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Outpost Series Games => Outpost 2 Multiplayer => Topic started by: Sirbomber on October 12, 2005, 01:26:51 PM

Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 01:26:51 PM
Mcshay and I came up with this after playing BoreHole.  ;)
Anyways, there's a huge globe map. Everyone starts with a base and vecs loaded with food/metal/structure kits/etc. Everyone is in the same general area, and everyone has advanced labs in the middle of all their bases (how many of you know what'll happen to them?  :P ) (NOTE: Labs aren't in the main bases, tubes connect them to the base). At mark 100 or so, blight goes off at those 6 labs, and everyone has to run away. Then there are powerful quakes, volcanic erruptions, meteors, storms, and vortexes until only one player is left standing or the blight gets them all.  :lol:

-> Players can't build combat vehicles!!!  :ph34r:
-> Maybe at a late mark, it'll say "New Mission Objective" and it'll say evacuate the planet, giving you the Space Program to research. Then whoever launches the Evac module first wins.
-> Smart players will deconstruct their bases before they move to a new site.
Title: Outpost 2 Survivor
Post by: Highlander on October 12, 2005, 01:30:22 PM
Nice idea Bomber!

Details should perhaps be tweaked some, but the initial idea sounds great!


Edit: damn read too fast, sorry bomber!
Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 01:32:49 PM
...I'm not stormy...   :heh:  
Title: Outpost 2 Survivor
Post by: Mcshay on October 12, 2005, 02:25:44 PM
Neat! I have drawn up 3 maps already, and will be learning how to create maps shortly (I have always wanted to learn how). I'll convert the maps from sketches to small paint images soon.

You said the blight comes from your labs? I don't know if you can have multiple blight sources, we should get someone to test that. Also blight spreads too fast to be able to make a new base, you'll be overrun. I was thinking more along the lines of: mark: 0-999 volcanoes erupt, disasters become more frequent; mark: 1000 blight!; mark: 1500 doomsday (read: lots of meteors and stuff); mark: 2000 survivors win.

I love the idea that the blight comes from one spot. Mabe we could make maps with a peaceful computer, and the blight comes from its lab. Also I like the escape idea.

Recreating maps.....
Title: Outpost 2 Survivor
Post by: Betaray on October 12, 2005, 02:30:46 PM
well hacker proved that you can have a black player, so why not just have a black base thats just a cc and adv lab, and the blight comes from that?

oh and if the lab is destroyed, the blight will come out early, acelly, why not make it so that a big earthquake or a metior or somthing hits that adv lab, and that triggers it?
Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 03:12:13 PM
I meant that it comes from that general area.
And yeah, having the extra player would ensure that the blight starts.
So, we can't control blight growth speed? I thought it seemed to go slower on some maps than on others...
Title: Outpost 2 Survivor
Post by: Mcshay on October 12, 2005, 03:30:26 PM
Hmmm.... your game speed might have been different, but now that I think about it, your probably right.

Here are my maps:

Key:
Orange shapes: lava flows
Grey: ground
Brown bar(s): common mine
Yellow Bar(s): rare mine
Circle with a V in it: volcano
The word Mark followed by a number: when that lava flow erupts
Cyan shape: Meteors are commen here
Brown shape: Earth Quakes are commen here
Green shape: Tornadoes are commen here
Bright green shape: Electrical Storms start here
Purple/pink blob: Blight starts here
Red triangle: A starting spot
Black lines not outlining anything above: Clifs/walls

Any lava flows have black ground underneath them.
Disasters can still happen anywhere, they just are more commen in their areas mentioned above.
Remember, the lava doesn't start on the map, so starting spots in lava arn't mistakes.

(http://webpages.charter.net/file/runeranger/Map1.jpg)
I tried to make it equal.

(http://webpages.charter.net/file/runeranger/Map2.jpg)
Reminds me of the first tutorial (somehow).

(http://webpages.charter.net/file/runeranger/Map3.jpg)
Is lopsided, the right side should be less squished.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 04:05:49 PM
Looks good.
I don't know how well blight works on globe maps though, maybe we should try that?  ;)
Title: Outpost 2 Survivor
Post by: Mcshay on October 12, 2005, 04:11:05 PM
yeah, i might make a version on around the world with blight, as long as it come from the top or bottom, i don't think it will matter. Another thing to ponder, can you create blight off the edge of the screen?
Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 04:32:17 PM
Why not put it in some random place away from all start locations?
Or does it have to be on the edge...?
And maybe this could be a forced-day/night map (blight doesn't grow at night, right?)? Or a forced day map!  :evil laugh:  
Title: Outpost 2 Survivor
Post by: Stormy on October 12, 2005, 04:41:32 PM
Nice work,

However, last time i used the op2 mapper, the globe mapper didn't work. That may have changed now, but just saying.

That's a lot of work for maps :D. I can't wait to see them finished  :D

Stormy  :op2:  
Title: Outpost 2 Survivor
Post by: Mcshay on October 12, 2005, 04:44:35 PM
hehe, I made those maps in a study hall.
Title: Outpost 2 Survivor
Post by: Betaray on October 12, 2005, 04:51:26 PM
your study hall must be very boreing lol

btw, very nice work, they may need some minor balancing tweeks, but other than that, awesome job
Title: Outpost 2 Survivor
Post by: BlackBox on October 12, 2005, 05:39:53 PM
Quote
However, last time i used the op2 mapper, the globe mapper didn't work. That may have changed now, but just saying.
Download the newest version. A globe map should automatically happen (as dictated by OP2) if the width is 512 or higher.

I think blight would work the same on a globe map as it would elsewhere.

Yes, you can control the growth speed using the DLL. You can probably create it off the left or right edge of the map (since there is padding there) but I'm not sure how it would work exactly.

Anyway, hope this map goes to completion!  (thumbsup)  
Title: Outpost 2 Survivor
Post by: Hooman on October 12, 2005, 07:43:21 PM
Having multiple blight spots shouldn't be a problem. I'm pretty sure it's handled in much the same way as seperate lava flows are handled. And yeah, you can set a blight spread speed in the DLL. I think the map size also affects the spread speed, so you'd have to adjust the numbers for different sized maps to get the same spread speed. (maybe)


Btw, according to the OP2 storyline, most of the disasters that suddenly started happening on this otherwise safe (but sterile) planet were caused by the blight. The earthquakes a lava were apparently from the blight eating through the crust of the planet. The vortexes and storms were caused by the thickening atmosphere. The only one not caused by the blight is the meteors. The planet just happened to pass through a meteor belt at such a convenient time. :( Or at least the kinda the jist of what I remember. I'll probably get corrected on some of it by novella junkies.
 
Title: Outpost 2 Survivor
Post by: Sirbomber on October 12, 2005, 08:01:55 PM
Yeah, we know, but that's what we call author's... something...  :huh:  
Title: Outpost 2 Survivor
Post by: Mcshay on October 12, 2005, 08:38:36 PM
I didn't really get what you wanted in your map SirBomber, but I think I know now. My ideas are centered around a small fast-paced map, while yours are around a large, more calm map. A map that is similar the the storyline. Flee, regroup, flee, regroup, ect. (I think)....
Title: Outpost 2 Survivor
Post by: Freeza-CII on October 13, 2005, 02:18:28 AM
Sounds like he wants a Fight to the death.  "Fight or Blight" good map name lol.
Title: Outpost 2 Survivor
Post by: CK9 on October 13, 2005, 01:14:40 PM
They are interesting ideas, both the dll coding might be difficult and the actual mapping will be difficult, but they are quite feasable IMHO.
Title: Outpost 2 Survivor
Post by: BlackBox on October 13, 2005, 02:12:09 PM
I don't think the coding would be that hard actually...

It's a multiplayer mission so no AI is required. And the disaster coding is a lot simpler than people think. Use time triggers to create the disasters, the space objectives aren't hard either.

The mapping would be the harder part, though I don't imagine it would be a mind blowingly hard thing. It would just take a lot of time.
Title: Outpost 2 Survivor
Post by: Mcshay on October 13, 2005, 02:51:40 PM
Yeah, coding doesn't look hard at all, I'm teaching myself now.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 13, 2005, 03:42:17 PM
Yeah, I was thinking of flee/rebuild/repeat/spaceship.
But a fast-paced one is probably a better idea. It'd be much easier to play.
Title: Outpost 2 Survivor
Post by: Mcshay on October 13, 2005, 03:52:49 PM
I've been thinking of a huge global flee and build starship map. So far I'm thinking about having a volcano erupt fast at mark 1. Then have the blight come a bit later. If I place the lava in the right spot, then it should block the blight from back-tracking on the map. The play time will have doubled. Also I might put in things to give people a reason to not rush to the end of the map and finish the starship fast. Things like, good base spots on the way across the map near 1-3 wreakage spots where you can pick up finished starship components (or, if possible, make it so you have to stop for wreakage to research the starship). This way you will most likely stop at one of the bases and grab the wreakage, instead of comming back later when the blight will have consumed it.

Things like common in the front and rare in the back may also be good, but I think they will harm more then help.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 13, 2005, 04:25:26 PM
Or, they'll starve to death otherwise.  :P
But if they NEEDED the wreckage, it could end up being impossible to win.
Plus, this probably won't involve combat, right?
But maybe getting the wreckage gives you the technology so you don't have to research it!  :)  
Title: Outpost 2 Survivor
Post by: Mcshay on October 13, 2005, 04:34:55 PM
I don't see how it would be impossible to win, you bring a truck somewhere, it is filled with the wreakage. You might be thinking of the missions where everyone went after the same piece of wreakage.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 13, 2005, 05:35:14 PM
Yeah. If every player needed the same piece of wreckage to win, only one person could win. If there were multiple pieces, who's to say that player 1 won't get piece #1, player 3 won't get piece #2, etc...
Title: Outpost 2 Survivor
Post by: Mcshay on October 13, 2005, 05:58:27 PM
I was thinking, everyone has their own piece of wreakage. Mabe it isn't wreakage, it could be a base that you have to use scouts to look into advanced labs.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 13, 2005, 08:53:48 PM
That could work, but what if it was overun by the blight or destroyed before you could get to it?  :(  
Title: Outpost 2 Survivor
Post by: Highlander on October 14, 2005, 03:51:19 AM
You could have it so that on the map, the complete spaceship is located all around on the map.

That way the players can get as many pieces as possible to help them out, but don't NEED 1 spaceship component to actually win.


Eden RLV's might also be captured..
Title: Outpost 2 Survivor
Post by: BlackBox on October 14, 2005, 07:19:52 AM
Quote
That could work, but what if it was overun by the blight or destroyed before you could get to it?  :(
Limit the blight's growth so it can't reach the pieces.

This could be accomplished by checking it's proximity to the pieces (or just time it) and when it gets close, set its speed to zero which stops it.

Or you could check for and turn off the blight bit on the tiles (it's part of the cell type) so the blight wouldn't "exist" where the pieces are. However, you'd have to make sure there was a valid path to the piece from the player.

Also in response to earlier post: I think blight can overrun the lava.. Not certain but I'm pretty sure.

It might be beneficial to have combat in the mission. eg, prevent people from getting wreckage, or whatever.
Title: Outpost 2 Survivor
Post by: zigzagjoe on October 14, 2005, 08:08:51 AM
No, in plym colony 2, the blight stops at the lava. not like it'ld matter if it was infected with blight, as nothing could be there b/c of the lava.

Yeah, combat would be nice.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 14, 2005, 02:10:09 PM
I don't know, I think having combat would take away from it being a survivor map to being just a LoS/LR/SR map rolled into one. The point of the map is to survive, not destroy.  <_<

Remember, the Allies and the Soviet Union sided to destroy Nazi Germany. People know when it's time to put aside their differences so that they can all survive.
Title: Outpost 2 Survivor
Post by: Hooman on October 14, 2005, 04:39:57 PM
Yeah, blight and lava are mutually exclusive. I've noticed that blight stops at lava before. So it's entirely possible to use lava to limit blight growth. Also, both lava and blight expansion share a certain bit in the tile data that controls their growth, so there is no way for the game to properly keep track of both of them expanding to the same tile.

Quote
Remember, the Allies and the Soviet Union sided to destroy Nazi Germany. People know when it's time to put aside their differences so that they can all survive.
... or when Nazi Germany was allied with the Soviet Union.  :blink:  
Title: Outpost 2 Survivor
Post by: HaXtOr on October 14, 2005, 05:50:38 PM
so is that a bug?
Title: Outpost 2 Survivor
Post by: Sirbomber on October 14, 2005, 06:09:07 PM
The soviets never allied with Germany, they just saigned a nonaggression pact
(in other words they wouldn't kill each other so Stalin could cower in the corner  :P )
Title: Outpost 2 Survivor
Post by: Mcshay on October 14, 2005, 06:51:20 PM
Quote
so is that a bug?
The blight not liking the lava? I'd think not. Living cells arn't going to survive on lava.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 14, 2005, 08:13:10 PM
Exactly.
But anyways, what to you want? Blight-infected lava? Isn't that like shooting a person in the face and then stabbing them to make sure they're dead?  :P  
Title: Outpost 2 Survivor
Post by: Tellaris on October 14, 2005, 11:10:09 PM
Blight does not cross over lava tiles.   If its growth is set fast enough, apparently it CAN skip over the lava (if its one tile wide, this is entirely possible!)   Saw it happen on one of the Eden missions.   I was "Aww cool!   Then...   Aww, f***!"
On that particular mission, you can hide from the blight for about 100 marks longer.   But the ore cost is considerable to move up there, however, you ARE close to the tripple.   So, depends if you can do it fast enough and efficently enough to win.
Title: Outpost 2 Survivor
Post by: Betaray on October 14, 2005, 11:36:57 PM
what about spaces on the map, where the blight expandes very slowly, I remember from the noliva, that there were parts of the planet like that

so they would be safe from the blight for a long while, but would have very crappy ore
Title: Outpost 2 Survivor
Post by: Sirbomber on October 15, 2005, 07:14:06 AM
Hmm... I'll check that, but I didn't notice terrain having a major impact on blight growth. (Then again, I did set it really slow.)
Title: Outpost 2 Survivor
Post by: Mcshay on October 15, 2005, 07:33:48 AM
Yes, I built a tube and put an agridome on one end of it. When the blight touched it, it trippled its speed. It seemed to slow down later though. Also, my argridome worked through the blight.
Title: Outpost 2 Survivor
Post by: TH300 on October 15, 2005, 09:31:43 AM
Quote
Yes, I built a tube and put an agridome on one end of it. When the blight touched it, it trippled its speed. It seemed to slow down later though. Also, my argridome worked through the blight.
What do you mean? you built a tube with a cc on one end and an agridome on the other end and when the blight went over the tube (but not yet over the cc and the agridome) the agridome was still operational?
 
Title: Outpost 2 Survivor
Post by: Mcshay on October 15, 2005, 09:36:16 AM
Yes, and the blight went much faster.
Title: Outpost 2 Survivor
Post by: Betaray on October 15, 2005, 12:04:24 PM
weard, but I guess the game dosnt have a disable tube command, so I dont know
Title: Outpost 2 Survivor
Post by: Hooman on October 15, 2005, 06:08:32 PM
Yeah, the blight moves at different speeds on different terrain. You'll notice it moves slower over cliffs. It kinda ends up spilling over them actually. It can look pretty cool. And yeah, it'll travel faster on dirt than on rock. So if you build on lava rock, the blight will expand slower there, but then the volcano wipes you out.  <_<

I actually played around with this once and took some screenshots of it. I'd set the normal terrain to be impassible to the blight.
Blight Images Here (http://www.outpostuniverse.net/~hooman/blightgrowth/)

Note that there is a "wall" of dirt around the middle left section of the map. Blight still managed to expand to this area by expanding off the left edge of the map. Internally, the game has a padding of tiles on either the left or right side of the map. These tiles can still be affected by the blight and allow it to grow further along the map.

Oh, and as you can see, I'd found a way to prevent blight from expanding to certain tiles. The edges are kinda solid and ugly though.

If you're wondering about that "river" one, those tiles are actually marked to be the dirt tiles, even though they look largely like rock. All those transition tiles from dirt to rock seemed to have been marked as dirt tiles. Also note that there are two types of dirt. One type has a ruff surface, kinda like mini dunes. I didn't modify that passability for blight on those tiles, which is why you see blight on some dirt tiles, but not on most.

The cliff picture is just what happens naturally. I didn't do any modifications to those tile types.


Edit: I'd also like to point out that both tubes and bulldozed terrains have relatively high bilght spread speeds, as do walls (except microbe). There is some natural terrain with this same spread speed, but nothing higher. Microbe walls have a spread speed of about half of this. So..., it would be possible to pave a highway for the blight. Could make for an interesting multiplayer tactic to build a road to your opponents base. Bulldozers in the night!  :ph34r:
 
Title: Outpost 2 Survivor
Post by: Sirbomber on October 15, 2005, 06:49:09 PM
Biological warfare... Hmmm...  :o
This could be very interesting...

Anyways, I've got a basic start, don't know what people will think of it though.
The black/neutral/whatever player starts with a big base with a command cetner, factories, labs, nurseries, unis, reses, etc. (IE the main Eden colony) Then there are the human players, mining outposts in relative proximity (not too close, not too far) to the main base.
Player's Base/Resources Setup:
Always:
Command Center
Structure Factory
Common Ore Smelter and Mine
Agridome
Tokamak
2000 Food/Metal
Trucks/Convecs
Surveyor
Earthworker
Dozer
Miner
No Research

Easy/High Resources:
Extra Agridome
3000 Extra Metal/Food
ConVecs already loaded with most (if not all) structure kits needed for evac
Two Residences
Extra Earthworker
Two extra miners
20 Kids, 20 Workers, 15 Scientists

Medium/Medium Resources
CC, Struct Factory, Common Ore Smelter already loaded in Convec
1000 extra Food/Metal
Residence
One extra miner
15 Kids, 15 Workers, 15 Scientists

Hard/Low Resources
Minimum number of vehicles required to evacuate six structure kits (cc, sfac,comsmelt,tok,agri,basic lab), 2000 common metals, and 2000 units of food
15 Kids, 15 Workers, 10 Scientists

Extra: Possible Low Resources Set-up
Your initial base (before meteor owns the adv lab) starts in convecs. Metals are in trucks, food in storage so you don't starve. Not sure about this one though, since then you could just flee at the start. But then you'd probably starve to death.


At mark (X), a huge meteor hits the lone Advanced Lab in the main base, it blows up, "Blight is approaching!", "New mission objective", relocate and establish a new colony site. At mark (Y), minor earthquakes happen, and small volcanoes begin to errupt. At mark (Z), quakes/erruptions get worse/more frequent, blight spread increases, storms/vortexes. Everything continues to worsen until Mark (A), when you get the Starship Objectives and the Space Program research. From that point on, everything gets much worse until you either escape the planet or melt into a puddle of goo. Don't let this happen to you. (rhyme all the time ;) )
Title: Outpost 2 Survivor
Post by: Mcshay on October 15, 2005, 07:25:03 PM
Nice. I'll have to finish my world map design sometime.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 15, 2005, 07:38:28 PM
Now that I think about it though, there'll have to be some kind of "designated evac time" where there aren't any disasters or something. It wouldn't be very fun if your entire convey was destroyed by a meteor while you were going to a new site...   :(

Then again, I suppose somebody would be willing to give them some stuff to stay in the game. I can't really make the game fail you if you don't have a cc since you won't have one for half the game anyways!  ;)  
Title: Outpost 2 Survivor
Post by: Mcshay on October 15, 2005, 07:51:22 PM
I don't think the game should be that easy, just keep your base online and move earlier. You will feel a greater sence of accomplishment if you have to work harder to win.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 15, 2005, 09:32:30 PM
Hey, hacker (or whomever), we were testing this out and it looks like only one person can get the objective to check off for launching the spaceship parts.
Is this a bug or did I just screw up again?
Not like it'd be hard to work-around, just make the only objective "Evacuate 200 colonists".
But still, if it's a bug and can be easily fixed, that'd be great.
Title: Outpost 2 Survivor
Post by: Tellaris on October 15, 2005, 11:28:31 PM
I had an idea like this, however I had different ideas...   Players started in a fully built base, with a lot of vehicles.   I never decided who would own the base, could be player 7, dunno if that'd work.
The players would run away.   The closest mines would be Tripples.   Thus, players would immediately set down.   That, and I'd give em only like 1000 food, so they don't go far.   They must basically sit and build up resources and survive for a bit.   Normal tech tree is enabled, weapons are disabled.   At mark, say, 250, blight hits the home base, starting from a centralized Adv. Lab.   It'd just sit there for a bit, then it'd spread quickly at this point, and would soon overtake all players bases.   The sitting around time gives players time to grab the basic, essential stuff...   CC, SF, Agri, Tok, Smelter.   Take too long, and you die anyway.   After about 10 marks that players bases had been obliterated, the players would have to find a new base.   Local beacons would be simply doubles, but if they did it right, they can drive a fair distance away.   The blight would spread slowly from then on.   Players objectives simply become to leave the planet.
Disasters would start off as simply meteor showers, randomly placed, and repeating throughout the game.
The first disasters players would experience, would be Earthquakes.
Second would be Volcanic Eruptions.
Third, Electrical stroms begin to appear, and fly accross the map.
Fourth and final, Vortexes appear (New Terra's atmosphere is thick enough that they are no longer simple dust storms)

How Objectives would be done:
First set, simple objective, move out and build elsewhere.   It'd be put as this.   "Build a base, and grow."
Every reserch but Rare Ore, and any Weapons reserch is unavailable, as welll as any tech that depends on these.
Blight occures at Lab, (1,241) Roughly half way down the map size I was thinking.
Objective changes.
"Evacuate Colonists" (Dependent on Evacuation transports.   Each transport=25 colonists.)
"Evacuate Command Center"
"Evacuate 5000 units of Common Metals"
ect...
Note: Based on what is in convecs, lots of detection is necessary.    Failure to complete an objective after your CC is disabled, results in game over for you.   You cannot control any units, you are basically made neutral.  You can continue to observe, but thats it.   Cause of CC disabled is not necessary, be it from an enemy, disaster, or Blight.
*NOTE: After the blight hits a command center, will require detect...   ALL technology reserched is removed, Players only have access to Basic Labs.
After 100 marks, players must simply run from the blight.   Objectives change at this mark (Time Trigger)
The objective is simply this...
"Have a Command Center in Storage"
For when blight shows up, min buildings in storage are all the basic stuff.
"Completely Reserch Basic Lab Techs" Not gonna list them, too lazy.
ECT.

The idea basically follows how the campaigns where done!
You have to reserch technology, recover bits of Starship wreckage, and eventually leave New Terra.

I was hoping to make blight visible by having to research a specialized technology only available after the relocation is complete, also placed in Basic Lab.   Called "Blight Detection".
Final objective: First player to leave New Terra wins.   No allied victory.

The problem with this?   I'd require a larger map, a simple world map would not be enough.   I was thinking at least a 512x512 or larger (1024x512 would be gigantic)

Why?   Spaceship technology and even RARE technology would be held off for a considerable length of time.   And players would still have to collect Conestoga Remains, as well as whatch their bases.
Title: Outpost 2 Survivor
Post by: Tellaris on October 15, 2005, 11:33:55 PM
I'm purposely sticking this off from the main post.
I was thinking we could turn this into a group project!   Simply by 1 person (me) would be quite a lot of work, and you probobly could not expect a release until summer of 2006 (I am actually VERY busy at the moment, and will be even busier after January)
Oh, and just because I'm a conceited little brat....
THATS MY IDEA YOU THEIF!   I HAD IT FIRST!  GIMME!
j/k... if you didn't already guess, but I believe I did have it first...

Because I wish to be an ass about this, and show evidence that its MINE....
Here (http://forum.outpostuniverse.net/index.php?showtopic=1173&view=findpost&p=26410)
I want to be in the CREDITS!

Okay, enough assness, heres some constructive help:
Might be better to have more then one person programming this, you can really make it fancy and nice looking if you are willing to put in the work on it.   Who knows!   Might even be tons of fun!
Title: Outpost 2 Survivor
Post by: Sirbomber on October 16, 2005, 08:00:26 AM
A... A 1024x512!?!?  :blink:
(head pops off)
Hmm... I'm not quite sure what you meant: if your cc gets infected AT ALL during the game, you lose all your research? Not very fun...

Anyways, I was also thinking, since New Terra's atmosphere is getting THICKER, shouldn't the meteors, technically, start big and end small, then non-existant? (burning up in atmosphere).

And I will never click on your "evidence".  :P

Hmm, I do have an idea for wreckage though. Some wreckage pieces give you starship tech, and a very few pieces in isolated and dangerous areas of the map will give you mobile weapons platform. How's that sound?
Title: Outpost 2 Survivor
Post by: Betaray on October 16, 2005, 12:30:09 PM
well than it would be, basicly whoever starts nearest to the wep wreakage, would win, cause they could just build lynx and kill everyone else, who would be defenceless
Title: Outpost 2 Survivor
Post by: Sirbomber on October 16, 2005, 12:39:21 PM
It's a land rush, so you can't start closest to it. And it'd be in hard to reach areas. Like your vecs have to go single file through a canyon maze and it's tornado storm earthquake alley.

And techtree problems (Mcshay knows what I'm talking about) have been solved with the help of Eddy-B. Thanks!
Title: Outpost 2 Survivor
Post by: Mcshay on October 16, 2005, 01:44:02 PM
(http://webpages.charter.net/file/runeranger/Map4.jpg)

Here's a AtW map. The lava erupts first, then at about mark 100 the blight goes off. The disasters are equal throughout this map, except for the blue area. It would be best to play this is d/n mode, so the blight is expanding somewhere, and sleeping in others (hide from the sun!).
Title: Outpost 2 Survivor
Post by: Sirbomber on October 16, 2005, 02:21:20 PM
Good idea, but I was thinking the main base should be around the bottom of the map.

(http://i5.photobucket.com/albums/y197/Sirbomber/Around_the_World.jpg)

Key:
M - Main Base (Black)
1/2/3/4/5/6 - Players 1-6 start location
Major Wreckage Area - Where original starship crashed, can get a lot of starship wreckage here.*
MWP - Mobile Weapons Platform Wreckage**
Blue Triange - New Terran Triangle (lots of 3 bar ores, magma wells, and fumaroles, but constant disasters hit this area. Is it worth the risk?)

* - Indicates an area with more frequent disasters than usual.
** - Indicates an area with MAJOR disasters and/or extremely close to infected regions.

It was really zoomed out, so everything's off by a lot. Just so you know. Bases will be much closer together since they really don't consist of anything.
Title: Outpost 2 Survivor
Post by: Betaray on October 16, 2005, 02:35:51 PM
so in Mcshay's map, it would just be a rush to get on the other side of the lava, so you dont worry about blight, or would the lave flow really slow so that the blight could go around it?
Title: Outpost 2 Survivor
Post by: Sirbomber on October 16, 2005, 02:38:38 PM
Hmm... That's a good point. Will there be lava so the blight can't spread over both sides of the planet to corner you?  :huh:  
Title: Outpost 2 Survivor
Post by: Mcshay on October 16, 2005, 02:45:35 PM
The theme of my map is run, build, run, build. You'll need to have a first base (to prepair), then a second (to stage the crossing of death valley and recover wreakage) and a thrid to launch the starship. You could do it all in the second base, but you'll risk the blight getting you. Also, you don't have to run to the other side, those hidden side bases will last much longer than the ones in the center. So you could launch back there, if your fast. The point of death valley and the wreakage is to prevent people from rushing over there. You will have to have more than one base by the time the game ends.

Also, this isn't land rush.

Edit: the lava creates bases and makes the game last longer, the blight can't back-track. (and the lava is cool)
Title: Outpost 2 Survivor
Post by: Sirbomber on October 16, 2005, 03:56:25 PM
And this isn't going to be done on Around the World when it's finished... I don't think...
AtW is just so we can figure out what we're actually going to do with it... Right?

Theme of your map? I thought we were on the same one!

Clearly, I don't know anything about my own stuff.  :unsure:  
Title: Outpost 2 Survivor
Post by: Tellaris on October 16, 2005, 04:58:48 PM
The big problem with having blight is this:
Buildings are NOT destroyed by it.   Thus, you can quickly hit the building limit!   Once this occures, you can't do anything, and are thus screwed.
I was hopeing that building control could be transfered to a neutral player once infected, ex player 7.

The loss of tech would only occure ONCE.   Then, ALL techs would be unlocked to you.   But heres the trick, you gotta start out with the basic lab!
Title: Outpost 2 Survivor
Post by: spirit1flyer on October 16, 2005, 05:19:05 PM
how about since in the storyline for OP2 there was only enough resorces for one spaceship you should have only 1 or two rare 3 bar mining spots?
Title: Outpost 2 Survivor
Post by: BlackBox on October 16, 2005, 05:26:59 PM
Quote
Hey, hacker (or whomever), we were testing this out and it looks like only one person can get the objective to check off for launching the spaceship parts.
Is this a bug or did I just screw up again?
Not like it'd be hard to work-around, just make the only objective "Evacuate 200 colonists".
But still, if it's a bug and can be easily fixed, that'd be great.
On the trigger creation, set the Player ID number to -1. (This makes it apply to all players).

The plan looks good so far!

BTW, should this thread be moved to the Colony games forum? it would seem to fit better there.
Title: Outpost 2 Survivor
Post by: spirit1flyer on October 16, 2005, 05:29:25 PM
Quote
BTW, should this thread be moved to the Colony games forum? it would seem to fit better there.

well I first thought so too. But the colony game forum is more dedicated to singleplayer games and this seems to be looking more like a multiplayer colony game.  
Title: Outpost 2 Survivor
Post by: Mcshay on October 16, 2005, 06:04:38 PM
Quote
Theme of your map? I thought we were on the same one!

Clearly, I don't know anything about my own stuff.  :unsure:
I thought we were doing the same thing, but I was brainstorming for future maps.
Title: Outpost 2 Survivor
Post by: Stormy on October 16, 2005, 11:50:44 PM
Nice work.. Looks like a challenge. It would be freaking awesome if we had it in Multi, which it looks like you guys are going to do :D


Stormy :op2:  
Title: Outpost 2 Survivor
Post by: Highlander on October 17, 2005, 09:03:46 AM
Looks good guys.

Maybe you wanna use Axen's Home aswell.. the least played map of them all..
Title: Outpost 2 Survivor
Post by: Sirbomber on October 17, 2005, 02:32:48 PM
Mcshay and I were talking, we're going to try to have several maps. We're also thinking of having one which resembles the OP2 storyline as much as possible. There'll be the main Eden colony, and you can go right and have the Eden storyline, dealing with more blight and weather disasters, or you can go left and have the Plymouth storyline, dealing more volcanic eruptions and earthquakes. Then you'll be able to fight over the wreckage sites and mining outposts (if you want). We can't force the raids on the other colonies or the Gene Bank theft (who would have the gene bank and who would have to steal it?), but people could attack each others' bases if they wanted to anyways.

Oh, and I'm thinking of making all research take longer so it'll be harder, longer, and hopefuly more fun.
Title: Outpost 2 Survivor
Post by: Betaray on October 17, 2005, 03:22:15 PM
I strongly sugest not playing with morale, because the blight disables the buildings, so after your first base gets hit, it would be impossible to have any morale above 2
Title: Outpost 2 Survivor
Post by: Sirbomber on October 17, 2005, 03:23:55 PM
Quote
-> Smart players will deconstruct their bases before they move to a new site.

Please read the first post before you make assumptions...
I've already figured this out...  <_<

And if people don't want morale they can disable it.
Title: Outpost 2 Survivor
Post by: Betaray on October 17, 2005, 03:29:24 PM
sometimes you wouldnt have time to deconstruct your base, it takes a pretty long time
Title: Outpost 2 Survivor
Post by: Sirbomber on October 17, 2005, 03:33:39 PM
I think people would have plenty of time to deconstruct their base since they know where the blight will be at all times. Plus, if they're really smart, they'll deconstruct and leave their old base at night when the blight isn't spreading.

And besides, even if you turned morale off it would still tell you 200 Structures Disabled throughout the whole game.
Or, if you really needed time, you could have a decon team of convecs lying around.
Maybe I'll even make it so that once the blight hits the old bases, there will be 20 massive earthquakes at every possible base location, destroying anything left behind.

I've got plenty of ideas, pick one!  ;)  
Title: Outpost 2 Survivor
Post by: Mcshay on October 17, 2005, 04:05:35 PM
I'm thinking everyone know this, but if you take you base down first (without extra coding) you will loose. You need aleast to have a second cc when you start to deconstruct.

We could make a trigger that causes a disaster at any blighted structure.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 17, 2005, 05:18:48 PM
Well, right now (as you know very well), the "no command center = mission failed" trigger just fails you at the start.  ;)
And I think there's a way to make it so so long as there's at least a kit, it won't fail you.
But I'll have to check and maybe ask some people. *hint*
Title: Outpost 2 Survivor
Post by: Betaray on October 17, 2005, 06:33:41 PM
well on land rush games it is, as long as you have people and vecs, once you set down, it turnes into the no cc=death

mabe we can just remove the trigger that would start the los mode, and thus as long as you have people and at least one vec, you will still live
Title: Outpost 2 Survivor
Post by: Stormy on October 17, 2005, 07:18:58 PM
Just have some starflares :P Or if you are plymouth, just get a few novas and you are good :D.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 17, 2005, 07:50:55 PM
You have to find wreckage for combat vecs though. At least on the AtW one.
Title: Outpost 2 Survivor
Post by: thablkpanda on October 17, 2005, 11:01:30 PM
Interesting theories people-

I'm thinking that those of you with the LR maps, have plymouth and eden starting on opposite sides of the map (i'm sure it's possible, just check for the "0/1" in the Eden box, eh?) Where on one side, eden has to deal with the afore-effects of the blight, and the other side, where plymouth deals with the afore-effects of the volcanoes. Of course there's the fact that they both 'spread', so eventually plymouth and eden players will be dealing with the same/similar problems. If you want it to fit to the storyline, I'd say that's the way to go.

I'm really liking the ideas coming along. If there's anything I could help with, do not hesitate to call/question me A.S.A.P, I'll be busy all through Dec.->Feb. but after that, I'm all free (so I say now...)

Holla,
Christopher Merchant
Merchant Enterprises
thablkpanda@thablkpanda.com - I pick this one up on my PDA, so if it's highly urgent.. that's the one.
thablkpanda@gmail.com - Main acct.
bigpanda@thablkpanda.com - 'Public' Acct; close friends have access to this one, so nothing personal should go here.
Title: Outpost 2 Survivor
Post by: BlackBox on October 18, 2005, 01:47:50 PM
Quote
Well, right now (as you know very well), the "no command center = mission failed" trigger just fails you at the start.  ;)
And I think there's a way to make it so so long as there's at least a kit, it won't fail you.
But I'll have to check and maybe ask some people. *hint*
Sirbomber, come on IRC and I'll help you out with this.

Basically you just need a land rush setup -- create Operational triggers for every user, and increment a count each time a CC is setup. Once the count reaches the number of players, destroy the operational triggers and create a OnePlayerLeft trigger for all users.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 18, 2005, 03:10:39 PM
Quote
I'm thinking that those of you with the LR maps, have plymouth and eden starting on opposite sides of the map (i'm sure it's possible, just check for the "0/1" in the Eden box, eh?) Where on one side, eden has to deal with the afore-effects of the blight, and the other side, where plymouth deals with the afore-effects of the volcanoes. Of course there's the fact that they both 'spread', so eventually plymouth and eden players will be dealing with the same/similar problems. If you want it to fit to the storyline, I'd say that's the way to go.

I can't remember if said this to Mcshay only or to everyone, but there seems to be some confusion, so...
Everyone starts in the MIDDLE. Then the lab goes kaboomy and the you get a message saying to evacuate immediately. Then you can pick LEFT for more severe volcanoes and quakes or you can pick RIGHT for faster blight growth and more severe storms and vortexes.

Eden is not forced to take the right path, nor is Plymouth forced to take the left path.

At least, that's my current plan. But whatever, I want this to be what YOU all want, not what I want.
Title: Outpost 2 Survivor
Post by: Tellaris on October 18, 2005, 03:18:11 PM
Quote
Mcshay and I were talking, we're going to try to have several maps. We're also thinking of having one which resembles the OP2 storyline as much as possible. There'll be the main Eden colony, and you can go right and have the Eden storyline, dealing with more blight and weather disasters, or you can go left and have the Plymouth storyline, dealing more volcanic eruptions and earthquakes. Then you'll be able to fight over the wreckage sites and mining outposts (if you want). We can't force the raids on the other colonies or the Gene Bank theft (who would have the gene bank and who would have to steal it?), but people could attack each others' bases if they wanted to anyways.

Oh, and I'm thinking of making all research take longer so it'll be harder, longer, and hopefuly more fun.
Already had that idea.

My result is that it is currently infeaseable with the latest map editor.

Two reasons:   You need a gigantic map (as I said before, this was my original intent!)
Copying and pasting large amounts of "cells" (ie maps) is rather difficult atm.   Last time I tried that, it didn't do anything that I could see.

For storyline:
It is possible to follow both, since all events take place on one planet, New Terra.   So it is feaseable to have all existing maps in the SP campaign, and maybe even some MP maps (thinking of Unsettled Earth, actually), assumeing you make the map size big enough.   1024x768 should do it, at least for most.   Many of the maps are not that big.

The disasters are all going to occure anyway, so no point in making differences.   There will be eruptions, quakes, blight, ect.

If you want to have raids on a player's colony, you can have an AI base do it.   Players themselves may see such a thing as unfair to them, as its all vs them to win.
Title: Outpost 2 Survivor
Post by: Sirbomber on October 18, 2005, 06:14:28 PM
We're not copying or pasted anything from the campaign levels, we're just using the basic ideas from them.

And could you please stop making it sound like we've copied your idea...
Title: Outpost 2 Survivor
Post by: Stormy on October 18, 2005, 09:20:31 PM
It does sound like you are saying Sirbomber and the others took your idea. I don't think they did, however, I would like to point out that Bakion is pointing out something from experience from what I can tell, so don't turn off all the way ;).

Keep up the good work B)

Stormy :op2:
Title: Outpost 2 Survivor
Post by: BlackBox on October 19, 2005, 02:00:40 PM
Well.. it's all for the good of the player community isn't it?

I don't recall anything like this being posted or even really discussed before. Besides Sirbomber and Mcshay have made considerable headway with the project, I haven't seen anything like it from anyone else.

We're not here to act like primary school children "I did it first!" etc. We're here for the enjoyment of the Outpost games.
Title: Outpost 2 Survivor
Post by: Tellaris on October 19, 2005, 02:37:28 PM
I'm saying, while no work has really been put into it by me, (well not more then about 150 tiles on a 1024x768 map), I have given the idea considerable thought, and have done much discussion with primarily Hooman on what can and can't work.   A little with Eddy-B and some with hacker as well.
Title: Outpost 2 Survivor
Post by: Mez on October 19, 2005, 05:15:35 PM
Simple solution to disabled bases:

idle them!
Title: Outpost 2 Survivor
Post by: Tellaris on October 19, 2005, 05:26:01 PM
When buildings are infected, idled or not, they are added to the disabled building list reguardless, and the savant will go "Structures Disabled" every 10ish marks
No way around this, other then A: Killing infected buildings (this can be done by script) or B: Giveing control to a neutral player (ie player 7)
Title: Outpost 2 Survivor
Post by: Sirbomber on October 19, 2005, 05:37:42 PM
Hmmm... either choice is acceptable, and I'm leaning towards choice b. How would the game figure out what's infected and how would it be given to player 7 though?
Title: Outpost 2 Survivor
Post by: Mcshay on October 19, 2005, 05:48:36 PM
Mabe you could make a vector of all the buildings, and check if they are blighted every 5ish marks. I can't tell you how though, /me should look at the code more.
Title: Outpost 2 Survivor
Post by: Hooman on October 19, 2005, 07:34:42 PM
I'm sure there is an easy way of checking for blight infected buildings.

I'd also like to point out that even if day and night are (supposedly) disabled, the bilght growth will still be affected based on where day and night *should* be, if it was enabled. Turning it off only really affects the display, but not internal calculations. Which kinda leaves me to wonder when people claim day and night causes lag. But then I guess it's gotta draw the extra shadow overlay, and update the minimap.

 
Title: Outpost 2 Survivor
Post by: Sirbomber on October 19, 2005, 07:46:30 PM
Hi everyone! I have good news and bad news, and since there's more good news, let's start with that!  :huh:

Good News 1:
The bases are mostly set up, except for player 4, who's tokamak is embedded in a cliff. Whee.

Good News 2:
(http://i5.photobucket.com/albums/y197/Sirbomber/blackeden.jpg)

As you can clearly see, the black Eden base is under construction. You'd better thank me, this was pretty hard. The agridoems crash the game if they don't like the spot I picked for them. And now...

The Bad News:
(http://i5.photobucket.com/albums/y197/Sirbomber/thebadnews.jpg)

As you can also clearly see, it's mark 5 or something, early anyways, and the build option is nowhere to be seen.

SPECIAL FEATURE: If you look, you can see the Tokamak embedded in the cliff.
Title: Outpost 2 Survivor
Post by: Mcshay on October 20, 2005, 02:35:36 PM
Good News and Bad news Continued!

Good News:

The first map is more than half way done.

Bad News:

It still will have to be tweaked and tested.

Edit: I just had an idea to make games with moral and games without moral both work. Have the moral of all the players added up and averaged every 10 or so marks, then change the blight speed according to this (low moral = slower blight).
Title: Outpost 2 Survivor
Post by: Sirbomber on October 20, 2005, 09:00:11 PM
My progress for today was zero. I've been busy from 6 AM to 10 PM. But I'll be trying to get the structure factory working.
If anybody has any ideas about how this might have happened, and how to fix it, that'd be nice.
But now I'm getting[size=8]tiredandeverythingskindablendingtogeth...[/size] zzz

But, if you didn't know (and you probably never will because this is just an edit [die ziggy]) you can expect to see a beta version by tomorrow! (11/9/05)
Title: Outpost 2 Survivor
Post by: Arklon on January 18, 2006, 04:38:36 PM
This project is NOT dead. Right now, me and Hacker are finding an easier way to find a good blight growth speed.
Title: Outpost 2 Survivor
Post by: Sirbomber on January 18, 2006, 04:50:58 PM
Nobody ever said it was dead... Just nobody else was posting and the last time I double posted it was not good.

The first one will be out with the next update (unless somebody scres something up) and I might feel like getting around to another one someday. Right now I am doing other stuff though which may or may not be OP2/OPU related.

Anyways, here's a relative progress-o-meter:
PHASE 0 [::::::::::] (Learning what I'm actually doing)
PHASE 1 [::::::::::] (Primary Design Phase)
PHASE 2 [::::::::::] (Secondary Design Phase)
PHASE 3 [::::::::::] (Testing)
PHASE 4 [::::::::::] (Fixing and re-testing)
PHASE 5 [::::::::::] (Telling Hacker to put it in the enxt update)
PHASE 6 [::--------] (Talking about it and making people think it's super-awesome)
PHASE 7 [----------] (Ensuring everyone is excited about it)
PHASE 8 [:::::-----] (Working on maps 2 and 3)

I'd better get to work on Phase 6 and 7 some more.

Survivor will be super duper uber and you will like it a lot!
What did you expect? A movie that showed scenes from it and talked about what it was like! Too bad!
Title: Outpost 2 Survivor
Post by: Arklon on January 18, 2006, 08:32:19 PM
We got our blight simulator working.
Title: Outpost 2 Survivor
Post by: lordly_dragon on January 18, 2006, 09:37:52 PM
coool gj arklon. if you need beta tester tell me ;)
Title: Outpost 2 Survivor
Post by: Arklon on January 19, 2006, 04:15:42 PM
Quote
coool gj arklon. if you need beta tester tell me ;)
... It's just an OP2 mission DLL with a memory hack to make the game loop run super fast, and with some other stuff.

And, um, Hacker actually made the damn thing, I was just the one prodding him into making it :P
Title: Outpost 2 Survivor
Post by: BlackBox on January 19, 2006, 06:28:09 PM
I'm willing to give the blight simulator out to other people if they need it.

Basically, what it does is, measures how long it takes the blight to infect a certain area. It lets you enter a spread speed on the chat line, and select start and end points by self destructing a scout at those points.

You can then enter a light position (as day & night affects blight) and then it starts the simulation (which takes about 30 sec to fill the map since the game is running as fast as possible).

If this would be useful to anyone else making a mission with blight, let me know and I'll hook you up.
Title: Outpost 2 Survivor
Post by: Arklon on January 19, 2006, 06:47:55 PM
Quote
(which takes about 30 sec to fill the map since the game is running as fast as possible)
It depends on the map size, actually.
Title: Outpost 2 Survivor
Post by: Harky on January 26, 2006, 05:19:49 AM
And on the growth speed...