Custom Map #2175: The skirmish operation. By: Vertu

Started by AutoPost, August 13, 2021, 01:49:26 PM

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This topic is for discussion of map #2175: The skirmish operation


Author: Vertu
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Niflthaena

So much fun. Map layout's getting better, too - it feels like it really matters where you start.

Had such a hard time in single-player, but multiplayer was much, much easier. The scaling was not enough.

Also, at least in multiplayer, the summoned unit caps aren't working. I forgot to turn off the summoner and ended up with four experimental strike craft hanging out in my base.

Vertu

Quote from: Niflthaena on August 15, 2021, 03:56:53 PM
So much fun. Map layout's getting better, too - it feels like it really matters where you start.

Had such a hard time in single-player, but multiplayer was much, much easier. The scaling was not enough.

Also, at least in multiplayer, the summoned unit caps aren't working. I forgot to turn off the summoner and ended up with four experimental strike craft hanging out in my base.
Good point, the way the summoner tracks the units is by their actual existence. So when it comes to everyone, only that many units can be on the map at once. Now did the advance emitters have more than a max of 75? I was unable to test them. They should multiply based on how many players are in. So 4 players means 4x the emission.

In my next map, the summoner will have it's caps increased per MVerse player. I wonder how much this will break the game. lol


Correction, this is not the case, the emitters failed to react to MVerse and the summoner's caps didn't matter, each player had their own caps tracked so the maximum units were not shared.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.