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cw4:cpack:docs:3e6c2fb1-04ba-48fc-8b7b-1135255b0ff8 [2022/05/17 08:08] – added YT video link Karsten75cw4:cpack:docs:3e6c2fb1-04ba-48fc-8b7b-1135255b0ff8 [2022/05/20 16:52] (current) – Added emitters image and text colors Fireswamp
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 The core units of CSM are the 4 emitter types and the power tower; you win when all enemy emitters are either destroyed or captured. The core units of CSM are the 4 emitter types and the power tower; you win when all enemy emitters are either destroyed or captured.
  
-<color=#40FFFF>Anticreeper Emitters</color> constantly produce anticreeper and cannot be destroyed by normal means.+{{:cw4:cpack:docs:csmemittertypes.png?600|}}
  
-Flip Emitters tend to always start as <color=#A09030>enemy Flip Emitters</color>, which produce creeper, but flip to <color=#FFFF3F>friendly Flip Emitters</color>, which produce anticreeper, when exposed to sufficient levels of anticreeper.  Note that Flip Emitters can flip back to producing creeper if they are exposed to sufficient levels of creeper.+<color #40FFFF>Anticreeper Emitters</color> constantly produce anticreeper and cannot be destroyed by normal means.
  
-<color=#3050FF>Creeper Emitters</color> constantly produce creeper and will die when exposed to anticreeper.  Creeper Emitters will generate creeper and an ERN when destroy.+Flip Emitters tend to always start as <color #A09030>enemy Flip Emitters</color>, which produce creeper, but flip to <color #FFFF3F>friendly Flip Emitters</color>, which produce anticreeper, when exposed to sufficient levels of anticreeper.  Note that Flip Emitters can flip back to producing creeper if they are exposed to sufficient levels of creeper. 
 + 
 +<color #3050FF>Creeper Emitters</color> constantly produce creeper and will die when exposed to anticreeper.  Creeper Emitters will generate creeper and an ERN when destroy.
  
 Boss Emitters work similarly to Creeper Emitters, but have multiple lives (producing creeper when each life is lost) and can drastically increase the creeper production of emitters in a small radius around itself. Boss Emitters work similarly to Creeper Emitters, but have multiple lives (producing creeper when each life is lost) and can drastically increase the creeper production of emitters in a small radius around itself.
  
-Power Towers tend to start as <color=#406040>inactive Power Towers</color>, which have no function, but will turn to <color=#20FF20>active Power Towers</color> when exposed to sufficient levels of anticreeper.  Active Power Towers increase the anticreeper production of ALL friendly emitters on the map.+Power Towers tend to start as <color #406040>inactive Power Towers</color>, which have no function, but will turn to <color #20FF20>active Power Towers</color> when exposed to sufficient levels of anticreeper.  Active Power Towers increase the anticreeper production of ALL friendly emitters on the map.
  
 If you mouseover the emitters a text popup should give you unit stats in the form "X/Y every Z"; this is the units current production.  The X in this equation is the amount of creeper or anticreeper produced every production cycle, negative for anticreeper, positive for creeper.  The Y in the equation is the cap for the emitters production, the emitter will not add creeper or anticreeper above this level.  The Z in the equation is the production delay in frames; CW4 runs at 30 game ticks per second, so if the production delay is 30, the emitter produces once every second, and if the production delay is 15, it produces twice every second. If you mouseover the emitters a text popup should give you unit stats in the form "X/Y every Z"; this is the units current production.  The X in this equation is the amount of creeper or anticreeper produced every production cycle, negative for anticreeper, positive for creeper.  The Y in the equation is the cap for the emitters production, the emitter will not add creeper or anticreeper above this level.  The Z in the equation is the production delay in frames; CW4 runs at 30 game ticks per second, so if the production delay is 30, the emitter produces once every second, and if the production delay is 15, it produces twice every second.
cw4/cpack/docs/3e6c2fb1-04ba-48fc-8b7b-1135255b0ff8.txt · Last modified: 2022/05/20 16:52 by Fireswamp