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m.0.n.3.y
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Re: experimental build 0861 - January 2, 2018

on Sun Jan 07, 2018 9:02 pm
StupidFred wrote:You said BB Mode was broken, unless you meant the triggers for it don't work lol. Broken has 2 meanings when it comes to games.
Gotcha. You asked a question about BB mode being fixed so I just assumed you'd understand what I meant by "broken" based on the context. That's my mistake. I meant that the triggers for it don't work.

StupidFred wrote:My point was that I just think the Templar on it's own is rather weak unless you catch the Cat off guard. I think 35 or 40 would be more appropriate. Because at 50 I would rather just build missile turrets.
I think that you're probably right!

StupidFred wrote:I can definitely help with whatever collaboration you are looking to do, I have played this map for thousands of hours and I wish that was an exaggeration lol. I just wanted to let you know that my version is hardly even the same series at this point.
I would like to see it. Be sure to let us know when you're done
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Why So Serious
beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Sun Jan 07, 2018 10:12 pm
Yep I totally for some reason took it as the other way Razz

Also looking at your map right now, the one that you posted has no Cat Overlord. That was what I was referring to.
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beBoy
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 5:30 am
StupidFred, I forgot what kind of bug the BB Mode is having... Can you elaborate? I remembered I fixed a BB Mode-related bug a few builds back.
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beBoy
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 5:32 am
StupidFred wrote:Yes the Overlord above the Hive allows players to create Infested Terrans and I can't remember if it affects Spawn Broodlings or not.

I also vaguely remembered getting an infested terran, only to find that I still couldn't build Infested Terrans. That's probably due to the fact that it needs Terran supply instead of Zerg's.
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beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 5:35 am
There is a bug with the BB Mode x2 where it is triggered and nothing happens. It just says there will be 2 Smile

Also there was a bug in 0835 occasionally with transfer ownership that would result in 2 flags. I'm not sure if you have fixed this in the latest versions.

As for Infested Command Center, that doesn't make sense because the Zerg race doesn't have access to Supply Depots in the real game.
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beBoy
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 5:40 am
StupidFred wrote:There is a bug with the BB Mode x2 where it is triggered and nothing happens. It just says there will be 2 Smile
I have removed the BB Mode spell from Cat, so the only time we see BB Mode is to kill a Brown air unit.  The BB Mode will now finally moves around too. Very Happy

StupidFred wrote:Also there was a bug in 0835 occasionally with transfer ownership that would result in 2 flags. I'm not sure if you have fixed this in the latest versions.
Yeah this one is now fixed.  Transfer ownership was done in separate triggers and both were adding 1 flag.  LOL!

StupidFred wrote:As for Infested Command Center, that doesn't make sense because the Zerg race doesn't have access to Supply Depots in the real game.
True, that makes sense.  Then I probably have removed the Overlord and found that why it was needed there.
TrueFang
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vT1 Alpha 7

on Mon Jan 08, 2018 6:38 pm
This is my take on cat compensation. I have only played a few games with it, and it definitely needs more tuning. But here's how it works currently. Cat compensation is based on mice income.

6 mice all having half saturated bases gives about 20 minerals compensation per feeding period.
6 mice all having fully saturated bases gives about 80 minerals compensation per feeding period
3 mice all having two fully saturated bases gives about 160 minerals compensation per feeding period

Cat gets OP very quickly if there's just one mice taking all the bases, so you have to save each other and work together.

I also made cat upgrades cost a little more (35 base / 10 factor).
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beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 8:43 pm
So it's going to punish players that are trying to setup bases for their teammates that just died as well? I like where you are going with it, but I think it has become a bit strict.

I would also assume your "compensation" is also on top of the compensation that Cats already get added to their free money depending on how much they have killed.

TrueFang
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 8:50 pm
Yes it's in addition. Setting up / defending bases for teammates does not get you punished at all. It's their income after all. Unless you mine them yourself. In which case I"m not sure what you mean.

Also keep in mind that 1 player with 6 bases spends way less on upgrades than 6 players with 1 base do.
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beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 8:55 pm
You said that the more players have multiple bases, the more the Cat is compensated for them building up (or at least that is what I gathered for why those consequences are in place).

I guess if I took it the wrong way, how do the triggers detect that the players don't occupy the bases and are just blocking/building there because there is space?
TrueFang
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 9:03 pm
The triggers detect income only.
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Why So Serious
beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 9:14 pm
Ah. What happens when players transfer lots of money over to another player?
TrueFang
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 9:18 pm
There's a trigger in place not to "double tax" that income. Which means that technically, 6 mice could have 6 bases but funnel all their income into one player. I decided that this is not going to happen in real games and if a mice team does it well I guess they're working together! That's what I wanted, isn't it?

Edit: so to be clear: money you receive from other players does not count as income for the purpose of calculating compensation.
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beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 9:54 pm
I'll take a look at the triggers when I get home. It's an interesting idea, I'm still uncertain about how I feel about giving large handicaps though.
TrueFang
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 10:10 pm
It will probably make more sense to you if you playtest it than if you try reading the triggers. But I've posted the source code in the other forum for your perusal.
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beBoy's friend
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Re: experimental build 0861 - January 2, 2018

on Mon Jan 08, 2018 10:29 pm
Well I was actually interested in how the game kept track of the income. I'll give it a test as well.
TrueFang
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Release vT1

on Tue Jan 09, 2018 10:31 pm
Release version of vT1. Nothing much changed since alpha 7. I'm pretty happy with how it plays.
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Cerorec
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Re: experimental build 0861 - January 2, 2018

on Sun Jan 21, 2018 3:08 am
Alright I'm in! I shall test your map TrueFang!
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Re: experimental build 0861 - January 2, 2018

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