Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 15, 2014, 03:11:20 PM

Title: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: AutoPost on November 15, 2014, 03:11:20 PM
This topic is for discussion of map #1359: Forgotten Generator
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1359)

Author: NextIdea
Size: 21x21

Desc:
Tiny world. Medium difficulty. Small surprise (Hint: Look preview).
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: iwishforpie2 on November 15, 2014, 09:14:25 PM
Finally got rid - and I have no energy to land my CN.    :-\
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: ak on November 16, 2014, 07:48:40 PM
Quote from: iwishforpie2 on November 15, 2014, 09:14:25 PM
Finally got rid - and I have no energy to land my CN.    :-\

Spoiler
I'm pretty sure the reactor uses AC to charge, so either nullify the emitters without nullifying both antiemitters, or load your guppy first and make sure your terp is on a power zone.
[close]
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: pawel345 on November 17, 2014, 05:06:01 AM
Nice game^^

Quote from: iwishforpie2 on November 15, 2014, 09:14:25 PM
Finally got rid - and I have no energy to land my CN.    :-\

Also had a moment like that, but I build the terp earlier and landing it on a PZ reduces the energy required so I somehow made it^^
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: iwishforpie2 on November 17, 2014, 03:23:14 PM
Quote from: ak on November 16, 2014, 07:48:40 PM
Quote from: iwishforpie2 on November 15, 2014, 09:14:25 PM
Finally got rid - and I have no energy to land my CN.    :-\

Spoiler
I'm pretty sure the reactor uses AC to charge, so either nullify the emitters without nullifying both antiemitters, or load your guppy first and make sure your terp is on a power zone.
[close]

Yes. I know. But you can only put the 2nd nullifier on the PZs which reach the AC
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: DestinyAtlantis on November 17, 2014, 06:14:37 PM
Spoiler
The emitters are in a:
X X X
X X X
X X X
pattern.
the first nulifier takes out 6 emitters leaving:
O O O
O O X
O X X
, if you put the nulifier in one of these 2:
O O N
O O X
N X X
then you will hit only 1 of the 2 AC emitters, allowing you to still have power for the terps.
[close]
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: Gameboytm101 on November 17, 2014, 07:13:45 PM
Yet how do you even pull off putting a nullifier in one of those spots?
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: planetfall on November 17, 2014, 08:43:55 PM
Spoiler
Put the nullifier off-center between power zones.
[close]
Title: Re: Custom Map #1359: Forgotten Generator. By: NextIdea
Post by: DestinyAtlantis on November 18, 2014, 04:39:45 AM
Quote from: planetfall on November 17, 2014, 08:43:55 PM
Spoiler
Put the nullifier off-center between power zones.
[close]
That works too.
Quote from: Gameboytm101 on November 17, 2014, 07:13:45 PM
Yet how do you even pull off putting a nullifier in one of those spots?
Spoiler
I did it with 2 Mortars, 1 PC and 1 shield. Along with a Terp to raise the nullifier/PC's spots and to lower the emitters.
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