4 player coop?? - Zulu's Revenge! AKA: Why coop doesn't work
Posted: Mon Sep 29, 2008 3:12 am
Hello!
Just thought I'd publically post about this neat modfication of Fort Zulu I made. It's called Zulu's revenge. There's no turrets, and there's 4 players all cooperatively defending. It's not very good. I'm not that certain that the evilinians will actually "defeat" the AI - the balence is very slight... generally it WILL overun without the walls and with reinforcements set to 30... but with walls and 33, I'm not sure. Who knows!
Anyway, it's one of those ideas that has been floating around on IRC and has recently started to come up on the forums; It's a coop defence against an evilwinian (ie AI) assault, but, there are some major flaws. They're mainly because of the way the game works, or as I would prefer to refer to it in some cases, doesn't work consistantly. You may prefer think of this thread as why coop doesn't work...
Anyway, I like to think of coop defence as things stand currently as the total opposite of defcon: the only LOSING move is not to play. You actually genuinly can't lose. If the evilinians do destroy the WMD, or if you destroy their WMD (or they destroy their own WMD), the game won't actually end. The time will stop for about 10 seconds, and then just decice to carry on. In the case of trunkport reinforcements, generally it will disable these, but for this map at least, you won't technically lose, even if the time runs out after the WMD is destroyed. You can however successfully defend, apparently.
Another issue is that, as mentioned, evilinians and futurewinians will happily destroy the WMD they are supposed to be defending. This may be because some buildings assigned to these teams are assumed to be neutral buildings, and once they take control of the control positions it decides that it has been captured and explodes, which possibly indicates 2 issues - buildings that aren't on team 0-3 (edit - I dont think this is necesserily that teams that have no player position assoicated with them are -1ed. because a team 3 triffid on a 3 player game didn't crash the game out, the unit as culled in real time), but are on 4 or 5, are treated as if they were on -1, rather than keeping their valid team status. On top of this, you can actually assign the team of the WMD to be linked to attacking team, then the defending team will blow it up. The process doesn't seem to actually check if the team taking control is attacking or defending, just that it's not allied with whatever the team the WMD is (it might not even check the allied status, I didn't check this finer point).
Further to the buildings issue mentioned above, triffids set to team 4 or 5 will crash the game as soon as they fire. This really makes life more difficult for making a coop map, since these are the only way the map author can attack the coop team with viral units consistantly as the map progresses. You could eg have a 3 player map and assign them to missing fourth player, but the egg will be culled as soon as it's fired. I can only assume that as I suggested above, they're not being kept on team 4, and that they're trying to create eggs on team -1, which is invalid for units apparently, and hard crashes the game.
On top of this, one of the problems highlighted with Zulu's revenge is that, a) the noturret range for trunk ports seems to be REALLY REALLY BIG (ie, you can't place turrets near trunk ports) and, the spawn points and trunk ports of your allies prevent you from placing turrets just as much as your enemy's would. This means that for zulu's revenge, you can only place turrets on the outer ring. The radius for trunk ports seems to be waay too massive. Here's some pictures of the issue;
Can't place turrets here or here, you have to go this far away from the trunk ports of your allies to be able to place a turret, apparently.
Also, the icons which appear on the map selection for the player roles within a level have nothing to do with the actual roles available within a map - they seem to be arbritrary. On top of this, this applies to the ability of players to pick a team within the lobby. On top of this, if any of the teams try to assign themselves to a position the map says they don't have access to, it seems to overide the map's settings and set the teams up as the lobby thinks should occur, so in the case of Zulu's revenge, you end up with 2 defenders and 2 attackers all in the same fort. And the evilinians. So yeah you're pretty doomed if you do that.
Finally, the game is designed to prevent a player having too large an advantage/disadvantage versus another. This applies to evilinians and our coop team too. There's not a lot to be done about that, really. The problem becomes greater the more coop members you have. On top of this, coop defence is hard to balence for, because the quantity and spawn rate of the enemies will remain basically constant, or even decrease. There would need to be an easier way to "ramp it up" and make the situation more dire as time progresses. As I said in another topic, the issue is that, if you can survive for 1 minute, you can survive for 10 minutes.
edit OH And another thing;
Assault reinforcement powerups seem to only be available to playable positions. Since trunk port reinforcements are scuppered by buildings being changed from their specified team for evils or futures, you might think this is linked to that, but, it sems to be a seperate issue caused by the same original functionality.
The jist of this is, coop isn't really supported even remotely. The ability to use assault to make pretend coop is VASTLY limited; it doesn't work safely, and it isn't really that much fun to play either. My reccomendation is avoid until IV show some interest in implimenting it as an actual supported gametype, so we can make our own levels for it.
Right, now that's all out of the way; here's mp_q4_zulusrevengeTGF_2.txt tada; text file for reference, and rar download - read the readme or just extract to your multiwinia directory, if you want to try it out. I wouldn't bother, really. Oh, if you DO get overrun, just let people know that the game will never end, and exit.
A final note, that isn't actually an issue with coop, sometimes the evils I think get a particular weapon crate. Then the game will freeze up and use 100% CPU usage of whichever CPU it's on (I hope you have a dual core). I have no idea what causes this specifically because the game doesn't crash out. it may be an issue attached to the map, or it may simply be a general issue with evilwinians and a specific crate, I'm not sure, really.
- TGF
Just thought I'd publically post about this neat modfication of Fort Zulu I made. It's called Zulu's revenge. There's no turrets, and there's 4 players all cooperatively defending. It's not very good. I'm not that certain that the evilinians will actually "defeat" the AI - the balence is very slight... generally it WILL overun without the walls and with reinforcements set to 30... but with walls and 33, I'm not sure. Who knows!
Anyway, it's one of those ideas that has been floating around on IRC and has recently started to come up on the forums; It's a coop defence against an evilwinian (ie AI) assault, but, there are some major flaws. They're mainly because of the way the game works, or as I would prefer to refer to it in some cases, doesn't work consistantly. You may prefer think of this thread as why coop doesn't work...
Anyway, I like to think of coop defence as things stand currently as the total opposite of defcon: the only LOSING move is not to play. You actually genuinly can't lose. If the evilinians do destroy the WMD, or if you destroy their WMD (or they destroy their own WMD), the game won't actually end. The time will stop for about 10 seconds, and then just decice to carry on. In the case of trunkport reinforcements, generally it will disable these, but for this map at least, you won't technically lose, even if the time runs out after the WMD is destroyed. You can however successfully defend, apparently.
Another issue is that, as mentioned, evilinians and futurewinians will happily destroy the WMD they are supposed to be defending. This may be because some buildings assigned to these teams are assumed to be neutral buildings, and once they take control of the control positions it decides that it has been captured and explodes, which possibly indicates 2 issues - buildings that aren't on team 0-3 (edit - I dont think this is necesserily that teams that have no player position assoicated with them are -1ed. because a team 3 triffid on a 3 player game didn't crash the game out, the unit as culled in real time), but are on 4 or 5, are treated as if they were on -1, rather than keeping their valid team status. On top of this, you can actually assign the team of the WMD to be linked to attacking team, then the defending team will blow it up. The process doesn't seem to actually check if the team taking control is attacking or defending, just that it's not allied with whatever the team the WMD is (it might not even check the allied status, I didn't check this finer point).
Further to the buildings issue mentioned above, triffids set to team 4 or 5 will crash the game as soon as they fire. This really makes life more difficult for making a coop map, since these are the only way the map author can attack the coop team with viral units consistantly as the map progresses. You could eg have a 3 player map and assign them to missing fourth player, but the egg will be culled as soon as it's fired. I can only assume that as I suggested above, they're not being kept on team 4, and that they're trying to create eggs on team -1, which is invalid for units apparently, and hard crashes the game.
On top of this, one of the problems highlighted with Zulu's revenge is that, a) the noturret range for trunk ports seems to be REALLY REALLY BIG (ie, you can't place turrets near trunk ports) and, the spawn points and trunk ports of your allies prevent you from placing turrets just as much as your enemy's would. This means that for zulu's revenge, you can only place turrets on the outer ring. The radius for trunk ports seems to be waay too massive. Here's some pictures of the issue;
Can't place turrets here or here, you have to go this far away from the trunk ports of your allies to be able to place a turret, apparently.
Also, the icons which appear on the map selection for the player roles within a level have nothing to do with the actual roles available within a map - they seem to be arbritrary. On top of this, this applies to the ability of players to pick a team within the lobby. On top of this, if any of the teams try to assign themselves to a position the map says they don't have access to, it seems to overide the map's settings and set the teams up as the lobby thinks should occur, so in the case of Zulu's revenge, you end up with 2 defenders and 2 attackers all in the same fort. And the evilinians. So yeah you're pretty doomed if you do that.
Finally, the game is designed to prevent a player having too large an advantage/disadvantage versus another. This applies to evilinians and our coop team too. There's not a lot to be done about that, really. The problem becomes greater the more coop members you have. On top of this, coop defence is hard to balence for, because the quantity and spawn rate of the enemies will remain basically constant, or even decrease. There would need to be an easier way to "ramp it up" and make the situation more dire as time progresses. As I said in another topic, the issue is that, if you can survive for 1 minute, you can survive for 10 minutes.
edit OH And another thing;
Assault reinforcement powerups seem to only be available to playable positions. Since trunk port reinforcements are scuppered by buildings being changed from their specified team for evils or futures, you might think this is linked to that, but, it sems to be a seperate issue caused by the same original functionality.
The jist of this is, coop isn't really supported even remotely. The ability to use assault to make pretend coop is VASTLY limited; it doesn't work safely, and it isn't really that much fun to play either. My reccomendation is avoid until IV show some interest in implimenting it as an actual supported gametype, so we can make our own levels for it.
Right, now that's all out of the way; here's mp_q4_zulusrevengeTGF_2.txt tada; text file for reference, and rar download - read the readme or just extract to your multiwinia directory, if you want to try it out. I wouldn't bother, really. Oh, if you DO get overrun, just let people know that the game will never end, and exit.
A final note, that isn't actually an issue with coop, sometimes the evils I think get a particular weapon crate. Then the game will freeze up and use 100% CPU usage of whichever CPU it's on (I hope you have a dual core). I have no idea what causes this specifically because the game doesn't crash out. it may be an issue attached to the map, or it may simply be a general issue with evilwinians and a specific crate, I'm not sure, really.
- TGF