Custom Map #2153: Operation reclaim. By: Vertu

Started by AutoPost, August 09, 2021, 07:15:03 PM

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This topic is for discussion of map #2153: Operation reclaim


Author: Vertu
Size: 150x150

Morthica

#1
So.. I am 1-hour in (minimal fast forwarding). My base is full of Red and Green Fabricators - I finally think I'm at a point where I can start pushing and not worry about getting demolished by random creeper waves. I've just no idea how to.

Good map! Great little puzzler.

I wish there were descriptions about what some of the units do; I didn't realise that the Base unit had a reactor on it until I had over 1k energy lol

Edit: Fucking did it. Great map!

dj84722

#2
So i was playing with the new air units on another map and i noticed the Experimental fighter summon had a 100% failure rate and kept destroying the summoner and EMPing my entire base, i looked at the code and found a error and fixed it, Summoner.4rpl line 61

Though i was wondering if it was intentional to punish the player for losing their EXP-VRF

if(GetUnitUIState(self 1) eq(4))
   if(<-activeVRFunits neq(<-Max_EXP_VRF_units) <-ammo gte(<-VRF_SUMMON_COST) &&)
      @summon(<-VGPSFguid)
      <-VRF_SUMMON_COST ->summonCost
   endif
endif

The @summon(<-VGPSFguid) should be @summon(<-EXP_VRFguid)

I am wondering why that triggers the failure condition rather than summoning a VGPSF instead

Vertu

#3
Quote from: dj84722 on August 11, 2021, 08:09:20 AM
So i was playing with the new air units on another map and i noticed the Experimental fighter summon had a 100% failure rate and kept destroying the summoner and EMPing my entire base, i looked at the code and found a error and fixed it, Summoner.4rpl line 61

Though i was wondering if it was intentional to punish the player for losing their EXP-VRF

if(GetUnitUIState(self 1) eq(4))
   if(<-activeVRFunits neq(<-Max_EXP_VRF_units) <-ammo gte(<-VRF_SUMMON_COST) &&)
      @summon(<-VGPSFguid)
      <-VRF_SUMMON_COST ->summonCost
   endif
endif

The @summon(<-VGPSFguid) should be @summon(<-EXP_VRFguid)

I am wondering why that triggers the failure condition rather than summoning a VGPSF instead
AAAAAAAAAAA this is why I test EVERYTHING and why I shouldn't even be lazy for even simple changes! I forgot to alter that line of code! If you were to change the summoned unit mid-summon, that is when it explodes in an EMP. Thank you VERY MUCH I will fix it myself right away!
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

Vertu

Quote from: Morthica on August 11, 2021, 05:15:13 AM

I wish there were descriptions about what some of the units do; I didn't realise that the Base unit had a reactor on it until I had over 1k energy lol
Thought the massive energy wave would give it away. lol
I DID add descriptions to the summoner though. (Or is that in a newer version, I feel like the one here is updated enough..)
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

dj84722

#5
Quote from: Vertu on August 11, 2021, 10:32:41 AM
If you were to change the summoned unit mid-summon, that is when it explodes in an EMP.

Now i see the failure trigger, i skipped over that bit of code before because i didn't realize what eq and neq meant at the time, and i didn't find it later because i ran a search for @summon not :summon

moofufu

Any pointers for the map? I can't counter the giant missile that just floods my base with creep

Vertu

Quote from: moofufu on August 11, 2021, 12:02:18 PM
Any pointers for the map? I can't counter the giant missile that just floods my base with creep
Get ERNed missile launchers or prepare to destroy the Creep it creates by stationing all your fighters at the location it lands at. You can also have sprayers set to always on to flood your base with AC which can help latter.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

moofufu

#8
Yep... did all that. Still dying. I haven't managed to summon any new fighter units yet. they keep targetting my summoner

Vertu

Quote from: moofufu on August 11, 2021, 12:28:17 PM
Yep... did all that. Still dying. I haven't managed to summon any new fighter units yet. they keep targetting my summoner
You... start with the VRF and 4 VGPSFs... That is 5 fighters.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

moofufu


Morthica

Quote from: moofufu on August 11, 2021, 05:23:00 PM
Lol i'm just bad I guess ;D

Nine times out of ten the SCM will target your warehouse building (can't remember the name). I tend to put that further away from everyone else (bottom right of the map) until I have enough  to leave five ERN'd missile at the top of the starting area (top right of the starting area, they can reach near enough the entire map from here).

For the first half dozen SCM's I just run the four weaker fighters over to it and set it to target Closest. The warehouse will probably die, but it is quick to rebuild - you shouldn't have much of a stockpile so you won't lose much.

Another tip, set your VGPSFs to max height (i didn't and it ended up dying - fucking the rest of my game up, had to restart) in the middle of all the creep spawners targeting Deepest. It generates its own ammo, and it'll give you some breathing space while you run around with your weaker fighters picking off the creep that "creeps" down the dual path on the left.

After that it seems like a race to get the Base and then a shit load of red and green ore through the fabricators.

GadgetBoy

I cannot, for the life of me, figure out how those fighters are supposed to get energy. Pylons? Towers? Only directly from the base?

GadgetBoy

Figured out how to power the fighters. Finally getting comfortable, then my base explodes because of the giant missile that I had no reason to expect. After being erased by it 4 times, I gave up.