Mindustry

Mindustry

SP 7981 1.1
No exit 9 Mar, 2021 @ 2:26pm
Feedback (Warning: spoilers)
For the quads that drop units in your back, when you take out unit factories that create the units, the quads will ball up there.

Because I thought that the logic that was sending them there was near where they were gathering, we avoided trying to kill them as they already had a substantional amount of them.

So I build 7 Meltdowns close to them in case they got lose. When I destroyed the factory that was producing them, there were 50 quads balling up near the pickup aread. However it seems like the logic block was also there, which caused the quads to go loose and completely wreck my Meltdowns and killing our core without us noticing.

I had to reload a previous save (where the Quads were already set lose) and use my 8 Corvuses to quickly snipe the enemy core so I could win the game before out core died.

Was fun though :).
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Showing 1-11 of 11 comments
coreysj  [developer] 9 Mar, 2021 @ 6:03pm 
Thank you for this insight! I had not seen so many quads appear when testing the map...I had set the factory to allow only 4 at any time, but I think it is possible that the logic is flawed. Also, if you had saved/exited and then reloaded the map, I have seen the factories ignore the limit logic after reloading. I'm not sure how to fix this yet as I am pretty new to using logic. I had intended originally to have a fleet of quads dedicated to swapping out batteries to keep the shields powered, but that plan was way beyond my capability. Hopefully I can get the factory controls working correctly. I do appreciate your feedback- you should know I think your maps are some of the best experiences I've had playing this game!
No exit 10 Mar, 2021 @ 9:48am 
Oh, I also encountered the save/load bug in a map I'm working on and reported it to Anuke. He fixed it so the next Mindustry build will no longer have this issue.

We did actually save/load once because my friend's internet died so that may have caused the logic to malfunction.

No problem for the feedback :), it was only a small effort to comment here, especially compared to how long it took you to make this map so I should be the one thanking you instead as I did enjoy playing your map :D.

As a side note, is it ok if I add this map to a Mindustry community server (io attack server)? You'll get full credit of course.
coreysj  [developer] 10 Mar, 2021 @ 10:29pm 
That's great that the save/load bug will be fixed. I didn't think to report it I'll try to remember to do that. Go ahead and post the map anywhere you like to I'm glad when anyone gets to play it, and hopefully has fun with it. I will probably update it in a day or so when I finish some improvements, so maybe wait until then?
No exit 13 Mar, 2021 @ 6:10am 
It's pretty tedious to report bugs on github, especially when you have a large project with complex code so I'm not really recommending it unless it's something serious.

I noticed you uploaded a new version of your map so I tried it. When attacking the base at (169, 129), the Quad that was swapping its batteries just went on a total rampage mode. I'm not sure if that is intended considering how easy it is to destroy that base with Lancers and how hard it is to take down the quad, especially if you aren't prepared for it to attack you.
coreysj  [developer] 13 Mar, 2021 @ 11:51pm 
yeah the rampaging quads are awful I don't think my logic works well enough to contain them in all scenarios. I don't think the map really needs battery powered shields anyway so I'll remove them entirely for now. Thanks for pointing this out!
No exit 14 Mar, 2021 @ 6:28am 
The quads carrying shields was a really cool concept and I was impressed by the creativity :). They didn't add a whole lot gameplay wise though and were a bit too hard to stop so I understand the decision.

I did another test run (as I'm sort of obligated to do so as map reviewer). This time I snuk behind enemy lines (276, 260) relatively early and destroyed 3 Flares that were carrying phase fabric. After that I saw some new Flares that went straight for my core and after a while it stopped. I'm not sure if this was intended or not.

For the rest I didn't see any Quad drops after 12 waves. I looked around the map and couldn't find any Quads anywhere but at this time the people should be strong enough to take them down even if they go on a rampage.

So the map has been added to io server. I did change the Refund factor to 0.75 to better suit Multiplayer. For the rest I left the map untouched. If there are any changes you want to be uploaded to the io server then let me know :). I'll also try and let you know any feedback from people if you would like to.

Thanks again for making the map :).
No exit 14 Mar, 2021 @ 8:27am 
We played the map with around 26 to 32 players. Funnily enough it was only at wave 9 that we finally upgraded our core ... for the first time. We never really had enough resources to upgrade it before. We even had more Factories than Unit Limit at one point :D.

Is it ok if I upgrade the base core to a Nucleus and add a second Nucleus one on the left side (around 99, 49)? I feel that would help greatly help when playing with this many players.
coreysj  [developer] 14 Mar, 2021 @ 7:01pm 
Really helpful feedback, thank you for taking the time to share your observations. I can see how starting with a nucleus is probably a good thing, though I was imagining the player is sort of landing there rather than starting at a base (if that makes sense). Please feel free to make any changes that would improve the gameplay. I'm always looking forward to feedback good or bad as I am looking to make better maps! Thank you for all the insights!
No exit 16 Mar, 2021 @ 11:25am 
The feedback for changing it to a Nucleus and adding a second core only applies to large scale Multiplayer gameplay. In Single Player games it's better to start with just 1 (small) core. Having 2 cores makes it a lot trickier to defend, especially when the player's radar is saturated with transport drones and there are timed attacks without any warning.

For 20+ player games having everyone build around the same core generally is chaotic.

These are the general changes between Single Player and large scale Multiplayer map design. Large scale Multiplayer requires:
- More (starting) space
- More resources around the map
- High starting loadout
- Around 2 - 3 cores (spread out a bit)
- Higher unit cap (although this is usually a direct consequence from starting with more cores).
- Tougher enemy bases
- Faster timed attacks
Your map already had most of these so that's why I decided to ask you if it was ok to add it to the server list :).
Last edited by No exit; 16 Mar, 2021 @ 11:25am
No exit 27 Mar, 2021 @ 3:28am 
The map is doing well on the server :), it was played 18 times for a total of 995 minutes (16.5 hours) and recieved 4 upvotes and 0 downvotes. All votes happened after adding the 2nd core and changing both to a Nucleus.

If you want I can send you some screenshots on Discord of when the map was played. I saw that you were on the official Mindustry Discord channel but you weren't online.
Last edited by No exit; 27 Mar, 2021 @ 3:29am
coreysj  [developer] 29 Mar, 2021 @ 8:55pm 
that would be great! Thank you. I am currently working on a map design meant for multiplayer, with 4 bases. I will let you know when it is complete.
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