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Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 23 Mar 2014, 10:15
by montetank
[quote="NoQ"]I think i should restore command center HP after each boss wave (at least partially). Or restore 1% of command center HP for every unit killed. Or something like that.[quote].

1 :)

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 23 Mar 2014, 11:44
by Hesterax
Uhm, you seem to have a few mistakes with quoting in that post.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 23 Mar 2014, 20:58
by montetank
Hesterax wrote:Uhm, you seem to have a few mistakes with quoting in that post.
Yep- but it doesn`t matter. NoQs idea is very good....

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 03 May 2014, 09:27
by Frogmorton
Can you post a few hints for some of the stupider people here (no offence intended with 'stupid'; I refer to myself).
Have played WZ for years, and have played a lot of tower defence, so this combines two things I like a lot into something awesome.
However, I cannot get past 14 minutes, and would like to know if the people getting longer play times are using this mod as-is or are they tweaking settings to get further?
Or alternatively am I missing something here, I seem to just run out of power no matter what I try.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 03 May 2014, 20:09
by montetank
14 minutes is very excellent. The proplem in this mod is the power. Do it, as i told above-destroy all your factories. 3 trucks are enough. Try to make the defense i show in the screenshots. NoQ is working at this mod-to make it more fair. You cant win. Just try to make more as 14 minutes. My record was 31 minutes. Sorry for my english. Nice to see, that someone is playing this mod. This tower defense-mod is one of the greatest mods here in WZ.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 09 May 2014, 12:06
by Frogmorton
montetank wrote:Do it, as i told above-destroy all your factories. 3 trucks are enough.
hmm all my trucks are getting destroyed before I get repair dudes out there.
Still trying but just a little more power would make a big difference.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 10 May 2014, 12:35
by montetank
Frogmorton wrote:
montetank wrote:Do it, as i told above-destroy all your factories. 3 trucks are enough.
hmm all my trucks are getting destroyed before I get repair dudes out there.
Still trying but just a little more power would make a big difference.
click on the "hold-position" button and place your trucks far from the enemy fire. When the enemy-wave is over begin to repair. Not earlier. If you dont use the "hold position" button your trucks start to repair automatically and they come under enemy-fire.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 13 Sep 2014, 12:13
by NoQ
A rebalanced (easier) version of the first map, as planned someday ... You've got a second derrick, creeps receive upgrade layers two times slower, and also you cannot sell your satlink anymore :p

Last time i tried it, i felt it quite balanced - at 40 minutes mark i was still alive, yet still had to make decisions. It should be possible to survive forever with enough practice, i guess.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 17 Sep 2014, 18:40
by montetank
excellent NoQ. Thanks :-)

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 18 Sep 2014, 01:56
by Alarich[BDC]
For me it is won the moment it starts :O

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 22 Sep 2014, 04:23
by Frogmorton
With 4c-td1_v3 I can now get to 24 minutes, but still do not seem to be able to get any towers with real damage.
Can I tweak the time delay between waves? I'm not getting any build or repair time before pulling out my trucks to stop em all being shot up.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 22 Sep 2014, 05:45
by NoQ
Alarich[BDC] wrote:For me it is won the moment it starts :O
Install as a mod, choose the challenge.
Frogmorton wrote:Can I tweak the time delay between waves? I'm not getting any build or repair time before pulling out my trucks to stop em all being shot up.
You can tweak .js files in /challenges/ as much as you want to alter difficulty or even produce different scenarios, there are quite a lot of comments inside.

But i'd rather say try better, you should be able to hold much longer. Try hiding trucks on hold-position in dead zones, behind towers, or make sure resilient towers (bunkers and cannon hardpoints) are the thing being aimed first, putting trucks and dps towers in the middle.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 22 Sep 2014, 18:06
by montetank
NoQ wrote:
Last time i tried it, i felt it quite balanced - at 40 minutes mark i was still alive, yet still had to make decisions. It should be possible to survive forever with enough practice, i guess.
Yes NoQ-The first attempt i was still alive at 45 minutes-but i must quit the game-so now it is enough power to build a third research fac. to research the self-repair and the upgrades for the command center. Tonight i will try to research the cannons instead of the mg, to see the differents. Thanks for your work. :3

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 08 Nov 2014, 19:52
by Terminator
just tried to fix units don't attack your defense structures, but seems like order DORDER_SCOUT - don't work as it should, causing errors.

Re: [3.1.1+] Tower Defense (engine and maps)

Posted: 08 Nov 2014, 20:07
by NoQ
<telepathy>
DORDER_SCOUT should be given a location (x,y), not object, see the docs.
</telepathy>

By the way, why fix?
Is it broken?

Right now droids attack your defenses iff they are passing by and can fire on move. If you set DORDER_SCOUT, they'd wipe your defenses before moving forward, and it won't be much of a tower defense game, though probably interesting.