This topic is for discussion of map #566: Siege
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=566)
Author: Aridas
Size: 128x128
Desc:
This is a fairly simple map. Defend your fortress against a massive creep assault!
I had to re-start 3 or 4 times to get it right. It takes some planning and preparation to survive, and then you're in for a fairly good fight.
Getting to the point where I could take out one Emitter took a lot of time, but from there it was a mop-up operation.
Thanks,
H
EDIT:
Forgot this:
(http://knucklecracker.com/forums/Themes/default/images/post/thumbup.gif)
Same here. Was about my third attempt when I managed to hold the center with a stable defense, then it's just a matter of pushing out and building up. A good challenge to get set up at the start.
This map clearly does not play to my strengths. I like to rush and attack the creeper on my terms.
This one does seem interesting though so I'd like a hint on how to get started. The spores won't let me get far. I've been trying to get about 10 reactors up to get 16+ beams up in time but this isn't working.
I'm not even bothering building mortars yet.
Ye, i cant do this either, i had to give up, can you give me how you did it please? thanks
Not sure if this will help - F12 at about the 3:00 mark.
For timing, it was all Reactors (with a Forge building), then the Beams (just in time for the first Spore wave), then a Mortar in each corner.
The Forge was critical for generating the initial improvements.
H
Quote from: Helper on May 16, 2014, 11:09:40 AM
Not sure if this will help - F12 at about the 3:00 mark.
I'm surprised that was sufficient. You don't seem to have enough beams to ward off even the initial spore wave, and they won't seem to load fast enough to ward off the second. My first few tries resulted in failure as well - I might try again, but that other map is a lot more fun that this one. :)
Quote from: Karsten75 on May 16, 2014, 11:21:19 AM
Quote from: Helper on May 16, 2014, 11:09:40 AM
Not sure if this will help - F12 at about the 3:00 mark.
I'm surprised that was sufficient. You don't seem to have enough beams to ward off even the initial spore wave, and they won't seem to load fast enough to ward off the second. My first few tries resulted in failure as well - I might try again, but that other map is a lot more fun that this one. :)
14-16 beams is plenty, as long as they're fully charged when the wave comes.
The key for me was to build nothing but reactors. A LOT of reactors, until I could *just* get 16 beams online as the first wave was coming in, then start building mortars like mad, as well as a forge. Early energy and then weapon range upgrades were key on my play through.
You really have to watch the energy bar on this one. Never let it go red (well, except maybe while re-arming 16 beams...), and always be building as much as you can at any given time. Lots of deactivating/reactiving building uinits to keep it green and optimal.
still cant do it right
Quote from: PMouser on May 16, 2014, 04:23:58 PM
still cant do it right
Not sure what that means.
If you will post a screen grab from near the end of your game, we might be able to offer some real advice.
Just hit the "F12" key and it will save your entire screen to the folder at:
C:\Users\YourName\Documents\creeperworld3\Screenshots
H
Thanks for the pointers. I got it. ;D
I think one of my problems was returning two cities to orbit early on to make room for collectors. Do they make energy? ???
The other idea I had was making more collectors in the first ditch and on the first wall as reactors built. That seemed to help tip the energy balance as well.
Quote from: Jerdog on May 16, 2014, 06:37:01 PM
I think one of my problems was returning two cities to orbit early on to make room for collectors. Do they make energy? ???
Glad you figured it out!
Yes the CN's are critical for power. Each one has (IIRC) 1.5 Reactors built-in.
H
Quote from: Helper on May 16, 2014, 06:46:24 PM
Quote from: Jerdog on May 16, 2014, 06:37:01 PM
I think one of my problems was returning two cities to orbit early on to make room for collectors. Do they make energy? ???
Glad you figured it out!
Yes the CN's are critical for power. Each one has (IIRC) 1.5 Reactors built-in.
H
No, 1.5 energy per second (3.75 reactors)
To quote one of the greatest movie lines of all time...
"220-221, whatever it takes."
:)
Restarted at least 15times, Still not able to beat. Maybe change the delay for the spores to be just 30 seconds longer to build or 10 secondss longer between cycles or slow down the creeper just a bit but I still stand behind my first impression, it is not a fun map for me
Quote from: chwooly on May 24, 2014, 12:06:57 AM
Restarted at least 15times, Still not able to beat. Maybe change the delay for the spores to be just 30 seconds longer to build or 10 secondss longer between cycles or slow down the creeper just a bit but I still stand behind my first impression, it is not a fun map for me
Fun? I had an interesting time figuring out exactly what was needed to survive. Even the upgrades I chose tended to make a difference. Once I had the base and needed to expand, it was kind of slow and a tad - dare I say so? - boring.
The most interesting aspect of this map is the visual perspective of being down in a hole with a cascade of creeper, instead of the reality of a flat surface with walls.