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[47] -- Beta 002, Turn-Based Tactical Combat

Creator: Mini Moose 2707
Time: Oct 6 2009, 2:27 am

Post #1     Mini Moose 2707 Oct 6 2009, 2:27 am

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Laborare est orare.
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[ 47 ]
...And you guys thought I was editing TS!

This map features turn-based combat taking place over real time among four players. A random player is selected to go first and others follow in sequence. During a player's turn, only he has command of his units. All the other players' units are controlled by the computer.

At the start of a player's turn, the player gains income (described below) and then has 47 seconds to perform all tasks for that turn -- be it building, fighting, expanding, teching, preparing for defense or the next turn, or some combination thereof. Beacons are located around the map and serve as resources. Players expand to them and fight over them to gain more money and troops to conquer their opponents. It's a free for all and the goal is to eliminate all other players.

** Download HERE. **



Specs, Basic Information, Features
* 2-4 to Players
* Terrain is Jungle, 128x128
* A typical game can last 60+ minutes.
* Random tips are included for new players.
* It has similarities to strategy games like RISK. Minus that nasty randomization of die rolling.



Resources
* A detailed overanalysis of various openings can be found here.
* The map looks like this at the start.



Income Calculation
Every turn, players get income:
* Owning at least 1 Command Center = +3 minerals
* Each beacon = +1.25 mineral (round down, so bonus every 4)
* Each beacon spawns one Marine.
* Each Supply Depot = +1 (max 20)
* 4 Gas per turn. No more, no less.
(Note that players start with 10 income -- 4 Beacons (5), 2 Supply Depots, and 1 CC. (3))


Most Recent Changes
Beta 002 - 10.05.2009
- Fixed a few of the tip strings.
- Increased base armor of Firebats from 3 to 4.
- Increased maximum upgrades for Terran Vehicle Weapons/Plating from 1 to 2.
- Decreased armor of Vulture from 2 to 1.
- Decreased armor of Siege Tank from 5 to 4.
- Decreased armor of Goliath from 4 to 3.

Beta Version Changelog

Beta 001 - 10.04.2009
- Added welcome message and tester credits.
- Added custom score turns counter to leaderboard.
- Added random tips at end of turn.
- Added the briefing.
- Added a .WAV when your turn is starting.
- Added victory and defeat triggers with single player testing mode.
- Decreased time between leaderboard changes.
- Fixed issues with fog of war on left side.
- Put a build time of 1s on Vultures, Siege Tanks and Goliaths.
- Changed cost of Vultures from 6m/1g to 7m/0g.
- Increased mineral cost of Goliaths from 7 to 10.
- Increased mineral cost of Siege Tanks from 10 to 12.
- Increased Spider Mine damage from 67 to 97.
- Decreased cost of Vulture Speed from 30m/4g to 25m/2g.


Note: I have included the Alpha version documentation for those wishing to track the progress of the map or imagine the horrors of early versions.

Alpha Version Changelog

Alpha 006 - 09.15.2009
- Changed cost factor of Terran Infantry and Weapon upgrades from +10 to +30.
- Put a build time of 1s on Marines and Ghosts.
- Increased mineral cost of Engineering Bays from 10 to 20 minerals.
- Increased mineral cost of Turrets from 5 to 6 minerals.
- Decreased mineral cost of Supply Depots from 12 to 11 minerals.
- Decreased gas cost of Vulture from 2 to 1.
- Changed cost of Siege Tank from 8m/2g to 10m/1g.
- Changed cost of Goliath from 7m/1g to 8m/0g.
- Increased HP of Turret from 163 to 181.
- Increased HP of Supply Depot from 269 to 331.
- Increased HP of Machine Shop, Engineering Bay, Academy, and Armory from 431 to 487.
- Increased Ghost damage from 10 + 2 to 11 + 2.
- Removed mineral patches.


Alpha 005 - 09.07.2009
- Defending players troops now have 1/1 upgrades instead of 1/0.
- Increased armor of Firebat from 2 to 3.
- Increased HP of Spider Mines from 23 to 43, armor from 0 to 3.
- Increased Goliath damage from 13 + 2 to 22 + 3, HP from 83 to 101, armor from 3 to 4.
- Increased Tank damage from 41 + 7 to 52 + 7, HP from 97 to 109, armor from 3 to 5, decreased cost  from 10m/2g to 8m/2g.
- Increased Vulture damage from 17 + 3 to 19 + 3, HP from 71 to 83, armor from 1 to 2.
- Decreased gas cost of Factory from 4 to 2.
- Decreased gas cost of Command Center from 4 to 2.
- Decreased cost of Machine Shop from 15m/4g to 12m/2g.
- Increased mineral cost of Barracks from 10 to 15.
- Changed gas cost of Terran Infatry Armor and Weapon upgrades from 2+1 to 4+0.


Alpha 004 - 09.02.2009
- Enabled Firebats for real.
- Icnreased Ghost cost from 2 minerals to 3 minerals.
- Increased Marine cost from 1 mineral to 2 minerals.
- Increased Tank damage from 29 + 5 to 41 + 7.
- Unchecking allied victory no longer takes you out of the game.
- Disabled alliances and vision for Force 1.
- P1's spider mines can no longer be seen through P5's vision.
- Enabled computer players on leaderboard.
- Corrected P4's color in Player 4 Ready string.
- Put Income information in mission objectives.


Alpha 003
- Changed P3 to Teal.
- Added Supply Depots to Leaderboard rotation.
- Disabled U-238 shells. (Marine Range)
- Added in Firebats.
- Increased Ghost HP from 23 to 29.


Alpha 002
- Fixed P4 turn end.


Alpha 001 - 09.01.2009
- First release to CAFG.



Screenshots
(user posted image)
Conflict between me and FaRTy.

(user posted image)
Turn endings create funny breaks in the action.

(user posted image)
Doodle and FaRTy are building up a lot of troops. They definitely aren't cooperating.

(user posted image)
CAFG starts getting belligerent with Doodle.

(user posted image)
CAFG continues pushing into Doodle's land.

(user posted image)
Doodle lands a Barracks in CAFG's territory and pumps out a lot of Marines. (Note: This game was from Alpha 004, before Marines had a 1s build time.)

(user posted image)
CAFG betrays me and fails to kill me, so I start lay down the law.

(user posted image)
Eventually I push all the way into CAFG's income, crippling him and eliminating him soon after.

(user posted image)
The battle for the world continues... eventually the struggle ends with me on top.

(user posted image)
This game was a three and a half hour epic. Those are some big score numbers!

(user posted image)
Many, many troops were made and lost, though the loss numbers seem understated here.

(user posted image)
The income totals for the game. I guess it worked out that I was the only one caring about income and territories for the last hour of the game. Also, I was serious about the 4 gas.
This post was edited 2 times, last edit by Mini Moose 2707: Oct 6 2009, 2:35 am.

The psychotic person believes 2 + 2 = 5. The neurotic person knows it is 4 but can't stand it.
for those who can still ride an airplane for the first time
i uploaded this hug, I hope she gets it
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Post #2     Neki Oct 6 2009, 2:55 am

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Is there any real significance behind the use of 47? Or is it just random number that was thought up and it rolled off the tongue. The map looks really nice though, I've always loved tactical warfare, but turn-based? What a twist! :D

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Post #3     payne Oct 6 2009, 2:57 am

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Wow, that must be a nice game!
I just dislike how the map seems to have -very- linear cliffs... not looking too natural, but anyways! :D

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Post #4     Mini Moose 2707 Oct 6 2009, 3:13 am

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Quote from Ultimo
Is there any real significance behind the use of 47?
46 was too small, 48 was too large and the other numbers between them aren't natural numbers.

Quote from payne
I just dislike how the map seems to have -very- linear cliffs... not looking too natural, but anyways! :D
It's okay, I didn't make the terrain. You could say that the terrain for this map was already in your maps folder. :)

If you guys give it a play, let me know what you think.
This post was edited 1 time, last edit by Mini Moose 2707: Oct 6 2009, 3:26 am.

The psychotic person believes 2 + 2 = 5. The neurotic person knows it is 4 but can't stand it.
for those who can still ride an airplane for the first time
i uploaded this hug, I hope she gets it
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Post #5     ClansAreForGays Oct 6 2009, 4:17 am

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47 finally told its name to the world.

If anyone ever wants to play this with me I will drop w/e I am doing and make it happen. Terribly fun map to play.

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Post #6     payne Oct 6 2009, 5:52 am

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I just finished an over-3hours game with Vrael and Moose (excluding that guy that was afk at the start and that left).
... I won, of course ^^
That was a nice play :)

At start, you think turn based of 47 seconds will be boring, but at the end, you just do not have enough time to do anything and it takes you 4 turns to f*cking bring your whoel army to the same spot to only prepare an attack. Next turn, you waste it on hotkey'ing the huge army you have, etc.

This is awesome ^^

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Post #7     Excalibur Oct 6 2009, 6:10 am

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On your six boss!
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Terrain is disgusting. I ask that you let me rectify this situation.

Please?

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Post #8     Doodle77 Oct 6 2009, 7:34 pm

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Quote from Excalibur
Terrain is disgusting. I ask that you let me rectify this situation.

Please?
Thou shalt not defile (4)Lost Civilizations ;o

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Post #9     payne Oct 6 2009, 8:18 pm

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Quote from Excalibur
Terrain is disgusting. I ask that you let me rectify this situation.

Please?
I've already proposed myself ;)

Btw, remove that (4) in front of the filename :(

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Post #10     ClansAreForGays Oct 6 2009, 8:43 pm

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no reason to.

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Post #11     ClansAreForGays Oct 7 2009, 8:35 pm

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BUG: I was orange, and I allied white and teal in order to show them my pings, since allying doesnt affect your gameplay 1 bit. The thing is, as soon as teal killed white's last building, the scenario ended in defeat for me, and defeat(or it could have been draw) for teal and white.

Allying fucks with the victory/defeat conditions.

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Post #12     Tank_7 Oct 11 2009, 5:31 am

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I just played, I like the concept.
You get a little time to breathe and analyze what the enemy is doing instead of mashing hotkeys on your own barracks/factory all the time.
There's also some smart positioning so your enemy cant attack you with higher upgrades late game, while the early game is a land grab. It's kind of cool how it changes.

Didn't notice any bugs, though it would be nice if the beacons changed their color back - i know this might not be possible as you would need another player to be light blue. My biggest complaint is that its a little annoying to be scrambling to try to move all your men as soon as possible, since they spawn all over the place. I dont have the korean micro for 25+ beacons making men in 47 seconds. Finally, sometimes the computer, while on defense, goes haywire with tanks and goliaths (i didnt try vultures) The tank/gol walks up to the enemy, not shooting but kinda.. spasm rotating and just casually dances until it dies.

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Post #13     Tank_7 Oct 11 2009, 2:50 pm

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Oh moose, I suggest trigger-removing the computers that have no human to control them.
Edit: To specify, I mean only if theres no human at the very start.

Edit: Also, you have a tip that says Ghosts with +3 Attack kill defending marines in 3 hits. This is not true.
Marine = 47 Hp. Ghost = 10 + 2 (so level 3 is 10 + 6 for 16 damage)
I think you forgot defending has 1 armor. The ghost does 15 damage per hit, after the 3rd hit the marine has 2 hp left.

Edit: A multi-select hack would be uber in this map. I strongly suggest you try putting in EUD anti-hack triggers. I can help/give you the files needed.
This post was edited 2 times, last edit by Tank_7: Oct 11 2009, 3:42 pm.

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Post #14     ClansAreForGays Oct 11 2009, 6:14 pm

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My biggest complaint is that its a little annoying to be scrambling to try to move all your men as soon as possible, since they spawn all over the place.
Your biggest complaint is the biggest gameplay factor behind the game >.> it's makes the game not only about strategy, it makes it also about skill.

Quote
I dont have the korean micro for 25+ beacons making men in 47 seconds.
If you have 25+ beacons you've already won...

Quote
A multi-select hack would be uber in this map.
True. Good thing we call all see and tell at all times. Moose doesn't like having euds in his maps.

Quote
Oh moose, I suggest trigger-removing the computers that have no human to control them.
Why? To make it easier for the 2 players that don't have an enemy to the left/right of them?

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Post #15     Tank_7 Oct 11 2009, 7:06 pm

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Why? To make it easier for the 2 players that don't have an enemy to the left/right of them?
No its just a bit ugly figuring out who's your enemy.

By the way I find Orange always goes first, but maybe its just been my luck.

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Post #16     ClansAreForGays Oct 11 2009, 7:12 pm

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They're all your enemy >.>

I've seen oj go first in all my games as well.

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Post #17     Centreri Oct 11 2009, 7:42 pm

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I shall try it out!

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Post #18     Fierce Oct 11 2009, 9:04 pm

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At first I thought this had something to do with Hitman lol

Looks great Moose! I'll check it out.

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Post #19     Tank_7 Oct 12 2009, 1:04 pm

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Quote from ClansAreForGays
They're all your enemy >.>

I've seen oj go first in all my games as well.

About the enemy thing, I meant like if there isnt all 4 players, 1v1 or 3 person FFA, I didnt remember which corners of the map were effectively inactive. I wanted to know so I could expand appropriately.

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Post #20     Mini Moose 2707 Oct 12 2009, 2:56 pm

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Quote from ClansAreForGays
Allying fucks with the victory/defeat conditions.
Will fix in the next version.

Quote from ws-Tank_7
Finally, sometimes the computer, while on defense, goes haywire with tanks and goliaths (i didnt try vultures) The tank/gol walks up to the enemy, not shooting but kinda.. spasm rotating and just casually dances until it dies.
It's part of the bad AI that would be too difficult time-consuming to fix. It's part of the downside to using Mechs and AI control is just one downside to it being someone else's turn.

Quote from ws-Tank_7
Edit: Also, you have a tip that says Ghosts with +3 Attack kill defending marines in 3 hits. This is not true.
Quote from Changelog
- Increased Ghost damage from 10 + 2 to 11 + 2.
Apparently I noted it but it wasn't actually done. Like when I first enabled Firebats. ;o

Quote from ClansAreForGays
I've seen oj go first in all my games as well.
All your games? I remember playing enough games with you to know that's bull.

Quote from ws-Tank_7
About the enemy thing, I meant like if there isnt all 4 players, 1v1 or 3 person FFA, I didnt remember which corners of the map were effectively inactive. I wanted to know so I could expand appropriately.
It's the four slots running clockwise from top left. Or if you know your trigonometry, ASTC reflected over the y-axis.
Or you can just check the minimap for Player 12 beacons in the middle of someone's base.

Quote from Centreri
I shall try it out!
Quote from Fierce
At first I thought this had something to do with Hitman lol

Looks great Moose! I'll check it out.
Good, let me know what you guys think.

The psychotic person believes 2 + 2 = 5. The neurotic person knows it is 4 but can't stand it.
for those who can still ride an airplane for the first time
i uploaded this hug, I hope she gets it
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