Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 16, 2017, 06:04:26 AM

Title: Custom Map #4514: remote siphon crpl. By: builder17
Post by: AutoPost on June 16, 2017, 06:04:26 AM
This topic is for discussion of map #4514: remote siphon crpl
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=4514)

Author: builder17
Size: 60x60

Desc:
Test of concept If you don't have guppies and need to transfer energy to distant locations, try this new crpl ally
Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: Builder17 on June 16, 2017, 06:45:07 AM
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Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: GoodMorning on June 16, 2017, 10:20:10 PM
A good idea, but there's an issue - you are creating a new resource pack with every transfer. Siphons are also not defined as to which of any stacked packs will be associated with them, so the player can end up with a mountain of packs, and a lot of destroyed Siphons after the first is depleted.

A better way would be to create a new pack only if there is not one there already, and to let the player build their own Siphon.

Also, these scrips are a great drain, and probably need to lower their request rate when more than (say) 100 of the resource is present. Perhaps they could stop emptying the base unit if there is a stockpile of 1000. Conversion of resources would be a trivial modification. An "off" button would also be nice.
Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: Builder17 on June 17, 2017, 01:03:41 AM
create a new pack only if there is not one there already

Oh, that's good idea  :)
When making script I didn't remember I could do that check before creating pack
Leaving pack unused would be like off buton because core stops using energy then?

let the player build their own Siphon

These siphons instabuild for reason,
I tested this script in map where second base had super big energy and ore consumption
and destroyed packs before these stacked badly

Putting build cost of siphons to 0 in map editor unit limits menu would work tho also

Thanks for useful suggestion to deactivate if there is one pack already :)
Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: GoodMorning on June 17, 2017, 01:16:38 AM
Good points.

There are issues, though, if the Creeper kills the Siphon - hence I suggested build-your-own. I suggested an off-switch so that it didn't guzzle precious energy during setup to create the pack in the first place. And finally, if you are tracking the resource pack UID, you can add to the packs with SetScriptVar - allowing you to re-inflate the pack, or create one first and add to it later. Storing the UID is the easiest way to do this.

Also, Ore can and will bottleneck when leaving the pack - it's best to transfer this through two or three Siphons.
Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: willbir on June 20, 2017, 11:54:04 AM
Cool idea has some potential, I'd like to see the functionality bit more distinct from how a guppy would perform the same task.
Spoiler
This map was actually easier by not landing in the bottom half at all
[close]
Title: Re: Custom Map #4514: remote siphon crpl. By: builder17
Post by: Builder17 on June 20, 2017, 01:35:33 PM
modified these to be less energy draining and more what these should have been initially