Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 07, 2016, 12:55:34 AM

Title: Custom Map #3492: CounterBuilder. By: Pusillanimous
Post by: AutoPost on May 07, 2016, 12:55:34 AM
This topic is for discussion of map #3492: CounterBuilder
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3492)

Author: Pusillanimous
Size: 132x99

Desc:
A new plot by the Loki: A unit that will build units when you do. It can't go on forever, and is confined to a certain area, though. Enjoy, and remeber that feedback is good.
Title: Re: Custom Map #3492: CounterBuilder. By: Pusillanimous
Post by: Builder17 on May 07, 2016, 01:15:12 AM
Am I right this is from DMD? Looks like default map game gives if there isn't save in project folder.  ???
Title: Re: Custom Map #3492: CounterBuilder. By: Pusillanimous
Post by: GoodMorning on May 07, 2016, 06:49:33 AM
You are correct, this, the default game, is a good game to test the balancing of scripts against.
You will notice the extra CRPL core in the top left, that does not exist in the default.

The map is a demonstration of the CounterBuilder script. (Still fixing bugs in it though.)
Title: Re: Custom Map #3492: CounterBuilder. By: Pusillanimous
Post by: Loren Pechtel on May 07, 2016, 01:40:35 PM
Quote from: Builder17 on May 07, 2016, 01:15:12 AM
Am I right this is from DMD? Looks like default map game gives if there isn't save in project folder.  ???

The map feels familiar but the script on it sure isn't--the spore storm is nasty!  It was quite a while before my power bar went into the green and more than once I had spores over empty beams, pure luck they were aimed deeper in and got taken out in time.
Title: Re: Custom Map #3492: CounterBuilder. By: Pusillanimous
Post by: GoodMorning on May 07, 2016, 08:28:00 PM
There's a small trick: The script here has a bug where the first "reaction" does nothing (I only noticed afterward). It also doesn't count part-completed buildings (mouseover text tells you how many you can get away with.) This means that you can build Collectors and Reactors up to just below the limit, then build a bunch of Reactors at the same time. The script won't trigger until the first few finish, so you can get a jump-start. Beams need to start building immediately after that, though. (But you have enough power now... possibly.)

Some of the new towers have randomised attributes. When I've fixed the existing bugs, I plan to make a variant where the stats also look random, but are determininstic. (So that everyone plays the same game.)

I'll also make a more modest version of the script, where entering an area/a set number of buildings is the cause of a specific building being placed, for use with puzzle maps.