[47] -- Beta 002, Turn-Based Tactical Combat
Post #1
Mini Moose 2707
Oct 6 2009, 2:27 am
|
Laborare est orare.
|
[ 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 ChangelogBeta 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 ChangelogAlpha 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 ![]() Conflict between me and FaRTy. ![]() Turn endings create funny breaks in the action. ![]() Doodle and FaRTy are building up a lot of troops. They definitely aren't cooperating. ![]() CAFG starts getting belligerent with Doodle. ![]() CAFG continues pushing into Doodle's land. ![]() 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.) ![]() CAFG betrays me and fails to kill me, so I start lay down the law. ![]() Eventually I push all the way into CAFG's income, crippling him and eliminating him soon after. ![]() The battle for the world continues... eventually the struggle ends with me on top. ![]() This game was a three and a half hour epic. Those are some big score numbers! ![]() Many, many troops were made and lost, though the loss numbers seem understated here. ![]() 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 |
Post #4
Mini Moose 2707
Oct 6 2009, 3:13 am
|
Laborare est orare.
|
46 was too small, 48 was too large and the other numbers between them aren't natural numbers.
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 |
Post #5
ClansAreForGays
Oct 6 2009, 4:17 am
Post #6
payne
Oct 6 2009, 5:52 am
Post #10
ClansAreForGays
Oct 6 2009, 8:43 pm
Post #11
ClansAreForGays
Oct 7 2009, 8:35 pm
|
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. |
Post #12 Tank_7 Oct 11 2009, 5:31 am
|
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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13 Tank_7 Oct 11 2009, 2:50 pm
|
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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
ClansAreForGays
Oct 11 2009, 6:14 pm
|
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.
If you have 25+ beacons you've already won... True. Good thing we call all see and tell at all times. Moose doesn't like having euds in his maps. Why? To make it easier for the 2 players that don't have an enemy to the left/right of them? |
Post #16
ClansAreForGays
Oct 11 2009, 7:12 pm
Post #20
Mini Moose 2707
Oct 12 2009, 2:56 pm
|
Laborare est orare.
|
Will fix in the next version.
It's part of the bad AI that would be too Apparently I noted it but it wasn't actually done. Like when I first enabled Firebats. ;o All your games? I remember playing enough games with you to know that's bull. 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. 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 |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[04:07 am]
[04:07 am]
[04:07 am]
[04:06 am]
[04:04 am]
[04:04 am]
[04:04 am]


















![[close]](/images/up.gif)