Kernel Panic - Page 19

Kernel Panic

Moderator: Content Developer

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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

i put all my work on kp in the public domain, as stated in the first post. afaik, KDR, noruas and zwzsg do too.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I tried adding Kernel Panic into the wiki, but I'm a bit lost as to how "Categories" work:
It doesn't appear in the table here:
http://spring.clan-sy.com/wiki/Mods

Yet it appears at the table at the end of each mod wiki page:
http://spring.clan-sy.com/wiki/Expand_and_Exterminate
And here:
http://spring.clan-sy.com/wiki/Category:Mods
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Perhaps you need to refresh the page because it did show up in the first link for me.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Oh right. I just cleared my cache, yet the KP link isn't here, but the same page under Internet Explorer shows it fine. I guess there's some odd caching bug in the Netscape I'm using.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

I posted a playing guide to the Wiki. It's not very well structured and a bit wordy, and it's too focused on marble madness. We'll have to rewrite it once some other KP maps get made.

edit: how about you post your favorite build orders, as i don't really know if mine is the best. i do lose alot after all :( )

Playing Guide

Playing Kernel Panic is fairly simple and quickly learned, but is hard to master and complexer than it looks at first glance. A good starting build for a 1vs1 on Marble Madness is three bits, which are immediately sent off to harass your enemy. If he started with an assembler, focus on it and kill it, thus crippling his early expansion. After the three bits, build a byte for defense, and place it between your Kernel and the hill. Then, build an assembler and have it build a socket on one the three closest spots. As soon as you stated building a socket, you should immediately turn on repeat and queue a bit. If you start at the bottom of a map, it is crucial that you have a rally point of the factory below it, because if bits have to turn inside the factory, the frequency of production gets slowed down quite a bit. After your assembler is done, build another 10 or so bits, and then start alternating between bytes and pointers.

On Marble Madness, there are basically two ways to win. The simplest one is to achieve control over the hill and have some pointers up there kill the labs of your enemy. Gaining control of the hilltop can be a challange, because it takes units (especially bytes) quite a while to get up there and they are very exposed. However, if you control it, you mostly won the match as you can shell your opponents Kernel with ease. The other way is around the hill, if you control terrain you can use pointers to great effect as well. In both strategies, using pointers is the crucial factor. While they are hard to use correctly, they are game-winners as they kill Kernels and bytes with ease.

When attacking a Byte with bits, make sure to attack it in a bulk and try to get your bits under the byte, where it can't fire. If you're controlling the byte, try to move it backwars while shooting to keep the attacking bits in your shooting arc.

What units you build at your kernel, and where you send them, is very important. If you build too many pointers, they will be torn apart by bits, but if you focus on bytes, pointers will kill them. A good general purpose ratio seems to be to queue one byte and one pointer, but this will need adapting as the game develops.

Scouting is important too, as many enemies leave their assemblers virtually ungarded. Use single bits to scout, you should always know at what spots your enemy has build expansions. As buildings can't be resumed, sending in groups of bits to kill assemblers of almost-finished sockets can be very effective.
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

I'm making a new map for KP. I was wondering if you could tell me how
big each square is on the texture map in pixels?
Last edited by Runecrafter on 22 Apr 2007, 06:44, edited 1 time in total.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Runecrafter wrote:I'm making a new map for CP. I was wondering if you could tell me how
big each square is on the texture map in pixels?
that's great news!

the texture map is made of tiles of 32x32 pixels, where the edge is made of the standard yellow color in mspaint (yes i made the map in mspaint). that is, from side to side, you have 1 yellow pixel, 30 black pixels, and one yellow pixel again. This makes all the yellow lines - except the ones at the edge of the map - 2 pixels wide.

looking forward to playing on your map :-)
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Runecrafter
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Post by Runecrafter »

cool thanks
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Why bother playing this, it is exactly the same as TA 3.1
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Before the flames come, I think Flozi is being sarcastic.

At least I think he's being sarcastic...

I hope he's being sarcastic...

Flozi, you're bing sarcastic right?

Flozi?

Flozi??!?!

Hello?!?!?

Anyone...?

?!?!?!?!?!

*hides in a corner*

I need to sleep more...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Me? Sarcastic?

Never. :wink:
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rattle
Damned Developer
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Post by rattle »

lol
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Btw, how about an autoserver?
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

Kixxe wrote:Btw, how about an autoserver?
+1
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

well here is the new map called Major Madness :twisted:

http://spring.unknown-files.net/file/27 ... r_Madness/

It is designed for 2-8 players 10x10 map.
Side note: the texutre seems to be a bit hard to look at after a while.
I'm sure it is not so bad with units blasting away! 8)
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Runecrafter wrote:well here is the new map called Major Madness :twisted:
cool! hosting it now, let's see how it plays!

btw, i'd love an autohost, but i don't have access to a pc running 24/7. can anyone help out?

edit: cool map design! this might open completely new gameplay for kp! aweseome!
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Thanks for the map... Hurm. I may work out some height maps for Kernel Panic maps at some point.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Yes, indeed all those uniform yellow grid is straining on the eye. I suggest using different shades, like yellow, yellow-green, light blue, bright orange, for each elevation level. And if possible, also a different color for bits of grids on cliffs.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

And other styles. The grids only need to be near the kernels and geovents.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

well, i played a few games of 1 vs 1 on major madness. it's fun, thanks for making it! some feedback:

-it has far too many geovents for a 1 vs 1. maybe it would work with a 4 vs 4, i haven't tried that yet.

-it is hard on the eyes! i played the games with the f1-heightview mode on, and it was a lot better. i think the grid i used for my tiny map doesn't work on larger maps very well.

-you made the yellow squares smaller than the ones in marble madness. i don't know if you did this on purpose, though.

and we need a LUA script so sockets automatically start spamming bits once they are built. in major madness, you can have 4+ assemblers building sockets, it becomes a chore following them around and updating their orders. i might look into that.
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