Custom Map #1195: KSF Map 3. By: FOXX

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AutoPost

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on: July 26, 2018, 02:25:33 pm
This topic is for discussion of map #1195: KSF Map 3


Author: FOXX
Size: 260x112

Desc:
Kajacx - Sorrontis - Foxx Map 3 2 Mechanics combined in 1 Map. You have only 1 MireSpawner to Destroy and you get 64 Scrap. Create your ships (and Build your items) to Destroy that MireSpawner.



FOXX

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Reply #1 on: July 26, 2018, 02:27:28 pm
3rd Map with the Ship Alooone Upgrade System (by Kajacx) combined with the System used in Map 1181 - Build a Bear (by Sorrontis).

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Enjoy :)

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Durikkan

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Reply #2 on: July 26, 2018, 04:35:30 pm
Just for fun, I beat it without moving any ships or omnis. (I tried to do this on KSF 2 but apparently having hundreds of energy mines creates immense lag  :P )



FOXX

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Reply #3 on: July 26, 2018, 05:13:33 pm
Just for fun, I beat it without moving any ships or omnis. (I tried to do this on KSF 2 but apparently having hundreds of energy mines creates immense lag  :P

Hi Durikkan

Welcome to the forum.
Very interesting approach you have there :)
Next one will be an extended version of this map.

Greets
FOXX

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bgzzz

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Reply #4 on: July 27, 2018, 09:46:22 am
Two hacky was to win the map :

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(click to show/hide)



FOXX

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Reply #5 on: July 27, 2018, 02:09:30 pm
Nice screenshot bgzzz,

the 2nd option is the notorious HQ Bomb. Going to prevent that in the next Map.

Greets
FOXX

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Brilliand

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Reply #6 on: July 28, 2018, 12:29:51 am
After I speedran it, I tried to beat it by using a mass of energy mines to build emitters under the enemy ship, and it... didn't work: the later emitters I placed kept disappearing as soon as they finished building.  I had to resort to using cannons.



GoodMorning

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Reply #7 on: July 28, 2018, 01:31:28 am
The Emitters are capped due to an engine limitation - more particles, more memory, more processing.

Being able to re-deploy them would be interesting. Hmm ... when I have time, a "tugboat" might be a good module to script, if the UI proves doable.

A narrative is a lightly-marked path to another reality.


FOXX

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Reply #8 on: July 28, 2018, 06:18:46 am
And how many Emitters would be the max cap?

I never went so far to try that.

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FOXX

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Durikkan

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Reply #9 on: July 28, 2018, 10:10:20 am
I think the script has the same 10 unit cap that Sorrontis mentions.  After you build the 11th one, the tenth one disappears and is replaced by the 11th, and that one would again be replaced by 12th.  I tested it during KSF 2.



FOXX

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Reply #10 on: July 29, 2018, 06:49:37 am
I think the script has the same 10 unit cap that Sorrontis mentions.  After you build the 11th one, the tenth one disappears and is replaced by the 11th, and that one would again be replaced by 12th.  I tested it during KSF 2.

Thanks for the Info Durrikan,

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FOXX

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hbarudi

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Reply #11 on: March 26, 2020, 04:33:22 am
What is the purpose of this map since there is no hq must survive, send him to die, then place him again to die a second time directly in the center of the giant enemy ship, then place hq third time to kill the mire thing at the end...



FOXX

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Reply #12 on: March 26, 2020, 11:35:10 am
What is the purpose of this map since there is no hq must survive, send him to die, then place him again to die a second time directly in the center of the giant enemy ship, then place hq third time to kill the mire thing at the end...
To destroy a big enemy ship with the ships you decide to build for this task.
Or you can HQ Bomb the big ship as you did (and as mentioned above)

Greets
FOXX

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