Custom Map #3506: CounterBuilder: Revenge. By: Pusillanimous

Started by AutoPost, May 10, 2016, 06:15:46 AM

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This topic is for discussion of map #3506: CounterBuilder: Revenge


Author: Pusillanimous
Size: 150x150

Desc:
WARNING: Difficult start. The CounterBuilder script returns. Nowhere is safe. Avoid the circles, or be ready when you do venture in... Feedback helps. Note: "Too hard" is not helpful. "Too many spores" is.

GoodMorning

Darn... I missed that terrain blotch. Why does the editor not default to unit editing to avoid that?

The spoiler/hint list, for those who find this impossible without:
Spoiler

You get a few buildings at the start without penalty.
Your starting elevated island will be built on multiple times.
I meant what I said in in the description about the circles.
The rightmost Totem will level up 100x as fast.
Be careful where you build.
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The advice list:
Spoiler

Wait a while for your Forge to get Aether, if you need to.
It's possible to stay under the radar of the main builder, by not building much. Can you deal with the lesser units then?
Most of this can be Nullified.
Don't be afraid to delete.
Some things can be Nullified while moving.
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The cheating CRPL-exploit:
Spoiler

Are you sure?
Spoiler

Really sure?
Spoiler

I knew you didn't want it really.
[close]
[close]
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The script pseudo-random determinism issue:
Spoiler

The enemies get placed in lines.
Spoiler

There is also a normally-unimportant issue, where is a core reached the maximum number of nearby buildings it can handle by them all "appearing" in a single frame, it blows up without building first. Normally, you can't make that cap practically, but it can be done for the depression cores. I'll leave you to figure out how.
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A narrative is a lightly-marked path to another reality.

Loren Pechtel

What's so hard here?  This one was *much* easier than the gazillion spores of the other counter-builder map.

The only problem here is that those builders can waltz through your base with impunity.  It would be better if they were restricted from building too close to your structures.

darkcloud

Warning - difficult start :)   That got my attention, let's see.

Edit: okay, the start was easy, not sure where difficulties should have come from. Spore towers only shot once in entire game. Also, at the last moment i thought the game was bugged - killed all emitters, but there was one single spore tower built on top of command node. Got me scratching head - berthas dont fire, all map covered with units, had to wait until spore tower finished building and voila showed itself where it is hiding.

At the same, didnt really get how those builders travel - simply they go anywhere they want.

Ramp up energy production, cover map with units, enjoy. This builder script is new to me, so was interesting to play.

Sorrontis

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Sorrontis

Decided to look into it. Very nice, very nice indeed.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

GoodMorning

I expected difficulty complaints from those who built on the raised ground, and had reactor clusters swamped by Emitters built on top of the raised ground. When testing, I lost a Forge to that, when an Emitter was built under it.

Odd, Spores should have been fairly regular.

The "Anywhere, everywhere" behavoiur is the result of a bug, they are supposed to be limited to a smaller box. The builds are meant to look random.

I found (maybe it's just my strategy) that for a while, Emitters and Towers popped up like mushrooms, even in the base, and building weapons to deal with it only makes the problem worse... the point of the script.

Clearly, my approach is different.

Could I ask where you built, and where the Emitters turned up? If the spores only shot once, then something seems different between your playthrough and mine...

Sorrontis, be warned. The script is still bugged, and also uses only linear positioning logic. I'll have to upgrade it again... (See the Coders corner).

I deliberately avoided a spore storm here, but perhaps went too far, given the lack of other opposition. Thoughts? (I hadn't realised it, but this could start to feel like the Arca mission).
A narrative is a lightly-marked path to another reality.

Loren Pechtel

Quote from: GoodMorning on May 10, 2016, 08:40:51 PM
I expected difficulty complaints from those who built on the raised ground, and had reactor clusters swamped by Emitters built on top of the raised ground. When testing, I lost a Forge to that, when an Emitter was built under it.

That would be very undesirable behavior.  I didn't get anything so nasty, though. 

QuoteOdd, Spores should have been fairly regular.

I had no problem with them.  It was a while before any showed up but once they did they behaved normally.

QuoteThe "Anywhere, everywhere" behavoiur is the result of a bug, they are supposed to be limited to a smaller box. The builds are meant to look random.

I wouldn't limit them to a box, make them stay away from buildings.  I do not find mechanics that punch random holes in my base one bit fun.

QuoteI found (maybe it's just my strategy) that for a while, Emitters and Towers popped up like mushrooms, even in the base, and building weapons to deal with it only makes the problem worse... the point of the script.

No such problem here.  I don't think I ever had more than about 8 active threats once I realized you can't do a pre-emptive strike on the nasty stuff.

GoodMorning

Thanks for the feedback. However, the script is designed to give the same game for everyone now, so the lack of such behaviour worries me slightly...

I agree about base-smashing, but at the same time, if it only builds outside base, it's not much of a threat. I still have to rework the movement, so I'll look at it then.
A narrative is a lightly-marked path to another reality.