Custom Map #3196: VPAC River Highway. By: Vertu

Started by AutoPost, May 27, 2022, 03:43:57 PM

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This topic is for discussion of map #3196: VPAC River Highway


Author: Vertu
Size: 256x100

Brila

Lancer refuse to shoot things and got the message after the one hour mark. As long i can produce my own ERN, i will turtle! :P

EDIT Says: I have no lag this time, good map!

Vertu

Quote from: Brila on May 28, 2022, 02:14:27 PM
Lancer refuse to shoot things and got the message after the one hour mark. As long i can produce my own ERN, i will turtle! :P

EDIT Says: I have no lag this time, good map!
I am aware of this bug and tried to fix it.
Seems the fix did not work.
What happens is, the Lancer has a target prioritization system for the default UI State of "Shoot Only: ALL" and the other UI State of "Only Units". For some reason via some initialization shenanigans similar to the quantum physics of the SML that I had trauma trying to fix. So the fix is simple, have it not be in range of Pylons, Snipers, Nullifiers, and M-Rifts at any moment and everything will be fine. If that can not be done, switch "Shoot Only" states.
This is only a problem when creating a Lancer with Pylons, Snipers, Nullifiers, and or M-Rifts in range the moment it is built.
Usually I keep the starting area a goodish distance from the nearest defenses unlike here so it won't be much a problem too often but I can't fix it if the fix I tried doing didn't work.

Glad you enjoyed!
Turns out the "1 hour" time is actually much more narrow than I thought.
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.

MadVandal

Much better map with no lag!

Anti-nuke still doesn't seem to work right. The alarm sounds, it fires the whole wad, but the missile always lands. The nuke is the biggest buzz kill.



Vertu

Quote from: MadVandal on May 29, 2022, 06:22:30 PM
Much better map with no lag!

Anti-nuke still doesn't seem to work right. The alarm sounds, it fires the whole wad, but the missile always lands. The nuke is the biggest buzz kill.
That is because not enough missiles where thrown at it.
Still tampering with the balancing of the SML. I reduced it's AC payload variant by 800 units of AC! So at the least it is a bit less effective when forced to use AC missiles rather than "cheap" ARG missiles while also sometimes making an "expensive" armored ARG missile.
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.

MadVandal

Quote from: Vertu on May 29, 2022, 07:54:53 PM
Quote from: MadVandal on May 29, 2022, 06:22:30 PM
Much better map with no lag!

Anti-nuke still doesn't seem to work right. The alarm sounds, it fires the whole wad, but the missile always lands. The nuke is the biggest buzz kill.
That is because not enough missiles where thrown at it.
Still tampering with the balancing of the SML. I reduced it's AC payload variant by 800 units of AC! So at the least it is a bit less effective when forced to use AC missiles rather than "cheap" ARG missiles while also sometimes making an "expensive" armored ARG missile.

I see...so I need more than one. 8 power is a lot given there are ways to distract the targeting. On this map blowing up eggs right around the next firing causing it to target there instead of where I using field gen.

Vertu

The main problem I have yet to solve is how 1 AntiNUKE can shutdown the main Strat Missile, forcing it to swap to AC, which requires 2 AntiNUKEs. If I enabled the smart AI that is.
A potential solution is to add another AntiNUKE with more range, better missiles. But the space for advanced units is getting a bit cramped.
If this where to become a thing (which now I have talked myself into maybe doing) I would nerf the AntiNUKE missile and change it to a "Nuke Interceptor" then have the heavier variant (which will require more Creeper on top of it to activate, much like the Burst Emitter) would be an actual "Nuke Defense"/"Anti-Nuke".
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.

Mr$Hyper$

QuoteThat is because not enough missiles where thrown at it.
Still tampering with the balancing of the SML. I reduced it's AC payload variant by 800 units of AC! So at the least, it is a bit less effective when forced to use AC missiles rather than "cheap" ARG missiles while also sometimes making an "expensive" armored ARG missile.

Yeah about that. It hurts my units when the nuke hits my frontline after THREE anti-nuke missiles fired and HIT it. This isn't an anti-nuke, more like a deterrent for my forge which needs no protection in my backline seeing as it has a billion hp points and is protected by 5 emitters. Also, why is arg being pumped in for an AC nuke?

Maybe make more frequent lesser-yield nukes and the anti-nuke facilities acting like the Iron Dome defense system? Like a missile meeting, a missile means instant death for both parties. For now, I'm not building another anti-nuke and taking the backline hit seeing as I'm not using that creep.

Vertu

Quote from: Mr$Hyper$ on May 29, 2022, 10:32:31 PM
QuoteThat is because not enough missiles where thrown at it.
Still tampering with the balancing of the SML. I reduced it's AC payload variant by 800 units of AC! So at the least, it is a bit less effective when forced to use AC missiles rather than "cheap" ARG missiles while also sometimes making an "expensive" armored ARG missile.

Yeah about that. It hurts my units when the nuke hits my frontline after THREE anti-nuke missiles fired and HIT it. This isn't an anti-nuke, more like a deterrent for my forge which needs no protection in my backline seeing as it has a billion hp points and is protected by 5 emitters. Also, why is arg being pumped in for an AC nuke?

Maybe make more frequent lesser-yield nukes and the anti-nuke facilities acting like the Iron Dome defense system? Like a missile meeting, a missile means instant death for both parties. For now, I'm not building another anti-nuke and taking the backline hit seeing as I'm not using that creep.
This is exactly the issue I am aware about.
Thanks for your opinion, you make my idea of splitting the AntiNUKE into two parts, one Strategic Missile Defense and a interceptor silo, sound a lot better.
You can place interceptor silos at the frontlines, their missiles are built to resist sniper fire but only 1 can be shot per silo though they use... 2 power (may be changed). They however can only take down a basic Strat Missile on their own unless you get like 5 to take down an AC Missile at best.
You can place a defensive silo that must be under like 10 Creep to activate but is capable of damaging an armored strat missile 50% (need two to kill it this will aim for) but uses 8 power (again, can be changed). But these missiles have a slow startup and can be sniped if too far forwards (or maybe I will give some other reason not to put them on the front lines besides the torture of getting enough Creeper on top of it to activate it).

Also, if you see the SML act weird, I have experienced trauma trying to fix the bugs it has. Including a case of quantum physics or 3. It works 98% of the time. Good 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.