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cw4:cpack:playassleeper [2024/01/12 22:03] – [C-Tower] LiteralNoobcw4:cpack:playassleeper [2024/02/19 07:04] – [C-Tower] LiteralNoob
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 These hold the main infrastructure of the sleeper's system and territory. \\ These hold the main infrastructure of the sleeper's system and territory. \\
 Without these, you're only bringing guns without bullets. \\ Without these, you're only bringing guns without bullets. \\
-:NOTE: Absolutely, ALL structures require creep, then a sleeper mite going to said structure. If corresponding sleeper mite was killed, construction will be scrapped. \\+:NOTE: Absolutely, ALL structures require creep, then a sleeper mite going to said structure. If corresponding sleeper mite was killed, corresponding construction will be botched. \\
  
 ============== Core Structures ============== ============== Core Structures ==============
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 This is where you are also managing your structures from; Creating Sleeper Mites that are required for construction. \\ This is where you are also managing your structures from; Creating Sleeper Mites that are required for construction. \\
 If this gets destroyed in some way, most likely from fighting against an automated colonizer, you are still able to continue the mission... if you still have the guts that the Automated colonizer had already surrounded your destination. \\ If this gets destroyed in some way, most likely from fighting against an automated colonizer, you are still able to continue the mission... if you still have the guts that the Automated colonizer had already surrounded your destination. \\
 +
 +:NOTE: The Sleeper Lab will be on cool-down when it gets destroyed. \\
 +Fear not as every sleeper structure will not be destroyed unlike the AI-Version of sleeper. \\
 +Feel free to move it into the front lines. \\
 +Though, You won't be able to build anything when it's dead. \\
  
 {{:cw4:cpack:sleeperlab.png?400|}} {{:cw4:cpack:sleeperlab.png?400|}}
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 Buying upgrades will fixedly increase their costs. I.E. Creep Cap for 100 Redon, now 150 Redon, and so on. \\ Buying upgrades will fixedly increase their costs. I.E. Creep Cap for 100 Redon, now 150 Redon, and so on. \\
 Only gets Resources from Resource Taps, but can also get resources from destroying enemy units. \\ Only gets Resources from Resource Taps, but can also get resources from destroying enemy units. \\
 +
 +:NOTE: Highly configurable Editor-Settings. \\
 +You can add custom upgrades, assuming you're experienced with 4rpl. \\
 +Documentation about how-to-do it will be done in the future. \\
  
 {{:cw4:cpack:sleeperfactory.png?400|}} {{:cw4:cpack:sleeperfactory.png?400|}}
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 You gain more towers as you get more territory, though it may differ from each colony. \\ You gain more towers as you get more territory, though it may differ from each colony. \\
 The towers will connect to each other. \\ The towers will connect to each other. \\
-If there are more than 6 Towers are connected to a Tower, the former tower will be "strained". \\+Though not needed to be connected to each other, we still recommend doing that. 
 +If there are more than 6 Towers are connected to a Tower, the latter tower will be "strained". \\
 When a tower is strained, they will considerably produce less creep, and eventually stop working. \\ When a tower is strained, they will considerably produce less creep, and eventually stop working. \\
 This is indicated if connections originating from the said strained tower is ORANGE or RED. \\ This is indicated if connections originating from the said strained tower is ORANGE or RED. \\
-Equally Spacing out each tower is key here. \\+Equally Spacing out each tower is key here. The connections are the way to go.\\
  
 :NOTE: The Sleeper Lab will automatically expand the tower infrastructure, however, it may occasionally get stuck. Placing towers your self will fix this. \\ :NOTE: The Sleeper Lab will automatically expand the tower infrastructure, however, it may occasionally get stuck. Placing towers your self will fix this. \\
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 For now, key usage here is bunching them in one area. \\ For now, key usage here is bunching them in one area. \\
 Controls are self-explanatory. \\ Controls are self-explanatory. \\
 +
 +:NOTE: Do not place Terps on ground levels above 20. \\
 +This will completely break them. requiring to re-build them to be use-able again. \\
 +Potential Reason: FloodFill error. \\
  
 {{:cw4:cpack:corruptedterp.png?400|}} {{:cw4:cpack:corruptedterp.png?400|}}
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 Perhaps larger range than it's human counterpart. But it is, noticeably more hurtful than them. \\ Perhaps larger range than it's human counterpart. But it is, noticeably more hurtful than them. \\
 Consumes more creep from under it self then launches arching shells behind enemy lines. \\ Consumes more creep from under it self then launches arching shells behind enemy lines. \\
-<color #FF0000>Blocked by shields; won't deposit creep. </color> \\+:NOTE:<color #FF0000>Blocked by shields; won't deposit creep. </color> \\
  
 {{:cw4:cpack:corruptedmortar.png?400|}} {{:cw4:cpack:corruptedmortar.png?400|}}
 +
 +===== C-Sprayer =====
 +The Corrupted Sprayer is the, obviously, corrupted variant of the Human Sprayer. \\
 +Consumes more creep than the C-Cannon, but tad-bit less than the C-Mortar. \\
 +Creates Crimson in two modes: (Automatic) \\
 +Idle Mode: \\
 +Creates crimson stationarily like a Vanilla-Crystal. \\
 +Active Mode: \\
 +Shoots at the nearest Human Structure whilst creating crimson under that structure. \\
 +
 +TL;DR, Armor Piercing version of C-Cannon. Crimsonates less than Crystal. \\
 +
 +:NOTE: Crimsonating creep to fight against AC does nothing.
 +
 +:TODO: Image of C-Sprayer Active.
  
 ===== C-Missile Launcher ===== ===== C-Missile Launcher =====
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 Deals noticeable damage to enemy units. \\ Deals noticeable damage to enemy units. \\
 If target dies before the missiles it-self reached said target, they will go hay wire and land on the ground, depositing creep. \\ If target dies before the missiles it-self reached said target, they will go hay wire and land on the ground, depositing creep. \\
-<color #FF0000>Fragile against enemy missiles while on-the-move. </color>+:NOTE:<color #FF0000>Fragile against enemy missiles while on-the-move. </color>
  
 {{:cw4:cpack:corruptedmissile.png?400|}} {{:cw4:cpack:corruptedmissile.png?400|}}
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 Sleeper Mites will Go to the nearest C-M-Rift if the distance between the Sleeper Lab and Target Construction is too far, and then comes out of the nearest C-M-Rift to the Target Construction. \\ Sleeper Mites will Go to the nearest C-M-Rift if the distance between the Sleeper Lab and Target Construction is too far, and then comes out of the nearest C-M-Rift to the Target Construction. \\
 These also sends creep to other C-M-Rifts, meaning you could potentially start a remote-offense approach in the back lines of the enemy! \\ These also sends creep to other C-M-Rifts, meaning you could potentially start a remote-offense approach in the back lines of the enemy! \\
-Also used by resources from killing enemies, saving time.+Also used by resources from killing enemies, saving tad-bit time. \\
  
 {{:cw4:cpack:m-rift.png?400|}} {{:cw4:cpack:m-rift.png?400|}}
cw4/cpack/playassleeper.txt · Last modified: 2024/02/19 07:16 by LiteralNoob