I have an idea for the next Creeper World. It is based off of Creeper World 1 & 3. The idea is where the Creeper has infested the home planet of the human race, and wiped out their capability of building Nullifiers. Therefore, they must use Nullifier techs they find around the place, but they need to power a Null Generator for it to work.
Notify me if interested, need further explanation, or are concerned of specific aspects.
Modified: This would be amazing for the next game.
Sounds like a map you could build in CW3 with CRPL.
you could have crpl cores that look and function like emitters but make it so
- nullifiers dont affect them
- nullifiers have to be placed around a main structure
- once all nullifiers are placed change attributes of that structure so nullifiers affect it
Then make it so when that structure is destroyed it kills all enemies on the map
Or you could make a structure that has to be powered to destroy all enemies on the map. just set requests packets to true
The idea is that the Nullifiers are automatically locked onto a specific Emitter/Spore/Drone, and the Null Generators are the only things there that have packets to power up the Nullifiers, and when they are charged up, they just destroy the linked Creeper tower.
So, in conclusion, the idea isn't quite possible in the CW3 map creator. And even then there are many things that can't be done in the CW3 creator (for example: there are four buildings similar to the Command Node, instead of three).
And just to note, Particle Fleet: Emergence does not seem like Creeper World 4 to me.
It can still be done, as long as "N packets" don't have to follow the network. If they're allowed to move like Aether does, then it's easily possible. Following the network has been discussed regularly, but gets abandoned because it's slow, unreliable, and it's not worth it to replicate core game mechanics in scripts.
There are just so many things that I want to say about the difference between CW3 and this idea. In fact, I might just want to explain EVERYTHING about the idea, but it might take a while to get done. I tried making the levels I've already created, and it just didn't work. It didn't feel right to me. They were just test levels, though. The real ones I want added in will be taken care of later.
Anyways, there are many differences between these two, and the CW3 feel just isn't right for this game. Once I get everything worked out, then maybe, but right now I just don't feel like CW3 has the emotion that this does. I will explain EVERYTHING once I feel ready to.
Perhaps move the thread from the CW3 section, in that case.
Trust me, I've seen the amazing things that people have done with the scripts, but it's so complicated, I don't think anyone would have the time to do it!
Is it: Unit charges, emits an N-packet, which moves to a Forge-analog, and is absorbed, charging it?
If so, not too hard.
No, it's: unit charges, unit travels automatically to connected Emitter, unit destroys Emitter.
Seems kind of tricky to me.
So:
Unusual units:
Nullifier-analog factory, Emitter, Nullifier-analog.
Factory makes Nullifier-analog units, which sit on it as they charge. They then travel to an Emitter, and destroy it on arrival.
This is very much possible.
If this is not what you are after, please give a step-by step description of what you have in mind, including:
Names for and functions of all units, including modifications to anything existing.
Initial states of all units you specify (location, charge levels, whether they are created after start time, etc...)
Very clear, step by step, including conditions, walkthrough of exactly what you want to happen.
E.g. for another idea:
Original form: An Emitter that breeds!
Clear form:
An Emitter-analog, which has the functions of a normal Emitter.
Map begins with one of these in the far corner.
When the Emitter is destroyed, two Emitters spawn nearby, with half the production amt and interval of the first.
These will breed in turn, for <N> generations.
Placing the idea in this form will make it clear what you want.
If what I have seen so far is correct, I could make your idea.
I have other projects, but you can make your idea.
It might be a good way to to a CRPL tutorial, in depth, if there's ever enough time/effort available from other commitments.
I encourage you to attempt it yourself in CRPL. You may be surprised.
Another guess at function:
1) The map contains "inert Nullifiers", some "Null Generators", and possibly a "Null Forge". Nullifiers are disabled (no tech).
2) The player powers the "Null Generators", with ordinary ammo packets, with the "Null Generator" making "Null Packets". These travel either to the "Null Forge" for distribution, or directly to the nearest "inert Nullifier".
3) When an "inert Nullifier" finishes charging, it will move (fly?) to a certain Emitter/Tower/Nest and destroy it.
4) When all enemies are dead, victory is declared.
If so, it's still not that hard.
Much of the scripting exists, for things like the Sleeper Creeps, the AoO Factory, and others I haven't yet encountered in CS.
QuoteFactory makes Nullifier-analog units, which sit on it as they charge. They then travel to an Emitter, and destroy it on arrival.
Sounds best way to do it to me , but when Nullifier-analog has creeper under it , it should lose HP , else these things could be OP.
Well, any of these forms will work. Currently, I'm trying to work out exactly what is being suggested.
As long as we don't need to follow the network, it doesn't look too hard.
The factory is a workable one, but it's a bit clunky. I prefer the idea of scattered Nullifier-analogs, with one or more Null-generators, which possibly break, a Null-Forge, etc. The analogs could be buried under Creeper at the start, so you must find them, charge them and then they will only target a predefined enemy.
I would say, though, that anything we imagine can be built. Witness: The Sleeper.
OK, I guess you got me there, but like I said, there's a lot more to explain. One thing I would like is floating terrain. Another is the return of survivor units. Even special abilities on the Command Node (to be called something else when is comes up) that you can't collect from the world. So many things that I would love to see in a custom Creeper World map, probably not going to happen.
So if you manage to put all of those in a map, come and talk to me.
If you can't, too bad.
You seem to have a lot of ideas. I would say that the PaC maps prove that almost anything is possible, but these seem extensive enough that you would want another game to do them.
If you look at the recently uploaded CW3:Abraxis maps, you will find survival pods. The PaC menu could possibly be modified to emulate the generic unit selection. The CN could be emulated, and linked to this. So, then, could all player units.
The two hardest bits would be Energy and Runners. Energy and networking, as discussed earlier, and Runners wouldn't stun these units.
The custom behaviour can then be added. (The largest issue that I don't see a workaround for is the custom image limit, so your graphics wouldn't be as fancy.)
The floating terrain could be achieved by allowing these custom units to settle on it. It would be hard to do the pathfinding, but we've got the tools.
On a more minimalist note, CRPL is "Turing Complete", meaning that you can run anything, up to and including a virtual machine, if you so choose, and have the time to make it. This could run CW, running a VM, running...
The great leveler of all hopes in this area is lag.
You know, I mean floating by actually floating. You know, being able to go underneath it and such.
Yes, but how do you intend to indicate "settle on", as opposed to "go under", in commands? I understand the "floating" concept. (Also can float above Creeper, while not getting any on it. Don't try putting Collectors there, they won't work properly.)
The conclusion I come to is that it's possible in CRPL, but that Particle Fleet will likely have come out before we finish.
There's one thing that I've really been wanting to see...the ability to rotate the map. Any comments?
Quote from: Shockblast DX on May 05, 2016, 06:04:51 PM
There's one thing that I've really been wanting to see...the ability to rotate the map. Any comments?
Not many games implement such a feature.
There's little point, unless someone has CRPL blocking something and it's not built to account for that. So, it's really just a recipe for bugs.
There's two things that I want in this game no matter what. Slopes, and the return of the Micro Rift from CW2.
Any feedback on these?
What you are meaning by slopes? And micro rift is very hard to do at least in CRPL. :(
Micro Rift = CRPL-aided Guppy?
Slopes = Graduated terrain changes = Terrain levels?
In every Creeper World, I've always wondered about one thing: slopes.
Any comments there?
Still unsure what you mean...
I mean slopes. Terrain that slants up or down to another level. Where two different heights line up as one location.
That's what I mean.
I'm a little bit tired of the entire thing being cliffs, and I think that we should have something where the levels meet smoothly, so we can place units on those.
Cliffs can stay, but the entire thing was vertically serrated (in a sense). Somethings need to be smoother.
Agreed, but difficult (nay impossible) to make without lag.
There are ways to do it without lag, but they are so simple, people overlook them. Think of what I'm saying in some way, and you will be congratulated.
Way to do it totally without CRPL somehow? ???
And that lag is caused of what in harder way? :-\
It's more core mechanic replication. And I was thinking of a higher resolution terrain. But using slopes rather than cliffs could work well, and I realised immediately how to work it better... It shouldn't lag, but I am occasionally (often) overcomplicated in approaches, due to try ing to do it right, immediately, rather than good enough.
Thank you for noticing.
(I really need to start to accept that, for such things as this, "good enough" is often faster and even sometimes better than "perfect".)
Lots of other people need to do that as well.
But we're getting off track. Let's get back to the topic, shall we?
I also want a third party called the Stalkers.
I have quite a bit of background on them, so if you ask nicely, I'll happily tell you.
Also I am having idea of third party , in my newest map https://knucklecracker.com/forums/index.php?topic=20634.0 there is gliders what shoot both enemy and your units with too small range... :-[
I would like to ask nicely at this point.
Builder17, I had wondered what those did. They never got a chance when I played because the description mentioned Gliders, and Snipers destroyed them before they got a chance to do anything...
Any other questions about it?