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 [Abandoned] Unmapped Lands 
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Joined: Mon Jan 18, 2010 7:03 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Okay, as promised some balance issues. Well, i am limited to 6-minutes demo, so no mission-beating stuff.
Ronin.
1. They seem only ones to have no grenade-launcher weapon.
2. All their close-combat weapon is nearly useless.(shotguns)
3. Of all the weapons you might need only uzi, m-16(00), and dont remeber the name gatling. The rest just fails in comparison.
Generally they have the feeling of full-offence race, but vulnurable. But need more offensive weapon if you want them to have such motto.

Dummies.
1. I can wield a freaking blaster offhand? Its like pwnage x10. a 290 worth dummy is almost unbeatable(dummy, blaster, shield, shielder to use while reload, any nade)
2. Where is their rocket launcher from one of the missions? They were sooo cool.
3. Annihilator is still as freaking useless as vanilla(or is it unchanged?).
Weegee, i know that you love them, but they are soo OP in comparison, that i have nothing to say, really. They are only ones to have towers, tanks, and moreover a powerfull and pretty cheap army. A feeling is of elite army, not cheap one.

Coalition
Nothing really wrong with these guys, if to forget useless medic drones :)
A sturdy, well rounded military force, as they are. Weapons for any situation, and nice armor.

General stuff.
1. Is there a way to add mines/shields? Maybe from unitec, they have really good ones. It would add variety for attack/defence. Now its pretty stupid to use 1-handed weapon with shield. Heavy weapon for same price is better. And mines would help defending.
2. Well, it's not a bug, and it's not like i want it fixed, but the timer resets every time i start a new mission/go to mission select screen.

Offensive missions.
1. Is there a way to make materials harder for this only modification? Some missions(att. 04) can be easily beaten by digging to the target. Took me 4 minutes to dig.
2. Please, check if you use correct commander for the same mission. I get my commander there(ronin for ronin, dummy for dummy)

Defensive missions
1. Who the hell builds such bases? I lost a couple of times even before ordering anything. These are military bunkers, who makes 4-6 ways to enter and no well-protected brainchamber? :shock:
2. Maybe some more (if possible-random) surprises? Like meteor rain etc.
3. Maybe some miner-guys? Because i have 5 mines.. and no miners?

Intermission.
1. If possible, please, make a way to see what mission is assigned to what territory. Because attacking blindly is a pain.
2. Do mines bring less profit later on? Could not hold long enough to see.

Buying.
1. Can there be some preset to buy same stuff in every mission?
2. If i can buy tradestar weapons/ships, why cannot i buy robots?

I tried to be objective, but you are free to ignore all this sh*t :)


Sun Jul 25, 2010 7:23 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
The mission and strat screen are separate activities. It's like playing skirmish, then hopping over to a different map, then back to the same map.

That also explains the lack of shared presets.
Territories usually go to the mission of the same number, but the higher numbers warp back to the lower.


Sun Jul 25, 2010 8:02 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
When you exit the load/save thing it says FAIL FAIL FAIL like OH possibly there was a brain there that got killed?


Sun Jul 25, 2010 8:34 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
deskup wrote:
Okay, as promised some balance issues. Well, i am limited to 6-minutes demo, so no mission-beating stuff.

Here are my thoughts about all of this :)

Balance:
I've never (maybe a couple of times) tried to change original balance in my missions and I'm not going to. You're talking about fundamental CC balance and this mod is not about changing such complex things. It's always easy to break something here so I just rely on known CC problems and probable future solutions from developers. You can always tweak weapons and actors yourself the way you like it. Consider factions like difficulty levels with Ronins as ultrahard and Dummies as easy. Anything I can do is to add some weapons needed for mission gameplay, such as onehanded weapons for infantry to provide them some armor. Dummies don't have them because they have dreadnought and if I'll get some mechs for clones and ronins guys with shield might disappear. Oh and BTW I like all the default factions :)

Genreal stuff:
If you want some stuff from other mods feel free to use it from these mods ;)

Offensive missions:
Problem with diggers is a well known mission problem in CC. You want some hardcore - you forget about diggers :)
Bugs with commanders might happen, and I hope some day we'll wipe them all.

Defensive missions:
I build these bases :) They're made for fun and adrenaline, that's why you don't have heavily fortified bunkers. It's just a small mining camp, and your commander arrives to protect it. If you can make some cool bunkers\bases feel free to PM them to me. We can have an unlimited amount of defensive missions.
Surprises are great especially when they don't require additional spritework if you have ideas PM me :)
Additional mines mean more precious MOIDs spent for decorations. And I'd really prefer some mining machinery which disappears from global map once destroyed in defense mission. It's possible but I don't have such machinery.

Intermission:
Defensive missions are random, offensive are predefined for each territory. There's always some space for surprises anyway, and as a commander you must be ready for everything.
Mines provide constant profit.

Buying:
No we can't control presets.
You can buy any weapons from any faction because I can't kill them from Lua and I don't really try. But I can easily kill actors :) At first I wanted to make a Nobody faction which protects unoccupied lands and randomly participates in attack and defense missions. All tradestar weaponry belonged to them. But I refused from it later.

So let's sum it up :)
CC balance problems are generally not solved by this mod.
Everything is open-source so yo can do whatever you like with this stuff and provide your patches in this thread. Try to add some overpowered faction instead of Ronins just for fun.


Sun Jul 25, 2010 11:00 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Yo. This happened when attacking a Ronin territory as the Dummy faction.
Image

It said fail as soon as the mission started, I had the dummy controller and a single dummy on the field but I guess it had trouble finding the dreadnought. Sooo not sure why that happened, seems like it should have been defined already


Mon Jul 26, 2010 6:09 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
If i load my brain into a dropship I lose control of everything as if my brain had died. Can I comment anything out to fix this? It's pretty desperate.


Mon Jul 26, 2010 10:30 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Squeegy Mackpy:
It should return you to the strat screen, setting a retreat.
Does anything happen after your send it back?
FuzzyMelon:
Have any total conversion mods?


Mon Jul 26, 2010 6:45 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Nah I use this in vanilla CC, I do have some mods installed but nothing in the vanilla factions are edited

It was probably a rare occurrence, I should try it again.


Mon Jul 26, 2010 6:50 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
FuzzyMelon wrote:
Yo. This happened when attacking a Ronin territory as the Dummy faction.
It said fail as soon as the mission started, I had the dummy controller and a single dummy on the field but I guess it had trouble finding the dreadnought. Sooo not sure why that happened, seems like it should have been defined already


What a nasy bug. You'll have to get rid of your elite actors, which are dreadnoughts. Open current.dat in notepad and change Elite1 and Elite2 to None, or whatever you want but it must be an actor from your faction.


Mail2345:
The problem is: CF_SpawnElite tries to recreate Dreadnought as AHuman while it is ACrab.


Mon Jul 26, 2010 6:52 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Makes sense. I didn't save it so, oh well haha.


Mon Jul 26, 2010 7:39 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Ahh. Didn't notice it was trying to make an AHuman instead of ACrab.


Mon Jul 26, 2010 10:23 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
mail2345 wrote:
Squeegy Mackpy:
It should return you to the strat screen, setting a retreat.
Does anything happen after your send it back?
FuzzyMelon:
Have any total conversion mods?


Sending back my brain triggers a retreat, but as soon as my brain enters the dropship I lose control of everything, so I can't use the dropship to transport it across the map, and if the dropship is set to 'stay' mode when the brain enters it the dropship will stay there, forever. When evacuating my brain at the end of a mission, I ordered a dropship on stay mode, flew it over to my brain, opened the doors, flew my brain inside and then control dropped, so I was unable to actually fly the ship off the map, or get my brain out.


Tue Jul 27, 2010 5:03 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Uhh this is nice and all, but how exactly do I get to it? I have it in my CC directory, and whenever I go to campaign it says Attack007 and something else. What do?


Tue Jul 27, 2010 5:11 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Miggles wrote:
Uhh this is nice and all, but how exactly do I get to it? I have it in my CC directory, and whenever I go to campaign it says Attack007 and something else. What do?


Right at the top of the planet, there's a mission called "Unmapped Lands" which will launch the campaign.

Also, the Ronin Last Stand mission is pretty epic. The only part I didn't like is that it makes it too easy when you hack all the turrets.


Tue Jul 27, 2010 3:10 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Squeegy Mackpy wrote:
If i load my brain into a dropship I lose control of everything as if my brain had died. Can I comment anything out to fix this? It's pretty desperate.


In what mission it happens? Just checked with coalition brain and everything seems OK. Once brain is loaded into the dropship you get control over it and everything work fine.


Tue Jul 27, 2010 7:14 pm
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