Nuclear Dawn

Nuclear Dawn

Corner Singleplayer Empire
faphammer 24 Jun, 2013 @ 2:56am
Been waiting for one of these
This game so has the capacity for interesting "player VS AI" scenarios.

Some feedback on a few test runs:
+ Turret placements make it extremely difficult as emp comm to deal with economically without artillery.

However many issues:
- AI is beyond dumb and ends up with massive negative scores
- AI limit is 20 and having any more will cause the consol to be spammed with crap
- AI does not use default spawn unless selling all others
- Lack of a con comm AI for doing the "final push", would be an interesting last stand scenario
- wall/barrier glitch causes them to loose their solid frame for both sides
Whilst being on the con side:
- nothing was researched
- had to sell and rebuild all repeaters due to powerline glitch not allowing for further expansion
- built a massive turret farm around the base but ended up crashing the game when destroying them with a mass flame turret attack
- no walls or barriers were prebuilt in this instance


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Showing 1-3 of 3 comments
Dmitriy  [developer] 3 Aug, 2013 @ 6:02am 
yeah, but most of the issues can't be fixed from my side.
You can also take a look at this new map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=161688110&searchtext=
faphammer 4 Aug, 2013 @ 7:13am 
Made a separate thread in SDK for dedicated feedback on the AI.
Building on buildings, power line glitches and passable barriers/walls do appear to be game wide bugs.

This is still though my favorite siege map. Rarely do I ever build artillery but I use it here even with enemy players.


I still would like to see a "last-stand" map developed at some point... Essentially one side has surrounded the other and is impossible to siege out due to terrain blocking LoS and pathing to attacker buildings, (much like the hydro map glitch). The only way for attacking players to gain access to the defending area is via a forward spawn inside the defending base. All the attacker has to do is dump as many structures as they can into the enemy base and destroy them. The defender has to survive till the match timer reaches zero. Attacker has access to 200% more resources than defender depending on how much you want to scale it. (The attacker probably may need more than 1 assembler to increase deployment rate!)

In terms of a single player last stand, 10 scripted waves of enemy structures getting deployed from a commander bot, if that's even possible.

Alternatively, just make a small map with an excessive number of control points to promote the use of more than 1 assembler.
Last edited by faphammer; 4 Aug, 2013 @ 7:38am
Sloth from Hell 13 Dec, 2014 @ 4:12am 
nice
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