This topic is for discussion of map #761: A moving target
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=761)
Author: warren
Size: 128x128
Desc:
Are you used to a permanent infrastructure? :D (Experimental graphics) #CRPL #NoDigitalis #NoSpores #Detail
And, after you are done, you can use terps to build your own roads. It works!
This map deserves a better rating, but it beat me.
It looks interesting, but I can't figure out what to do.
When you introduce a new concept, it is helpful to provide needed information.
H
Quote from: Helper on July 02, 2014, 04:51:13 PM
It looks interesting, but I can't figure out what to do.
When you introduce a new concept, it is helpful to provide needed information.
H
This.
I think it's well beyond my skill level, but well done nonetheless. I didn't try building a forge though, that might have been the secret.
One thing I might ask... is each ball doing a GetUnitsInRange each frame? That can be pretty laggy with multiple cores (though with this few it's barely noticeable). I had a script that did more or less the same thing (see map #278), but did only one GetUnitsInRange call and then did a check for the angle from each unit to the center.
Quote from: planetfall on July 02, 2014, 05:47:22 PM
I think it's well beyond my skill level, but well done nonetheless. I didn't try building a forge though, that might have been the secret.
Nope. It's not, as far as I can tell, the Forge gets blown up like everything else.
I built a Forge, and it got taken out by Creeper before the balls hit it.
Also tried Nullifying the Radiation looking symbols. The Nullifier goes through its entire cycle, but has no effect.
Hmm. I nullified one (I'll call them nukes), and the balls stopped moving. For 6 seconds, all the nukes turned purple. Then all but the one I nullified turned yellow again, and the one I nullified had a few minutes on it's countdown; once they turned yellow, the balls got back to moving. I never got a chance to nullify a second nuke.
Maybe you've got it. I had plenty of time to build the Forge and three Nullifiers at three different Nukes - but missed the part about the balls stopping.
I wonder if you're supposed to use that technique to freeze it in place while you build your attack.
Be nice if the maker would check in.
Quote from: Helper on July 02, 2014, 06:54:47 PM
Be nice if the maker would check in.
Sorry, I'm nocturnal.
Quote from: Helper on July 02, 2014, 04:51:13 PM
It looks interesting, but I can't figure out what to do.
It needs an entirely new strategy. If I just explain, half the fun is gone.
Quote from: planetfall on July 02, 2014, 05:47:22 PM
I didn't try building a forge though, that might have been the secret.
The totems gain experience at 8x speed to compensate.
Quote from: Helper on July 02, 2014, 06:12:57 PM
Also tried Nullifying the Radiation looking symbols. The Nullifier goes through its entire cycle, but has no effect.
Uhoh, The nullifier should turn purple for two minutes. (reducing speed by 1/5) The others for 10 sec.
Edit:
Quote from: planetfall on July 02, 2014, 05:47:22 PM
One thing I might ask... is each ball doing a GetUnitsInRange each frame?
Nope. The emitter is doing the getAllInRange(9999 square). Then I rotate found objects and test for overlap with a stationary rectangle.
Quote from: warren on July 02, 2014, 08:24:33 PM
Quote from: Helper on July 02, 2014, 04:51:13 PM
It looks interesting, but I can't figure out what to do.
It needs an entirely new strategy. If I just explain, half the fun is gone.
We do have some players who enjoy solving puzzles and don't mind trying a wide variety of techniques - and spending a lot of time on only one game.
If you would actually read all of the comments, you would see that several people gave it an honest try and were looking for a little bit of help/hint to develop an attack.
I've already taken a pass on this one and have moved on and - FWIW - I like to decide what my own 'fun' is.
Unsubscribing from this thread.
Quote from: planetfall on July 02, 2014, 05:47:22 PM
I had a script that did more or less the same thing (see map #278),
Is there anything you haven't done first? I resolved to complete your series in order and have not gotten that far yet.
As to a request for hints:
1) collectors cost 3, so they pay for themselves with less land.
2) reactors cost 25, invest if you can.
3) build your important structures near the retreating line, so they survive longer.
4) blasters work best on one side and sprayers on the other.
5) in testing, berthas were able to survive the wrecking balls under rare conditions.
I had fun, though it's micromanagement central.
A rush can be done, but I preferred to clean the map until I could stop the mechanism more-or-less permanently. If you do this, know that your Forges are transient but still worthwhile.
Yeah I ended up resorting to the rush strategy to win, but I did manage to keep it going for a while using a "standard" strategy (about 10 minutes or so) before I decided the rush strategy would be far simpler. If you can get a few berthas up the standard strategy becomes a bit easier, but I suppose that's the case on any map ;)
Alright I have my video up for this map's rush strategy now!
Spoiler
Are you sure you want to watch this? Major spoilers, obviously!
Spoiler
https://www.youtube.com/watch?v=w0EhmWA_oBs