Custom Map #7066: Map 217. By: CarBar

Started by AutoPost, February 10, 2019, 11:32:16 AM

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AutoPost

This topic is for discussion of map #7066: Map 217


Author: CarBar
Size: 180x180

Desc:
This map is even harder than my map 216 (custom map #7048) Requieres a powerful CPU

carbar


Karsten75

Things blow up, I don't always know why. I destroyed the inhibitors, I don't know how, but that didn't trigger the victory condition until I moved some of the orange cannon *away* from that area.

Additionally, I'd pay to be able to not have to use the mouse button for targeting, I also use the mouse button for map scrolling

Weasee

Quote from: Karsten75 on February 10, 2019, 02:04:08 PM
Things blow up, I don't always know why. I destroyed the inhibitors, I don't know how, but that didn't trigger the victory condition until I moved some of the orange cannon *away* from that area.

Additionally, I'd pay to be able to not have to use the mouse button for targeting, I also use the mouse button for map scrolling
Right - why do things blow up?  Specifically, I would like to know why my tanks blow up when traversing terrain; there are no enemy lasers/units/whatever nearby, they all just seem to die at the same point.
I find that the enemy structures seem to blow up when AC touches them, but not always (i.e. enemy tanks). And yes, it seems the tanks must be doing "nothing" for the win condition; but then you can hear the win sound again and again as the tanks re-engage.
Also
- What does the green bar on the tank represent?
- Why do the tank lasers work sometimes, and not other times?
- Why do the tank mortars continually target an AC location instead of creeper?
- Why doesn't the terrain melt to level 1 despite continuous tank mortar bombardment?
Sometimes I just move the tanks around randomly and that seems to change a few things, and the mortars suddenly work, or the lasers work. It's very frustrating with so much random-seeming behaviour.
Carbar, can you give us some hints as to the algorithms here? Pretty please?  :-[

carbar

Tanks: Without a doubt, the most complex unit is the tank unit. There are two versions, the "friend" and the "enemy". Enemy tanks seek the nearest anticreeper to fight it. In addition, the player's tanks destroy the enemy buildings that he finds in his path. It is important to know that both models of tanks only circulate by map heights of 1 to 5. being those of 6 to 10 unattainable, having to circumvent them. The road search algorithm is the CRPL standard. It is not the most optimal, but it works.
The tanks have two types of weapon. The first is a lightning bolt that fires on targets in your line of sight. The second is a mortar that shoots objects out of line of sight, specifically those that are higher than 5. In addition, the mortar causes holes in the ground.
Ray of death: enemy unit that launches a beam that causes great damage to the anticreeper and friendly units that approach it.
Both the enemy tanks and the rays of death can be eliminated by snipers.

Weasee

Hi CarBar,

Yes, I read that description, but it doesn't seem to be working in the game. I posted a video with annotations about it:


carbar


Yes, you are absolutely right. In his video some strange behaviors are clear.
If I make another map with tanks again, I will check the CRPL code to avoid these strange errors.
(Google traslation, sorry)

Weasee