Control Tower/ Control station question.

Working on new maps for Multiwinia? Discuss!

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Major Cooke
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Postby Major Cooke » Sun Mar 08, 2009 10:51 pm

Krion112 wrote:I think if you set it to engineer it'll give you the engineer powerup....


Doesn't work for me, actually... I simply tried modifying a blitz map and nothing happened.
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Xocrates
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Postby Xocrates » Sun Mar 08, 2009 11:53 pm

Krion112 wrote:I think if you set it to engineer it'll give you the engineer powerup....


That's wistful thinking more than anything.

You can however give specific powerups to the defender on an assault map. As far as I recall that may be the only way do to it.
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Phelanpt
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Postby Phelanpt » Sun Mar 08, 2009 11:57 pm

Cargo cult map editing is a new one.
Krion112
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Postby Krion112 » Mon Mar 09, 2009 12:14 am

I was just saying what I thought, and yes I know, you can set powerups to people, like give an armour powerup to the player, or a squad, or engineer, etc. I'm just testing around in a custom sandbox map i'm in the process of making.
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The GoldFish
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Postby The GoldFish » Tue Mar 10, 2009 6:39 pm

I'm not 100% any more but basically as you appear to have discovered , control stations and control towers both functionally work the same way (links and all) to change the team of most buildings, including trunk ports which may offer reinforcements. The only exception off of the top of my head is Assault, where the WMD is linked to control stations and transforms them into different buildings.

I think, additionally, you can specify both attacker and defender reinforcement types. You might find these work in non assault maps too, randomly, but I dunno. I think Trunkport armour is just specifically armour, and doesn't work for other powerups, but I really don't remember.

Alternatively, you may find that the flag RunAsTask in the instant unit definitions is helpful for at least giving each time an engineer at the start which they must use carefully. (At least I think this works)
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
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Postby Krion112 » Tue Mar 10, 2009 10:55 pm

Isnt the only difference that 1 is captured by engineers and the other is captured by multiwinians?
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Major Cooke
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Postby Major Cooke » Wed Mar 11, 2009 2:54 am

Krion112 wrote:Isnt the only difference that 1 is captured by engineers and the other is captured by multiwinians?


In Darwinia, it was only engineers. In Multiwinia, engineers only collect souls now. Multiwinians do the rest.
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The GoldFish
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Postby The GoldFish » Wed Mar 11, 2009 4:54 am

Or if you prefer to actually be relavent to the question in hand, yes, that's almost entirely the only difference - control stations use DGs, control towers need engineers. You can use either depending on the mechanic you wish to create, but generally control stations are better, control towers only being really useful to reward someone who's lucky enough to get an engineer.

I suppose I wasn't clear enough with my post, I didn't mean to imply they were the same building now - I meant that they functioned, in terms of what they could accomplish, in the same way. They do indeed require DGs and engineers respectively.
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Postby NeatNit » Wed Mar 11, 2009 4:58 pm

Are you sure? I'm pretty sure they both use Multiwinians... But I don't really know.
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Postby xander » Wed Mar 11, 2009 6:29 pm

NeatNit wrote:Are you sure? I'm pretty sure they both use Multiwinians... But I don't really know.

If you don't know, then why are you posting? Especially when you are wrong?

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Postby NeatNit » Fri Mar 13, 2009 1:25 pm

I would answer you, but I know *exactly* how you'd respond so I'll just keep my mouth shut.
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Postby Phelanpt » Fri Mar 13, 2009 3:08 pm

The learning begins! :P
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Ripfang
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Postby Ripfang » Thu May 07, 2009 6:36 am

I'm really sorry about bumping this but it seemed pointless to make another.

Omg I found it.

I figured out how to get Engineers to spawn as reinforcement waves 8D. Turns out to be a hell-of-a-lot simpler than I thought. I'll give credit to The_GoldFish because I was playing around with his edited Zulus Revenge map when I found this.

Here's how you do it:

LevelOptions trunkportreinforcements (whatever number) defenderreinforcementtype Engineer

The second thing comes from Assault but I just tried it and you can still exploit this option for Domination and I assume for every gametype. I'm soooo making a map with this later.

In the meantime here is the crappy empty test map I've been useing all this time to test the limits for maps heheh.

"mp_domination_2P_emptyTest.txt" blah blah blah.... look at the other map threads to lazy to copy the rest.....

Code: Select all

MultiwiniaOptions_StartDefinition
   GameTypes   Domination
   PopulationCap   -1
   DefenderPopulationCap   -1
   NumPlayers   2
   InvalidCrates   slowdown speedup darkforest autodarkforest hotfeet antnest autoantnest magicalforest
   LevelOptions      trunkportreinforcements 100  defenderreinforcementtype Engineer
   Difficulty   basic
MultiwiniaOptions_EndDefinition

Landscape_StartDefinition
   worldSizeX 1804
   worldSizeZ 1804
   cellSize 12.00
   outsideHeight -10.00
   landColourFile landscape_default.bmp
   wavesColourFile waves_default.bmp
   waterColourFile water_default.bmp
Landscape_EndDefinition

LandscapeTiles_StartDefinition
   #                            frac  height desired gen         lowland
   # x       y       z    size   dim  scale  height  method seed smooth  guideGrid
   # =============================================================================
       203   0.00     87   1410  1.20   1.00    200      1 405566981   1.00     0
LandscapeTiles_EndDefinition

LandFlattenAreas_StartDefinition
   # x      y       z      size
   # ==========================
LandFlattenAreas_EndDefinition

Lights_StartDefinition
   # x      y      z        r      g      b
   # =========================================
    -0.41   0.56  -0.72     0.99   0.89   0.76
    -0.46   0.00   0.89     1.61   0.85   0.44
Lights_EndDefinition

Buildings_StartDefinition
   # Type              id      x       z       tm      rx      rz      isGlobal
   # ==========================================================================
   Incubator           32      911.63  271.47  5       0.07    1.00    1            99
   Wall                21      1461.36 1134.79 255     1.00    0.00    0       
   Wall                13      1461.93 1171.07 255     1.00    0.00    0       
   Wall                14      1462.65 1208.25 255     1.00    0.00    0       
   Wall                15      1464.07 1244.94 255     1.00    0.00    0       
   Wall                16      1445.46 1263.67 255     -0.03   1.00    0       
   Wall                17      1408.55 1262.45 255     -0.03   1.00    0       
   Wall                18      1371.99 1261.19 255     -0.03   1.00    0       
   Wall                19      1335.30 1260.09 255     -0.03   1.00    0       
   Wall                20      1460.90 1098.02 255     1.00    0.00    0       
   Wall                22      1442.19 1080.03 255       -0.03   -1.00   0       
   Wall                23      1405.67 1081.29 255       -0.03   -1.00   0       
   Wall                24      1368.82 1081.79 255       -0.03   -1.00   0       
   Wall                25      1331.71 1083.06 255       -0.03   -1.00   0       
   Wall                26      1311.96 1102.07 255       -1.00   -0.06   0       
   Wall                27      1317.67 1240.65 255       -1.00   -0.06   0       
   Wall                28      1319.38 1204.17 255       -1.00   -0.06   0       
   AITarget            29      758.23  622.83  255       1.00    0.00    0       
   AITarget            35      639.29  774.43  255       1.00    0.00    0       
   SpawnPointMaster    36      879.83  1610.80 255     1.00    0.00    0       37   
   SpawnLink           37      907.62  793.16  255     1.00    0.00    0       0     1     
   SpawnPoint          0       1241.80 897.99  0     -0.97   0.24    0       
   SpawnPoint          1       467.13  1158.50 1     0.90    -0.43   0       
   TrunkPort           3       804.56  1178.23 1     1.00    0.00    1       -1     
   ControlStation        5       1076.39 1283.78 255     1.00    0.00    0            7
   ControlStation        6       338.32  556.30  255     1.00    0.00    0           32
   TrunkPort           7       1041.55 1185.18 0     -1.00   -0.01   1       -1     
Buildings_EndDefinition

CameraMounts_StartDefinition
   # Name             Pos                   Front          Up
   # =========================================================================
   player0         1448.67  192.00  852.76 -0.86 -0.43 0.27 -0.41 0.90 0.13
   player1          303.39  179.40 1207.68 0.82 -0.51 -0.25 0.49 0.86 -0.15
CameraMounts_EndDefinition

CameraAnimations_StartDefinition
CameraAnimations_EndDefinition

InstantUnits_StartDefinition
   # Type         team    x       z   count  inUnit state   spread  waypointX waypointZ
   # ==================================================================================
   Darwinian        0   895.9   420.6     30    0      -1   180.5     0.0     0.0
   Virii            5   572.0   741.0     40    0      -1    86.1     0.0     0.0
   Virii            4   927.2  1197.6     100    0      -1   180.5     0.0     0.0
   Virii            5  1094.8   709.7     42    0      -1    79.9     0.0     0.0
InstantUnits_EndDefinition

PrimaryObjectives_StartDefinition
   NeverTrue
PrimaryObjectives_EndDefinition

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Marquise Fishy TGF McGraw
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Postby Marquise Fishy TGF McGraw » Thu May 07, 2009 9:09 pm

The GoldFish wrote:I think, additionally, you can specify both attacker and defender reinforcement types. You might find these work in non assault maps too, randomly, but I dunno. I think Trunkport armour is just specifically armour, and doesn't work for other powerups, but I really don't remember.


Evidently, that comes as little surprise to me.

The problem, really, is using it in effective way. In theory the control buildings can change the team of any building in the game. Engineers would work much better for that task if they didn't want to run around collecting souls, too, and you have to consider that (I don't think, anyway) you can't change the interval at which you get reinforcements. The question really is, what purpose do engineers serve using control towers that MWs using control stations doesn't? I suppose the only things are, engineers find it easier to traverse water, take longer to reprogram a tower (they can also fight over it) and usually aren't on the front lines.
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Ripfang
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Postby Ripfang » Thu May 07, 2009 9:45 pm

The GoldFish wrote:I think, additionally, you can specify both attacker and defender reinforcement types. You might find these work in non assault maps too, randomly, but I dunno. I think Trunkport armour is just specifically armour, and doesn't work for other powerups, but I really don't remember.


... missed that... That's me being slow to connect the dots and read everything.....

Anyway the reason we wanted to bring engineers in was not so much for the control towers as for the soul collecting. The soul collecting is something that I really liked from the first game and I'm glad they didn't take it out, but the problem in Multiwinia is it isn't every game you get something from the crates that can collect those souls. I think it could make a game really interesting if soul collecting was your only source of troops.

We kinda got off topic on this thread, but the new topic had to do with the engineer thing I was playing around with so... ya...

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