Custom Map #6788: Advanced KISS. By: yum234

Started by AutoPost, November 17, 2018, 01:13:12 PM

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This topic is for discussion of map #6788: Advanced KISS


Author: yum234
Size: 77x77

Desc:
Small concept game with 2 new types of SS (SuperSemiconductors). SS1 - first type of SS but with build-in barrier. Creeper or anti-creeper can flow in direction of arrow only if exceeded some level. SS3 - created by Kajacx special type of SuperSemiconductor which can be setted in 65536 variants of creeper/anti-creeper flow! Looks like Integrated Circuit and able to allow moving of creeper and anti-creeper throught it in across direction without interaction. Like bridge! :) #BravoCornucanis #BravoKajacx #Go

Altren

Guys, could you fix this issue? I believe this is also true for the regular semiconductors.
Semiconductors use second line output instead of the first line.

Ehekatl

Do the SS1(?) semiconductors include terrain into their calculation or something? Because if one side has 200 creeper on level 5 terrain, 400 creeper comes out on the other side.

Altren

I really love this series, but I also have a feeling, that you are getting too far with the complexity of mechanics.

Aesher

Quote from: Ehekatl on November 17, 2018, 05:21:42 PM
Do the SS1(?) semiconductors include terrain into their calculation or something? Because if one side has 200 creeper on level 5 terrain, 400 creeper comes out on the other side.
As far as I can tell the conductors do not take terrain into account, although for the life of me I can't work out the logic that makes an SS1/2 double output of creeper.


Yum - Nice map, took me a couple of attempts to find a work-around that got me the tower just to the right of the starting location (I used several fully charged terps.)
I do wonder what the nodule just below/right of the starting location is for? I never saw any effect from it, and it took valuable starting space from me.

kingreaper

Quote from: Aesher on November 17, 2018, 06:43:47 PM
As far as I can tell the conductors do not take terrain into account, although for the life of me I can't work out the logic that makes an SS1/2 double output of creeper.


Yum - Nice map, took me a couple of attempts to find a work-around that got me the tower just to the right of the starting location (I used several fully charged terps.)
I do wonder what the nodule just below/right of the starting location is for? I never saw any effect from it, and it took valuable starting space from me.
That nodule is a stargate blocker - click on it while unpaused, and click on a stargate, and that stargate will then be blocked - you can also switch it around later.

Loren Pechtel

I don't like it--if you're going to do something fancy like that it should be clear how it will work.  The current version certainly isn't to me.

Aesher

Quote from: kingreaper on November 17, 2018, 09:07:04 PM
That nodule is a stargate blocker - click on it while unpaused, and click on a stargate, and that stargate will then be blocked - you can also switch it around later.
Sorry, I meant the node beneath the blocker.
Going by the latest map I think it's a 'home' for the blocker.

Twi

Personally, I liked both of the ideas, but the complex semiconductors weren't intuitive or clear to me at all. The blockers were more understandable, but also seemed a bit... sticky? Like they wouldn't always go up or down like I expected, and sometimes I had to muck around with the terrain or something to get them to start draining or filling.
Currently watching: ARIA, Dog Days, and other unlikely things.
And some likely things, too!

yum-forum

#9
Agree with you. SS3 (SuperSemiconductor3) really very complex.
Now I am creating map with SS3 where will be more easy to understand - SS3 will work just as magic bridge where creeper and anti-creeper can flow across each other without interaction. Possible name of map - BRIDGE of KISS.  :D
1560 maps in CW2, CW3 and PFE till now
last

Pnevma

Quote from: Altren on November 17, 2018, 05:15:08 PM
Guys, could you fix this issue? I believe this is also true for the regular semiconductors.
Semiconductors use second line output instead of the first line.

Any comment on this?

kajacx

"Semiconductors use second line output instead of the first line." Yes that is a bug that was there forever. I fixed it once but then the fix got lost in the versioning mess. I will make extra sure it is finally gone for good in the next template I send to yum.

"Do the SS1(?) semiconductors include terrain into their calculation or something? Because if one side has 200 creeper on level 5 terrain, 400 creeper comes out on the other side." Yes, all semiconductors respect terrain height including the terrain override (1 terrain = 50 levels of creeper I beleive).

"I can't work out the logic that makes an SS1/2 double output of creeper." It could be the terrain difference, or it could be that there simply more creeper on the output from elsewhere and it doesn't flow back, or it can be a bug. I would have to see a screenshot or a gamesave.

"the complex semiconductors weren't intuitive or clear to me at all" yes yum was afraid that SS3 is too complicated. The creeper/AC always flows in the differection of the arrows, but even I had a little bit of trouble figuring out which way the creeper goes as well.
Maybe I'll make a "SS2.5" later, same as SS2, but multiple inputs possible too instead of 1 input and multiple outputs, but still no input/output on the same side, which should be more clear. But there are other units I'm working on, so that will have to wait.
Why do work yourself, when you can write a program that will do the work for you.

Pnevma

Quote from: kajacx on November 20, 2018, 10:13:41 AM
"Semiconductors use second line output instead of the first line." Yes that is a bug that was there forever. I fixed it once but then the fix got lost in the versioning mess. I will make extra sure it is finally gone for good in the next template I send to yum.
Thanks!

Quote from: kajacx on November 20, 2018, 10:13:41 AM
"the complex semiconductors weren't intuitive or clear to me at all" yes yum was afraid that SS3 is too complicated. The creeper/AC always flows in the differection of the arrows, but even I had a little bit of trouble figuring out which way the creeper goes as well.
Maybe I'll make a "SS2.5" later, same as SS2, but multiple inputs possible too instead of 1 input and multiple outputs, but still no input/output on the same side, which should be more clear. But there are other units I'm working on, so that will have to wait.
Now I think I've figured out how the new tool works, but maybe a tutorial map would be helpful?  Easy to win, allowing the user to send creeper/anticreeper through multiple directions to test the different gates?

DWCW3

I'm having an issue on this map where creeper is generating in places where there should not be any source.



This area of creeper under that Power Node keeps generating itself up to 50 units, even though there doesn't appear to be any place for it to come from.  If I terp down that wall right there it's powerful enough to capture my emitters from me.

GoodMorning

Your post sounds like it was meant to come with an attached screenshot?
A narrative is a lightly-marked path to another reality.