Author Topic: Infinity (level)  (Read 64972 times)

annikk.exe

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Infinity (level)
« on: May 30, 2010, 08:26:34 PM »


Map Type: Very Large, Open
Difficulty: Medium/Hard

Features:
  • Gravity
  • Infected AI
  • Numerous level-specific mechanics, which I shall leave you to discover for yourself..


To win, capture all asteroids.
Defeat occurs if you lose all your habitable asteroids.
Remember to send some scouts to the comet as it passes...  :>


Special thanks to main beta tester Smokey.

Other beta testers:
Simonstep
Temphix
Tristavius

ArdB

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Re: Infinity (level)
« Reply #1 on: June 01, 2010, 09:40:21 PM »
Thanks for this great map. I played all the maps that were posted so far but this one is the best.
Looking forward to play your next level.

annikk.exe

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Re: Infinity (level)
« Reply #2 on: June 02, 2010, 12:12:51 AM »
You're welcome, and thanks for signing up!  It's cool that this is your first post and it's in my thread.  ^_^

I was beginning to think nobody was going to have anything to say about this map, despite 40+ downloads already.

If you want to keep an eye on future map development, the Gravity Dev Blog thread is the place to be.. :>  When I start work on the next map, I will post updates on my progress in that thread.

Bonobo

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Re: Infinity (level)
« Reply #3 on: June 02, 2010, 02:34:45 AM »
Annik, I wanted to play your map before I wrote something about it. And first I didn’t have time, so …

Yesterday night I finally got to play. Wow, what an amazing game. First I lost, after perhaps an hour or 90 minutes, and what a hefty loss it was!

But in the second game I was cleverer (must’ve been so, otherwise I wouldn’t have been victorious cause I didn’t hack the level). And after perhaps 3.5 or 4 hours of excitement and transpiration I finally had conquered all asteroids. Had to give up my original home in the map, though, during the progress of the game, but …

(click to show/hide)

This is an amazing level/map, Annik, and it was great fun playing it. Much the more since this time I really had a chance to win it w/o having to hack the level. And I have the feeling that I may play this level quite a few more times

THANK YOU, SIR!

Greetings, Tom

annikk.exe

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Re: Infinity (level)
« Reply #4 on: June 02, 2010, 04:09:48 AM »
:D

Glad you enjoyed it, and thanks for the awesome feedback :>  Totally made my day.  :>

Koss

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Re: Infinity (level)
« Reply #5 on: June 02, 2010, 09:42:18 PM »
Amazing level. Very good balance. First & second time I lose, but in third, after 2 hour I can beat it. A.I. is good.
And final demo is nice :)
THANK YOU !
Waiting you next level.

smeece85

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Re: Infinity (level)
« Reply #6 on: June 04, 2010, 05:02:12 AM »
Awesome work!  Very fun and interesting.  Figuring out a strategy was the best part, and for once I felt like strategic movements were the singular key to victory.  In the past I've felt like the infected AI was too good and that chance almost dictated either victory or crushing absolute defeat.  Here was different though because it wasn't simply a race to fill in as many planets as possible, and the infected had to make the same decisions and sacrifices I did in order to get to the other belts.  Hard to describe except to say great level!  Thank you!

p.s., here was my strat:
(click to show/hide)

GMNives

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Re: Infinity (level)
« Reply #7 on: June 04, 2010, 06:28:03 PM »
I've been having some trouble getting this map to work.

In order to get the game to recognize the level you need to modify the name from "infinity.lua" to "level_infinity.lua".

Then once I go into my client and attempt to open the level the menu buttons disappear and I am left with the manilla background for a suspended amount of time. I have to restart my client to recover from this problem.

I'm eager to give this level a try - but I've tried a lot to get this thing working with absolutely no luck so far.

Bonobo

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Re: Infinity (level)
« Reply #8 on: June 04, 2010, 07:05:29 PM »
My version of Eufloria doesn’t require a level name to begin with “level_”, I've played this lever a number of times w/o changing its name—you might want to update your Eufloria to the current version.

annikk.exe

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Re: Infinity (level)
« Reply #9 on: June 04, 2010, 07:17:29 PM »
This map requires Eufloria v2.04

You can download the update here: http://www.dyson-game.com/files/PatchEufloria.exe

kennywalker1q2q3q

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Re: Infinity (level)
« Reply #10 on: June 04, 2010, 11:24:48 PM »
is there a limit on the amount of seedlings aloud in a galaxy after a while none of mine or the enemies trees generate seedlings, i thought it might be because the enemy had a about 3900 seedlings :o

sorry if this seems like a really stupid question

annikk.exe

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Re: Infinity (level)
« Reply #11 on: June 05, 2010, 02:51:03 AM »
There is indeed a limit, as far as I'm aware it's hard-coded.  If either you or the AI gets to the limit, the game is likely to be over anyway though.

Bonobo

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Re: Infinity (level)
« Reply #12 on: June 05, 2010, 09:28:03 AM »
There is indeed a limit, as far as I'm aware it's hard-coded.  If either you or the AI gets to the limit, the game is likely to be over anyway though.

Uhm, but …
(click to show/hide)

GMNives

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Re: Infinity (level)
« Reply #13 on: June 05, 2010, 12:28:10 PM »
Finally got it working. This map KICKS ASS.

I haven't been able to beat it yet... But holy seed is it hard.

The moving asteroids add so much more to the game in terms of tact. I wouldnt mind seeing more of these "moving body" mechanics in future maps. Keep the amazing work up man.

threephi

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Another awesome, awesome level!! (and two bugs)
« Reply #14 on: June 15, 2010, 08:23:53 PM »
Another great level and the hardest one yet!  Anikk, hard to believe but you keep outdoing yourself.  I really like how your levels demand the player exercise good strategy in order to win and each one makes you expand that skillset above what has come before.  This one took me three tries I think until I had a solid plan figured out.

I also really, really like the post-victory "show" when the asteroids all break loose and float around.  It's always been a bit anticlimactic after a long Eufloria battle for it all to just suddenly end and this was a brilliant idea to add a little reward after it's all over.  Winning this level means you will necessarily have a very large number of seedlings scattered about and I like to try and send them to and fro among the interweaving asteroids for the complex trails the masses of seedlings create as they stream between targets. 

I have found a bug in this section however, which resulted in an unrecoverable game freeze that required killing Eufloria from the task manager.  The conditions to cause this bug don't happen every time, in fact I've only seen it once out of five or six total times winning the level, but I don't see why it can't be repeated.

Here's what happened: I managed to send about 800 seedlings towards one of the comets as it slingshot very close around one of the now-freely-floating "sun" asteroids (the large unplantable ones at the head of each quadrant).  The comet passed very close to a sun so it departed with a very high velocity, and soon left view for universes unknown.  There were still hundreds of seedlings chasing it, and they continued on their trajectory after the comet disappeared off the edge of the screen.  A short time later, the game froze completely (still in the after-game show) with task manager showing Eufloria completely maxing out the CPU core it was running on.  My naive impression was that the game engine got stuck in an endless loop as it tried to compute a trajectory for the seedlings to a target that either no longer existed, or had out-of-bounds coordinates.  I've only seen the bug once (out of maybe six times winning the level) but if my theory is correct then it naturally would happen again under the same circumstances.

I also found what I think is a hole in the AI engine that when exploited, makes winning this level a lot easier than it should be.  I tested a few of your other levels and found the same flawed behavior in the AI.

Lengthy discussion of my winning strategy and the AI bug:
(click to show/hide)

Ok... if you read that and your eyes haven't fallen out of their sockets yet, I want to say again what a great job you did on this level.  The care that went into it definitely shows, especially the balancing of when the comets arrive, how fast they go, how strong the AI's attacks are, the number of trees on each asteroid, etc. etc.  Kudos to you and your testers!

annikk.exe

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Re: Infinity (level)
« Reply #15 on: June 15, 2010, 10:56:53 PM »
Thanks for the feedback threephi.  :>


Hmm, that is a fairly serious bug...  and just another reason why I want to completely overhaul the AI engine.

It will be less hap-hazard this time around.  As well as the notion of connected asteroids checking their neighbours and building a "metric network" in order to guide seeds to where they are needed, I will also be introducing an OSI-style formal layered structure.  This will take more concepts directly from real-world networking.  The idea is that layers below perform services for layers above.

For example, the very bottom layer will likely be the layer that defines which asteroids will be checked.  Currently the engine simply picks a random asteroid belonging to the AI on each game cycle.
The layer above it will be responsible for creating the arrays of data defining the status of neighbours.
And the layer above that will be responsible for analysing the checked asteroid's status, and so on.


Underscoring the bug testing of the engine will be a giant brainstorm that will aim to consider all possible situations an asteroid might find itself in.  EG, populated, under attack and outnumbered, surrounded by enemy asteroids with at least 1 friendly route... that's one possible state.
Another possible state would be populated, less trees than the treecap, no friendly routes, and not under attack.

I can then trace the logic for each of these different states that will be provided by layer 1, to make sure that the layers above handle it in a logical and correct way.  This period of brainstorming would then lead to proper accounting for situations such as the one you described in your bug report, and the AI wouldn't choke on "unusual" circumstances like that.


The big advantage with doing a layered approach is that I can work on each layer distinctly; layer 1 will always produce an asteroid that can be used by the layers above, and no matter what method of selecting asteroids I use, or what exclusions I introduce, layer 1 will ultimately always select an asteroid, ready for the upper levels to set upon.


Alas, my house must come first...
2 weeks till I move in.
« Last Edit: June 15, 2010, 11:08:45 PM by annikk.exe »

w4tc

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Re: Infinity (level)
« Reply #16 on: June 18, 2010, 05:38:05 AM »
My game crash alway's if i lose the game
and on that moment de astroides where moving
but on this versie i play 2.05 but i have also on that version the defauld parameters changd xD  8)
I make alway's a backup of the version

so now i try it on the 2.04 on the normale defauld parameters
Adding :

ok xD i play it just in 2.04 and i lose xD damm it a hard game...
but thise time there was not a crash, thats good :)
but there was only 1 astroides that was moving little astroide where you not can plant the tree's
but at that moment that i losed al astroides where moving xD is thit a bug?

but it look nice game
greetings
w4tc

« Last Edit: June 18, 2010, 06:05:34 AM by w4tc »

annikk.exe

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Re: Infinity (level)
« Reply #17 on: June 18, 2010, 08:17:44 AM »
This map crashes on 2.05 for an unknown reason.  I guess 2.05 is a big change and it's still in beta testing.  Pity I have no clues on what the cue for the crash could be.  Any suggestions on that appreciated...

Regarding the moving asteroids when you lose - it's not a bug.  There is a "losing sequence", although I imagine most people will not find it, and simply quit and restart before they actually lose.  There's a whole bunch of random little things like that in Infinity.  For example, did anyone notice the pulsating colours of the comet, when no seedlings are on it? :>

Bonobo

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Re: Infinity (level)
« Reply #18 on: June 18, 2010, 09:23:21 PM »
Yeah, IIRC it switched colours/empire symbols. I like that :) Too bad that sometimes when giving feedback such things get lost/forgotten. Sorry for this, because you invested really a lot of thought in this level. And I guess many people had an exciting time with it. I only hope that the newly surfaced bugs (?) get fixed so that we can play it some more. I for one would like to play it again.

wowo

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Re: Infinity (level)
« Reply #19 on: June 21, 2010, 02:52:15 AM »
Hi annikk,

thanks so much for this awesome level... :-))

LOVE your infected AI, it adds so much to gameplay...

was lucky thought to beat it on first attempt, I guess a lot depends on where the asteroids move first...

Anyways, thanks again for putting that much effort in great custom levels which makeit real fun to come back to eufloria every couple of weeks ;-)

wowo

lightstriker

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Re: Infinity (level)
« Reply #20 on: June 26, 2010, 05:41:51 AM »
great level you have here. absolutely vicious, although I was able to beat it first try by circling around till I grabbed top right area, then just winning from there. Great fun though. Thanks for the level :)

Daggaroth

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Re: Infinity (level)
« Reply #21 on: July 02, 2010, 08:35:17 AM »
hi, just got this game and just got this map and I am enjoying it very much.

although I had a mod question if you dont mind.

how do you tell in the code which planet ( asteroid) you are going to start out with?

I wanted to make the "home planet" a planet that could support more trees, say like 10.    but I am unsure how to find which one is the one that you start out with.  could you point me that way please?

annikk.exe

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Re: Infinity (level)
« Reply #22 on: July 02, 2010, 04:43:46 PM »
The bit where your home planet is created is this bit:


Code: [Select]
-- Asteroid 11
-- gravity variables
roid = 11
AccelerationX[roid] = 0
AccelerationY[roid] = 0
MomentumX[roid] = 0
MomentumY[roid] = 0
density[roid] = 0.75
CoordX[roid] = CoordX[0] + 23500
CoordY[roid] = CoordY[0] + 20250
roidradius[roid] = 1075

-- Creation
a = AddAsteroidWithAttribs(CoordX[roid],CoordY[roid],(math.random(45,90) / 100),(math.random(45,85) / 100),(math.random(30,70) / 100))
a.Owner = 1
a.TreeCap = 4
a:SetRadius(roidradius[roid])
a:Reveal(1)
a.Moveable = False
s = a:AddDysonTree()
s = a:AddDysonTree()
s = a:AddDysonTree()
a:AddSeedlings(62,1,0.25,0.01,0.01)

Lines 363 - 385.

"a.Owner = 1" sets the asteroid to be owned by Empire 1 (the player).
"a:AddSeedlings(62,1,0.25,0.01,0.01)" gives the player 62 seedlings with the specified strength, energy and speed.


If you wanted a different asteroid, just change one of the others to be yours, and add some seedlings on it.
You might also need to use the Reveal command, otherwise it will end up being the sort of friendly asteroid you "discover" later on.

Daggaroth

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Re: Infinity (level)
« Reply #23 on: July 02, 2010, 05:26:08 PM »
thank you for that =)

how do you tell which asteroids on the map correspond to the asteroid number?  ( ex: Asteroid "11" )

annikk.exe

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Re: Infinity (level)
« Reply #24 on: July 03, 2010, 04:50:48 AM »
It's kind of tricky to do that.  When you're building the map, you sort of build up an idea in your head about which asteroid number corresponds to which asteroid in the level.

The system used to generate the coords for each asteroid in Infinity is pretty complicated.  You will probably find it easiest to just use trial and error to figure out which is which...


If you look in the comments, I believe it says which asteroids are suns, comets, spacers, and normal habitable asteroids.  That should help narrow it down a bit.

Luca

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Re: Infinity (level)
« Reply #25 on: July 03, 2010, 08:57:42 AM »
thank you for this level annikk.exe, i really enjoyed it. the last time i played it i gathered all available seedlings (thousands) for the last battle (against the remaining enemy force of 65 ;D )

here is a picture ;)
« Last Edit: July 04, 2010, 07:27:45 AM by Luca »

Pilchard123

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Re: Infinity (level)
« Reply #26 on: July 03, 2010, 10:44:36 PM »
Did you win? :D

Jazz Ad

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Re: Infinity (level)
« Reply #27 on: July 19, 2010, 03:05:38 AM »
I'm over an hour and several tries into it, still not sure what's happening or how the universe is shape ut it's fun to play.

Terrial

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Re: Infinity (level)
« Reply #28 on: July 23, 2010, 08:10:05 AM »
Jeepers!  I just tried playing this from the community map pack.  SO HARD lol

The AI is just too smart to beat with my crappy starter seedlings lol

blueskirt

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Re: Infinity (level)
« Reply #29 on: July 23, 2010, 03:04:52 PM »
You are a god.

Rotating asteroids? Check.
Fending off waves of 400+ enemy seedlings? Check.

That mission is epic! ;D

Terrial: Be happy the AI isn't smart enough to land his units on the big asteroid in front of your base before attacking, else the mission would be much harder. By attacking your base from the rotating asteroids, his units take longer you reach your base, the faster seedlings are easily defeated while they aren't accompanied by the slower seedlings, and the slower seedlings are easily defeated when the faster seedlings are gone. If he attacked from the big asteroid in front of your base, his seedlings would land in your base in a more packed formation, and it would be hell. :(

Terrial

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Re: Infinity (level)
« Reply #30 on: July 23, 2010, 03:21:59 PM »
To be honest I didn't get very far at all. I took 2 other asteroids and then the AI had like 70 seedlings and mine were like 1/4 the size of theirs.

annikk.exe

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Re: Infinity (level)
« Reply #31 on: July 23, 2010, 06:47:13 PM »
Cheers Blueskirt :>  Glad you enjoyed it.

riotpatriot

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Re: Infinity (level)
« Reply #32 on: July 25, 2010, 12:30:15 AM »
Holy hell, this is the only map I've raged at in the whole game.  >:(

(click to show/hide)

Thanks for making me WANT to win this! It's hard, REALLY hard, but hopefully luck and timing is on my side on one of the rematches.
(and yes, I might tweak the starting asteroid stats to cheat a bit. ;D I'll be keeping the original map)

blueskirt

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Re: Infinity (level)
« Reply #33 on: July 25, 2010, 05:33:19 AM »
Don't be scared by the big numbers. It's not that hard when you remember some facts:

(click to show/hide)

The key to win this mission is to keep these two facts in mind and pay attention to what happens when an army, any army, get on/off the moving asteroids. I took my time, it took me around an hour and half but I finished it on my first try.
« Last Edit: July 25, 2010, 09:24:35 AM by blueskirt42 »

annikk.exe

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Re: Infinity (level)
« Reply #34 on: July 25, 2010, 11:20:25 AM »
Thanks for playing, Riotpatriot.  :>

One thing I would suggest is
(click to show/hide)

Hope this helps.. :>

blueskirt

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Re: Infinity (level)
« Reply #35 on: July 25, 2010, 01:54:45 PM »
Strange. I'd suggest the complete opposite.

(click to show/hide)
« Last Edit: July 25, 2010, 02:07:20 PM by blueskirt42 »

naschi

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Re: Infinity (level)
« Reply #36 on: August 16, 2010, 07:18:17 AM »
best map ever... but it crashed after finishing it

BC wins

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Re: Infinity (level)
« Reply #37 on: August 16, 2010, 10:17:45 PM »
best map ever... but it crashed after finishing it

yeh indeed
i player it al out and won was really awesome
all those comments make it look so hard when it's not :P

but when i won and the 3 minute show started after a little bit of time the game crashed :(

annikk.exe

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Re: Infinity (level)
« Reply #38 on: August 17, 2010, 09:54:57 PM »
Keep the crash reports coming.  Still no idea what exactly has broken following the latest game patch.  Thankfully it only happens at the end and doesn't interrupt players during the level itself.  Other levels like Return To Fluffy Land are completely broken.

Ytaker

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Re: Infinity (level)
« Reply #39 on: August 19, 2010, 08:26:02 AM »
I had a crash too. Weirdly, I didn't have a crash when in a later replay, I used developer's mode.

Jazz Ad

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Re: Infinity (level)
« Reply #40 on: February 20, 2011, 08:16:26 AM »
I just wanted to point out that I finally managed to beat this level, which makes me kinda proud of myself.
It was a lot of fun. Thanks.

annikk.exe

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Re: Infinity (level)
« Reply #41 on: February 20, 2011, 10:20:48 AM »
Thanks for playing! :>

Hopefully your experience was good, and it didn't crash on you, as others have been reporting..

Aino

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Re: Infinity (level)
« Reply #42 on: February 20, 2011, 07:16:14 PM »
This map is damned hard, but I destroyed the map, litterally cause it crashed when I won xD

Jazz Ad

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Re: Infinity (level)
« Reply #43 on: February 20, 2011, 09:35:05 PM »
No crash issue for me.
The map quickly reaches the 4096 =seedling hard limit.
In this situation, the engine is prone to crashing.

Don

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Re: Infinity (level)
« Reply #44 on: April 27, 2012, 03:53:17 PM »
...oh, now that, was inspiring -- this level was one of the best strategy games I've ever had
the pleasure to play, excellent work! Being a crossover/wine user, I'm a bit belated getting
around to this (we were borked behind the need for .net service pack supports), but now
winecore has such, Eufloria behaves exceptionally well with wine on linux...and licking this
custom level, -has- to be one of the pinnacles of the game itself....

...that said, (and why I'm posting here), is wrt the lock-up event described above ; in linux
using crossover 11 (close to wine-1.4), that's a routine mishap with this level, in fact, it's
about the -only- place Eufloria crashes on the current winecore. The crash happens for me
at 2 places -- when you fail miserably and the universe flies apart and asteroids start gravitating
about, and, when you actually beat the thing and the universe rejoices and asteroids start
moving about. I see it firstly as a .NET error, which once dismissed results in eufloria.exe
itself crashing out, and one ends up needing to kill that process to regain sanity...

...mind you, any way you look at it, tackling this level, and winning == a game of some long
duration, and somewhere along the way you should actually learn to know when the AI has
you licked, and it's best to back out and start the level again ; that, works fine without any
issues, so no big deal... would've been nice to see things spin out for 3minutes instead of
3seconds  tho' at the end, having finally won  =)...

.... great stuff..

annikk.exe

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Re: Infinity (level)
« Reply #45 on: May 07, 2012, 09:35:05 PM »
Thanks Don!  Glad to hear you've got your Wine issues sorted.  :>

Blomljud

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Re: Infinity (level)
« Reply #46 on: August 17, 2012, 06:24:15 AM »
Annikk thank you for adding many hours of extra fun to Eufloria!
I just finished Invinity and I loved it!!!
After I finished the game it crashed (short after showing the message to enjoy the next 3 minutes).
Well that is nog big deal. I had tons of fun with it.
 

Blomljud.


« Last Edit: September 10, 2012, 09:20:45 PM by Blomljud »