Author Topic: Jamis: Level6.level - The Grand Melee! v2  (Read 19494 times)

Jamis

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Jamis: Level6.level - The Grand Melee! v2
« on: March 28, 2009, 04:01:35 AM »
I think I've finally found a nice balance between strong defensive trees and seed attack strength.

If I get a good response, I will put out a v3 of Alpha Quadrant and a v2 of Cutting Corners with these settings.

The Grand Melee:

Capture 11 Asteroids to win.

Enjoy.

Edited: Uploaded updated v2 with some small tweaks.
« Last Edit: March 29, 2009, 01:34:54 PM by Jamis »

cem

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #1 on: March 29, 2009, 10:09:39 PM »
I didn't play any other version before. I needed to restart 3 times: 1. rushed by 80 2. too aggressively played > defeat 3. rushed by 100

In the 4th go I got a smooth start and a powerful twin asteroid next to me. I understand why they are like this, but personally I don't like the seeds' lack of attack strength. In the end my main army had 400 seeds, it seems like a good strategy to withdraw 10-20 seeds from your core "producing asteroids" to the frontline since the production speed is high and even an enemy wave of ~70 seeds was defeated by ~20 on a mediocre asteroid with 1 def. tree.

It took me some time to get it right, which is more to develop/accomodate a 'feel' for the changed values. Due to my system (Mac/2,2) I had to play zoomed out constantly which gave it a very strategical feel, especially since it's lots of planets close together. I like the map, but I like the original settings better.
« Last Edit: March 29, 2009, 10:15:58 PM by cem »

Elok

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #2 on: March 30, 2009, 05:38:24 AM »
Is it normal that I cannot have more than produce more than 32 seedling unless I send them away?

Also, I find that the strengh of the defence tree may be.....a little too high  :P
« Last Edit: March 30, 2009, 05:47:45 AM by Elok »

Jamis

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #3 on: March 31, 2009, 09:33:21 AM »
Yeah,  it's normal that you can only produce up to 32 seeds.

http://www.dyson-game.com/smf/index.php?topic=106.0

Why don't you two guys give this version a little try.  I've downsized the defensive missiles blast radius.  Tell me what you think.

The Grand Melee v3


lecutus88

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #4 on: April 01, 2009, 08:19:01 PM »
Hi Jamis

You're quite the production factory for user levels, aren't you?  Well done - they're really good fun.

This one in particular, though, is problematic in that it all depends on seemingly random events in the first 3-4 minutes of play.  If the neighbouring asteroids all decide to attack the player, for example, it's over.  On one or two occasions I got hit in the 2nd or 3rd minute with in excess of 60 seedlings, from more than one faction.

It's okay though, because for all those sorts of occasions, there are others whereby this does not happen and I can build and take revenge!

:-)


Regards

Jamis

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #5 on: April 02, 2009, 11:54:21 AM »
Lecutus...yes!  It is that exact reason why I really like this level.  Plus, it allows for creative seed micromanagement, little of that that there is.  You really have to watch where your neighbors are attacking to see if a defensive tree on any of your neighbors has already taken some damage.

It ain't fun if you can win every single time.  Building trees and seeds is great...but it's only fun for so long... :)

lecutus88

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #6 on: April 02, 2009, 04:27:10 PM »
I agree.  Sometimes the most effective strategy on this level is to do nothing and wait for your enemies to exhaust themselves attacking each other.  A newly colonised asteroid, with little or no established defences, is fertile ground for expansion.  One thing I found effective was to have (if possible!) three asteroids, each with one seed tree, and two defensive trees.

Then, I would use one asteroid as a staging area, transferring seeds from the other two, but leaving around 16 seeds for defence.  This effectively circumvents the 32-seed limit and allows 2/3 of your asteroids to be able to produce seedlings the whole time.  Otherwise, with three asteroids you would max out at 96 seeds.


Elok

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #7 on: April 03, 2009, 12:48:31 PM »
v3 is a little better, but the 32 cap is annoying in a level where the grown is so fast.

Jamis

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #8 on: April 07, 2009, 06:09:24 AM »
v3 is a little better, but the 32 cap is annoying in a level where the grown is so fast.

You and me both man.  Until the designers change that we're stuck with trying to figure out ways to keep our trees producing troops.

register

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #9 on: April 18, 2009, 06:03:50 AM »
v3 is a little better, but the 32 cap is annoying in a level where the grown is so fast.

I like that 32 unit limit, it prevents a big defence in the back. So bear in mind that your attacking units has different attacking speeds and you cannot send your strongest units (energy) first to take the main fire.

But an option to force a route to a little swarm would be nice to reinforce battle front easier. Less micromanagement.

Ookluh

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #10 on: May 20, 2009, 04:45:44 AM »
I've played and enjoyed your other levels but this one is ridiculous!  I'll have to work on it.  I love it and hate it.  :)

wowo

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #11 on: July 02, 2009, 05:14:03 PM »
I like this one because it can be so different...

frustrating though (as stated above): if you get a wrong start you are simply overrun...

it is quite like real life  ;D

However, to make it "fairer" (and if possible) what about not giving the NEIGHBORING asteroids a major advantage, so that the player cannot be overrun within - say - the first five minute?

megagoten

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #12 on: July 02, 2009, 11:41:26 PM »
Huh... Don't you mean getting overrun in the minute? (That's what happens to me) Anyways, you could make one yourself, making your own custom level. There's is only a few people making custom game now. Most of these or gone (Jamis and everyone else) somewhere.

Vanger

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #13 on: July 03, 2009, 12:01:33 AM »
Here, take your four minutes of safety.

By the way, if you concentrate on your home asteroid and three nearest, you aren't likely to be overrun.

Jamis

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #14 on: July 07, 2009, 04:20:04 AM »
I've been MIA because most of our Dyson levels are too easy, and formulaic, to win.

I like how this level starts out already losing.  The real fun is seeing if you can overcome your crappy start and sneak in a tree on a good asteroid whil three others are fighting over it.  :)

Alex

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #15 on: July 07, 2009, 05:54:11 PM »
Welcome back Jamis!

Bonobo

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Re: Jamis: Level6.level - The Grand Melee! v2
« Reply #16 on: August 31, 2010, 09:01:04 AM »
Hello Jamis, I hope you still follow this forum. I have renamed your levels and added it to a ZIP file collection of all oldstyle (*.level) levels in this thread.