I don't want to spoil too much about possible solutions, so please attempt first and then a discussion about strategies can evolve.
I attached a screenshot of one of the attempts and some more can be found here.
- How about a building like the Rotating Anti Doom Operator from Clonk Mars, which shoots meteors while consuming energy?
- Another problem is that given a fixed amount of time, the foundry doesn't produce as much concrete as the pump pumps out, which makes it a lot more difficult to keep the concrete pump running in order to protect the bridge.
(The screenshot link is wrong, the correct one is http://forum.openclonk.org/topic_show.pl?pid=33255.)
> - I think we didn't have "enough" concrete for the protecting wall because one pump wasn't fast enough. Maybe with two or three pumps we would have succeeded. (Well, this would have cost lots of concrete).
Indeed, that is why reduced the amount of meteors even more on "Normal". My guess is that you need 3-4 working foundries to have a safe bridge.
>- How about a building like the Rotating Anti Doom Operator from Clonk Mars, which shoots meteors while consuming energy?
Yes, that could be done by the new cannon system but the graphics are missing. The tesla cannon from there could have an automated mode where it shoots at meteors to destroy them.
> - Another problem is that given a fixed amount of time, the foundry doesn't produce as much concrete as the pump pumps out, which makes it a lot more difficult to keep the concrete pump running in order to protect the bridge.
This is indeed the limitation, we can think about making the foundry faster when producing concrete and have it synchronized with the normal pumping speed. Still you need carry in lots of rocks or prepare even better. You just need protection for 5-10 minutes to build the bridges and let the trains pass.
>(The screenshot link is wrong, the correct one is http://forum.openclonk.org/topic_show.pl?pid=33255.)
Fixed.


I want huge power farms (compensators) that blow up in a spectacular way when hit by lightning or a meteor.
Those would basically be "late game" (/mid game) buildings where you have to extent your power supply beyond the one wind generator you build at the beginning. The inventor's workshop would also be such a building, imo


Not to mention the bugs and quirks of the current system (in our playthrough as seen below we had one dead pump which refused to work with lots of power available; 1 wind generator, 1 steam engine and several fully charged compensators).
> dead pump which refused to work with lots of power available
Did it stop pumping after some specific event? From the screenshot it looks like it at least worked at some point.


Sure, there seem to be bugs left. In every round I played I had the feeling that the compensators don't do what they are supposed to do. But apart from the bugs?
So, if you (to everyone) find something actionable we can really debug, I'd love to do that, because I really think these small problems cause more frustration with the power system than they should.
Just a general statement for the compensators: They will be fully charged by steady power producers like the wind generator and only up to 50% by the steam engine (unless there is overproduction of power, i.e. a steam engine powering a small consumer). If over 50% power is taken from the compensators rather than the steam engine, because why burn fuel when you have power stored. If this conflicts with your feeling we should probably discuss and have a look at that as well.

>Just a general statement for the compensators: They will be fully charged by steady power producers like the wind generator and only up to 50% by the steam engine (unless there is overproduction of power, i.e. a steam engine powering a small consumer). If over 50% power is taken from the compensators rather than the steam engine, because why burn fuel when you have power stored. If this conflicts with your feeling we should probably discuss and have a look at that as well.
Might be that I have a different expectation towards the compensators. I.e. I expect that energy is always taken first from compensators (i.e. if I have 10 compensators, each at 40%, they will suffice and the steam engine will not be used). And I expect that all excess energy is stored in compensators irregardless of the current loading state of the compensators. At least that's how I implemented it back then
From a gameplay perspective it is nice to have a bit of energy in the compensators, as they make bigger explosions if charged, right?
I can see the point behind filling to 50% if there are wind generators, too, because the fuel is more valueble than the fee wind.

>continuous turning on and off of the compensator and the steam engine
Hmm, that shouldn't happen iirc, because the steam engine burns the stuff for a fixed amount of time once it starts burning. So one piece of coal is burned completely before the compensators could be switched on again. This should work as some sort of hysteresis, preventing constant toggling. Not 100% sure though
>From a gameplay perspective it is nice to have a bit of energy in the compensators, as they make bigger explosions if charged, right?
No, it's constant - even if completely empty. Because I like explosions!
I can see the point with the 50%, but I guess it might be more confusing for the player compared to what it's worth. Especially if you have many compensators (like, 10) and need maybe two lightbulbs. If all compensators would be at 40%, the steam engine would turn on. Even if the compensators would be sufficient to provide enough power without the steam engine ever being needed.
Maybe we could disable the 50% threshold and check whether there actually is a turning on and off?

> Hmm, that shouldn't happen iirc, because the steam engine burns the stuff for a fixed amount of time once it starts burning.
From my observation, this is not how the steam engine works anymore. It's working on demand, quickly turning on and off when needed, conserving unburned fuel.

Once the compensator reaches 0% energy and is turned off, it needs 10 seconds before it can turn on again (it could charge in the meantime, though).

> Also here, the pump stopped working. Yes, is the foundry full? Is the source clogged?
Just to be clear: the pump stopped pumping and showed the 'no power' symbol above it. Source and drain were okay.
If we take the tesla gun as an example. It should have a high priority (shooting a meteorite/enemy is more important than producing or pumping). Then it suffices to have enough power available in the system to support the consumption of the gun, i.e. if it consumes 20 bulbs, 10 compensators and a windmill will do the job. If it shows the red symbol that is a clear indication of not enough power in the grid.

With prioritisation the problem will always be that, as a player, you have to take what's given to you and trust that the system knows best. Which might not always be your personal preference or matching your current state of the game. We can certainly say that the priority should be 'shooting, pumping, elevating, producing' or similar but there's always the possibility this might screw you over. E.g. with your scenario, having power for the elevator is higher priority than with other scenarios because it's the only means of transportation between the levels because of the brick. If at some point a tesla cannon goes crazy and drains all power from the system, you'll be stranded whereever you are as long as it's firing.
I think Command & Conquer did do it quite well. You had production vs. consumption and you could switch off the consumers that you don't need. This is very similar to our system already.
How much playing time did it take?

However, the solution *seems* to work, it is just very hard to scale (Concrete is not webscale!)
Did you use telegloves to divert some meteors while crossing the gaps? I think this round just gets so much easier with 3+ players.
* Meteors now spawn even if the roof is closed.
* Normal is now a bit easier and Hard and Insane have new threats.
Though I'm not planning to do new sounds currently, but when I finally decide to do sounds again I probably will do a lot of them in one go.
But the real challenge is probably making it pleasant at the same time, because of the frequency in Clonk.
Btw. Why don't we have different sized meteors :D?

I hereby license the file sweepdown2.ogg under the CC-BY license

> Why don't we have different sized meteors :D?
I'd say that's a bit pointless. You'd have different graphics but that's it really. And since the effect hides the meteor anyway, it'd be barely noticabe.
If, gameplay-wise, the explosions would differ (whyever you'd want that), there'd be just 'meteors you can ignore' and 'meteors you should care about'. But the actual impact on gameplay would probably be minimal / non-existent up to a point that it's pointless to bother scripting it.

> and we could do an attempt on Hard maybe over the weekend.
If it's on the weekend and the connection from USW is not too bad, I'd like to join! (I'm at -9 hours from Germany)
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