Custom Map #3555: A Thor is enough. By: Sorrontis

Started by AutoPost, May 21, 2016, 02:09:39 AM

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This topic is for discussion of map #3555: A Thor is enough


Author: Sorrontis
Size: 218x84

Desc:
*Warning* This map has terrain editing. Must have a decent cpu. Looks pretty cool though. #Sorrontis #RampingSpores #Digitalis #DigitalisNodes #CreeperBeam #AOO #LimitedUnits #Thor #LandHeightRastering

Sorrontis

8 minutes and some seconds, that's impressive lyzhoam.

Anyways, some spoilers?
Spoiler
Don't move your pulse cannon or they blow up
[close]

Spoiler
You're given enough supplies to land your CN inside the deadzone and nullify one of the spore towers or creeper cannon.
[close]

Spoiler
Since you've landed your CN in the deadzone, might as well get grab that ore mine tech artifact
[close]

Spoiler
The creeper nodes (those things that turn into emitters once digitalis form under them) are not required for victory. The emitters they turn into are. The two spore towers, the cannon, and the starting emitters are all required for victory. Do what you will with this knowledge.
[close]

Spoiler
Take care of your airfield, it's the only one you have.
[close]
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

GoodMorning

With a CN closer to the spores/cannon, two out of three are easily destroyed.
A narrative is a lightly-marked path to another reality.

Sorrontis

Quote from: GoodMorning on May 21, 2016, 08:19:12 PM
With a CN closer to the spores/cannon, two out of three are easily destroyed.

Spoiler
Am I missing a spot? The closest I got it is the Ore Deposit at the center south?
[close]
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

GoodMorning

Apologies. Wrong unit, and slight time difference.
Spoiler

I had left the Ore Mine tech where it lay, and Guppy-ed over. Cannon first, then upper Spore. Added Strafers to get lower Spore, then a Shielded push. With Forge, Thor built at 1/3 push, taking my time, and forgetting I had AoOs. Get tech when I arrive, and forget I own a Sprayer/Bomber entirely. Relay over Digi, which has covered map by now. Destroy remaining.

It might be possible to get 3/3 "difficult" units, if you worked upward and built efficiently. Combined with Strafer Digi containment, the map might get much faster.

The "build when Digi arrives" bit was unclear when I played, as I was looking at the destruction of the more annoying right-hand units.

Interesting to have to work with Digi choke points. Thought: CRPL for buildings that stop allowing Digi past on Nullification (and don't support it themselves), but can only have so manyof their number Nullified at once, with the first Nullified becoming active again.
No PCs, Strafers, or Thor. A PZ Bertha to allow advancement, and AC. Perhaps void. Eventually Nullify the correct Core, and all dangerous Digi is disconnected (floodgate-style). Then the anti-Digi techs come into play.

Is it possible to get power up fast enough to contain the Digi? (AC + Strafers at first, then build Collection and Mines to keep it going. Incompatible with the Guppy strategy, but if there is one heavily-bombarded lightweight Emitter), we're safe enough to approach.
[close]

I am guessing that terrain change formula is (Old + X)%11 = {0,1,...,10}?
A narrative is a lightly-marked path to another reality.

Sorrontis

Quote from: GoodMorning on May 21, 2016, 10:09:12 PM
Apologies. Wrong unit, and slight time difference.
Spoiler

I had left the Ore Mine tech where it lay, and Guppy-ed over. Cannon first, then upper Spore. Added Strafers to get lower Spore, then a Shielded push. With Forge, Thor built at 1/3 push, taking my time, and forgetting I had AoOs. Get tech when I arrive, and forget I own a Sprayer/Bomber entirely. Relay over Digi, which has covered map by now. Destroy remaining.

It might be possible to get 3/3 "difficult" units, if you worked upward and built efficiently. Combined with Strafer Digi containment, the map might get much faster.

The "build when Digi arrives" bit was unclear when I played, as I was looking at the destruction of the more annoying right-hand units.

Interesting to have to work with Digi choke points. Thought: CRPL for buildings that stop allowing Digi past on Nullification (and don't support it themselves), but can only have so manyof their number Nullified at once, with the first Nullified becoming active again.
No PCs, Strafers, or Thor. A PZ Bertha to allow advancement, and AC. Perhaps void. Eventually Nullify the correct Core, and all dangerous Digi is disconnected (floodgate-style). Then the anti-Digi techs come into play.

Is it possible to get power up fast enough to contain the Digi? (AC + Strafers at first, then build Collection and Mines to keep it going. Incompatible with the Guppy strategy, but if there is one heavily-bombarded lightweight Emitter), we're safe enough to approach.
[close]

I am guessing that terrain change formula is (Old + X)%11 = {0,1,...,10}?

Nah, Old + 2 unless it's 9 or 10, then 9 goes to -1 and 10 goes to 2
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

GoodMorning

So there's an unused odd state cycling through? Hmm...

I hadn't realised that the terrain would hold -1 (I thought it would floor at 0, making the terrain converge to even, +ve values under that system.), although it must, as you made void there, intermittently.
A narrative is a lightly-marked path to another reality.