Main Menu

Numbers

Started by Karsten75, December 27, 2009, 12:19:33 PM

Previous topic - Next topic

Karsten75

I'm wondering if I missed it. I can find numbers for how much each unit costs, but I can't find numbers for output, such as how much energy a collector collects (and how is that impacted if it overlaps?), or how fast a blaster or mortar can fire and perhaps how much damage they do.

Also and this is a different suggestions, it would be nice if a collector is inefficient if placed too close to another collector if one can somehow know how much the problems is, like maybe if the circle turns red or something.

I also found a spelling misteak( ;)) somewhere, but I can't remember where, I'll let you know if I find it again.

Aurzel

i think there was something about the first bit in another suggestion, but i like your thinking

knucracker

Energy collection is directly proportional to the amount of green area that you have.  So the number of collectors doesn't matter, only the total green area.  Note that a collector will 'project' a green area around itself, but that this green area will only project onto ground that is the same elevation as the collector.  So you you build a collector on a tiny little hill, or in a tiny hole, you get minimal return.  Lastly, though it often doesn't matter, if there is any creeper covering green area, that green area doesn't produce energy.  This often doesn't matter too much, since creeper that close to a collector usually means the collector is about to go bye-bye.  So the moral if this story is to spread collectors as far apart as you can whenever possible.  You get the biggest energy production for the least amount of building this way.

As for the the constants, I'll try to update the newly created wikia page for knuckle cracker with them in a it.  I'll have to actually look them up, since I don't remember them right off :)

Karsten75

Cool, thanks dude. Oh BTW, your game rocks! Except for Gump that I can't beat.  :(

I managed to crack almost all the other levels on the first try, including the final world of the Story line, but Gump have me beat. I've gone past it on other missions and every time I go back there I'm still the luzer. Good thing is it doesn't take me too long to lose.

I've read the thread that says "go small", but even if I build only three collectors and a mortar, I get my butt kicked.

Aurzel

creeper on the green spaces stops them producing energy?! and you tell us this now ... why? all is lost D:

and karsten, check the wiki every now and then, eventually someone will post a strategy and screenies and if they dont any time soon i will once i get through the story mode

Kamron3

Wow! I didn't know that until you said that virgil.

I always like to build as far into Creeper as I can, if I am in a tight spot.

_k

UpperKEES

Quote from: virgilw on December 27, 2009, 01:14:25 PM
Lastly, though it often doesn't matter, if there is any creeper covering green area, that green area doesn't produce energy.  This often doesn't matter too much, since creeper that close to a collector usually means the collector is about to go bye-bye.

I have the impression that this is not the case. When I start a map and land Odin City completely in a pool of Creeper, my energy production doesn't go down from 0.8 to 0.6 as you would expect (with only the two onboard reactors delivering energy).
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

Karsten75

Perhaps Odin City is an exception to the rule?

UpperKEES

#8
Might be, but it's hard to test it with a collector, as the energy production will only go up with 0.1 (rounded), so if one third of the projection area of the collector is covered with creeper you won't see this at the collection gauge. Maybe something to look into (code wise)....

PS: you might wonder if this matters, but I often use Odin City to connect to the last (most difficult) totem by landing it into the Creeper.
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

JACKL

Yeah,heres a test map i made for this.
Old aunts used to come up to me at weddings, poke me in the ribs and cackle, telling me, "You're next." They stopped after I started doing the same thing to them at funerals.

Karsten75

Can you explain that test map? Not sure i understand how it's supposed to test OC.

JACKL

you take the energy from before the creeper covers the green while the blasters cap the emitters,then when you want to see the difference when the creeper covers the collector area,destroy the blasters!
Old aunts used to come up to me at weddings, poke me in the ribs and cackle, telling me, "You're next." They stopped after I started doing the same thing to them at funerals.

UpperKEES

I've tried your test map (thanks for that!), but I still can't see the proper energy collection on the gauge. This has to do with the fact that the gauge is not updated every frame. Your map starts with an energy collection of 4.5 units, but even when some collectors got destroyed (and the green area disappears), the gauge still displays 4.5 units. I guess Virgil is the only one able to look into this.
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

Twi

Yeah, energy collection doesn't update untill a few frames or so after it changes.

Currently watching: ARIA, Dog Days, and other unlikely things.
And some likely things, too!

JACKL

lol.i never realized how long it takes to make a test map,it was fun though!!
Old aunts used to come up to me at weddings, poke me in the ribs and cackle, telling me, "You're next." They stopped after I started doing the same thing to them at funerals.