Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 17, 2016, 10:59:21 AM

Title: Custom Map #3444: nodes. By: pseudonym404
Post by: AutoPost on April 17, 2016, 10:59:21 AM
This topic is for discussion of map #3444: nodes
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3444)

Author: pseudonym404
Size: 243x243

Desc:
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: RealAndy on April 19, 2016, 08:03:48 AM
Much easier once I realised you can put a forge on home base.
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: isj4 on April 19, 2016, 12:05:22 PM
I also discovered that the singularity weapon requires that at least one totem is powered. I never noticed that before.
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: RrR on April 19, 2016, 12:31:51 PM
Quote from: isj4 on April 19, 2016, 12:05:22 PM
I also discovered that the singularity weapon requires that at least one totem is powered. I never noticed that before.

Yes - that means that if ether is only from crystals  and not from totems, the singularity won't work
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: PMouser on April 21, 2016, 02:53:43 AM
how do you keep up with the spore attacks? there is just not enough energy to keep up. ty
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: isj4 on April 21, 2016, 02:25:44 PM
There is enough power, but it is tight.

Put down the CN. Build a siphon. Build two reactors. While they are building build 3 more siphons. Build 2 more reactors and 4 collectors. When the siphons deplete build reactors in their place. Build 1-2 more reactors.
Then start building 8 beams. They should be ready a fully charged when the first spores are launched.
Then build 2-4 reactors, one at a time, and manage the energy consumption (beam power is top priority).
Then you should have a tiny surplus of energy and can start building more things.
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: PMouser on April 22, 2016, 07:31:08 AM
ty, how do you get those islands you cant fly guppys and stuff too? ty
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: Builder17 on April 22, 2016, 09:09:29 AM
PZ relays or PZ collectors?  :-\
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: GoodMorning on April 22, 2016, 09:33:21 AM
Relays.

Walkthrough:
Spoiler

1. Place CN, build a Siphon.
2. Build the other Siphons.
3. Build 8 Reactors. There is just enough power in the packs, although the last few packets might lag a tiny bit.
4. Build another four Reactors with the proceeds. Build at least eight Beams, but preferably 10+.
5. The first island is the hardest. When your starting island is bull of Reactors and Beams, blow up eight structures, depending on what you find you need.
6. Build 2 Pulse Cannons, 4 Strafers, and 2 Guppies (you can postpone these).
7. Order the PCs to move to one of the closer N,S,E, or W nodes. Build a Relay as far toward that side as possible.
8. Build new PCs on the vacant sites, and send them off too. If ever the PCs look like landing, send them to the opposite node. Launch the Strafers.
9. When you can cover most of the target island with PCs, build another 2 Guppies where you were building PCs.
10. Attack: Land the PC cloud, and shuffle to make room for the Guppies on the outer rim. When the Creeper is almost gone, send over the Guppies. This should give you a temporary foothold.
11. Reinforce by swapping PCs and Beams, to defend against Spores. At least 3 Beams need to go over.
12. Remove another outer-rim PC, in favour of a Nullifier. Build a Relay on the PZ. Add Ore mines, Reactors, ...
13. Take remaining inner islands with Bombers and Strafers. the islands on the diagonals can be connected with non-PZ Relays to the PZ Relays.
14. Build Berthas on the spare PZs.
15. If you haven't already, shuffle the middle of the main island to make room for a Forge.
16. Use the Singularity and Berthas to take out the NSEW islands, using your PZ Relays again.
17. Use the new PZs for more Berthas, and replace the old ones with Relays.
18. More Singularity. Victory.
[close]

(This walkthrough may be in excessive detail, and won't get a good time. But for those who just want to win at all, it should be good.)
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: PMouser on April 25, 2016, 10:58:54 PM
ty
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: isj4 on April 26, 2016, 11:49:43 AM
I used a different tactic for conquering the first island:
Spoiler

Built 4-5 extra reactors.
Destroyed 3 reactors and moved CN to make room for a forge.
Built 2 guppies.
Sent guppies to two different islands giving the totems power. Withdrew them before they were destroyed. Repeated until I had enough upgrades for: energy and build speed to pull off the next step:

Send one guppy to power any totem.
Use singularity to pull creeper to one side of island.You don't even need weapons.
Send other guppy to build nullifier.

After that: mop up creeper on that island, build PZ relay, build beams.
You can now power totems without guppies.
Upgrade as necessary.
[close]

After the first few islands it becomes easy.
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: Builder17 on April 26, 2016, 11:55:18 AM
This map could be nice as particle mode map IMO.  8)
Title: Re: Custom Map #3444: nodes. By: pseudonym404
Post by: GoodMorning on April 26, 2016, 09:59:15 PM
Ouch.