jamz on April 27, 2014, 12:09:18 PM
Oh and also, if there was one good thing about this whole ordeal is that at least I beat my score by about 3.5-4 mins. :D
Title: Re: Custom Map #444: Kill It With Fire!. By: planetfall
Post by: planetfall on April 27, 2014, 01:05:47 PM
Runner shields are basically bugged. I've fixed them since this map... I still think you can kill the glitch-runners with strafers, though, if reloading is too annoying.