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 [Abandoned] Unmapped Lands 
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
i enabled all of theme and tried to play on this match with space wolves and ultra marines or blood angels cant remember. i played through the map with imperial guard completely fine but if i play any of the other marines they spawn tons on the assault maps.


Wed Sep 21, 2011 9:56 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Wierd, everything seemed to work fine, unless you have Coalition disabled or something, because I'm using their grenades =P
Well, what is the lua console printing?


Wed Sep 21, 2011 10:00 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
i dont know how to see that.i can check if you let me know how its done and ill repost right after i do.


Wed Sep 21, 2011 10:35 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
CC Wiki wrote:
The console is displayed by pressing ~ or / on the keyboard.


Wed Sep 21, 2011 10:47 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
this is what happened
http://i1185.photobucket.com/albums/z34 ... cerror.jpg
it only happens when a elite unit accompany's the commander in assault missions


Wed Sep 21, 2011 11:11 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
I'm getting the same "attempt to index local 'brain' (a nil value)" error using just Ultramarines with or without Elites or Troopers in the scene, regardless of the map it picks. It seems to be triggering for offense and defense too.

It's turn 6~, game was SM vs Coalition vs Ronin, Coalition got wiped out around turn 3 or 4 by some very aggressive maneuvering.

Reloading the scenario costs me 500g for the new commander and loses the territory. For what it's worth, I've attached the CampaignData files, unzip over your own at your own peril; Ronin will attack almost immediately after the scenario is fired up with this data.


Attachments:
File comment: FWIW, campaigndata!
SMCurrentCampaignData.zip [2.08 KiB]
Downloaded 134 times
Thu Sep 22, 2011 8:55 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
I'll download and test the W40K mod, maybe I modified mine while making the faction lua thingie.
I'll make the necesary fixes and send them to weegee.


Thu Sep 22, 2011 9:02 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
It tries to give a Chain sword which is not included in W40K mod :???: You can simply remove it from faction file until patch to W40K arrives.
Code:
CF_EliteWeaponSets[factionid] = {"Heavy Bolter" , "Storm Bolter", "Chain Sword"}


Thu Sep 22, 2011 9:43 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
It's named "Chain sword" in the 40K mod, and "Chain Sword" in the UL faction .lua under ArmorShields and EliteWeaponSets. Looks like a simple case error then.

Ed: Fixing that seems to have done the trick nicely. Now defending with a trio of Scout Elites!


Thu Sep 22, 2011 9:49 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Oh yeah, I remember changing some capital letters on the PresetNames (what can I say, I'm a Grammar Nazi).
But that's probably the only error.
Probably.

Which means changing "Chain Sword" to "Chain sword" in the files, which isn't a hard fix.


Thu Sep 22, 2011 10:05 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
I certainly haven't found any others yet.

Apart from some issues with Drop Pods spontaneously exploding on arrival or only making it half way to the ground before they dispense their contents (usually with fatal results either way) everything seems to be running smoothly now.

Very nice piece of work overall though. The Nanite Inhibitors Assault feels a bit out of place and seems like a pretty nasty difficulty spike compared to all the other Assault Missions. The terrain is pretty rough, but the artillery is probably the worst part, since there's absolutely no warning about it.

Artillery as a mechanic also seems more suited to missions where the player is on Defense. Faction-specific artillery? Coalition hitting you with fairly powerful, precise strikes, the Ronin using explosive saturation, and the Dummies using plasma artillery or something of that nature.


Fri Sep 23, 2011 6:07 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
Asklar wrote:
Which means changing "Chain Sword" to "Chain sword" in the files, which isn't a hard fix.


Ok, final solution! Everything breaks down because Chain Sword is a shield and not a weapon. You can't specify non-weapons to give to your elites, so I removed them completely.

Arcalane wrote:
Apart from some issues with Drop Pods spontaneously exploding on arrival or only making it half way to the ground before they dispense their contents (usually with fatal results either way) everything seems to be running smoothly now.


That's ultra weird because in B26 all foreign checks are disabled. Are you playing B23 version?

Arcalane wrote:
Very nice piece of work overall though. The Nanite Inhibitors Assault feels a bit out of place and seems like a pretty nasty difficulty spike compared to all the other Assault Missions. The terrain is pretty rough, but the artillery is probably the worst part, since there's absolutely no warning about it.


C'mon, it writes arrows in the sky with "INCOMING!!!!!111". BTW today I completed that mission with a single W40K Blood Angel commander, how can you people :)

Arcalane wrote:
Artillery as a mechanic also seems more suited to missions where the player is on Defense. Faction-specific artillery? Coalition hitting you with fairly powerful, precise strikes, the Ronin using explosive saturation, and the Dummies using plasma artillery or something of that nature.


The idea was that the facility is contaminated and they use artillery to avoid further zombie infestation. And the artillery shells are all the same just because I'm lazy, lame at INI modding and UL now multifaction, so you can't distinguish all factions anyway.


Fri Sep 23, 2011 6:20 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
weegee wrote:
That's ultra weird because in B26 all foreign checks are disabled. Are you playing B23 version?


Nope, def. B26R3. It might be a bug with the drop pods themselves; sometimes they make it in just fine, sometimes they make it half way to the ground (usually in really tall scenes, like the mountain assault with all the gun turrets and rocket troopers) and then just scuttle themselves mid-air, sometimes they pop before even making it into the scene. If I had to guess it's probably a scene-specific problem. I've taken to using Dummy Drop Crates if the Drop Pods aren't behaving themselves.

Ed: To clarify, I'm playing as the Ultramarines and their own Ultramarine Drop Pods are what's bugging out.

weegee wrote:
C'mon, it writes arrows in the sky with "INCOMING!!!!!111".

The idea was that the facility is contaminated and they use artillery to avoid further zombie infestation. And the artillery shells are all the same just because I'm lazy, lame at INI modding and UL now multifaction, so you can't distinguish all factions anyway.


I figured it meant dropships! It might be wise to clarify that or at least warn the player that they're going to get the crap shelled out of them if they don't take cover... perfectly good reason for it though so I can't argue with that.

--

Territory 1 with the Security Code Download and Evacuation was a fun challenge though. I used one of Abdul's AirSupport Gunships to take out some of the RPG troopers, then fly through the gap in the wall and soften up the defenses with a rocket barrage. Moved an Assault Marine in to secure the Bunker itself, then when that was done, I flew the CO across with a Tradestar Mk1 Dropship; would've used an AirSupport Dropship but I haven't gotten the hang of flying that yet. The Evacuation was dicey, but I managed to pull it off eventually.


Last edited by Arcalane on Fri Sep 23, 2011 7:28 pm, edited 1 time in total.



Fri Sep 23, 2011 6:38 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
i can attest to the drop pods suddenly bursting sometimes.sometimes ill call a bunch down then scroll back and find that only 2 out of the three made it.while each being on completely flat terrain and not too close to each other. but aside from that... i like the artillery thing. the warning is nice. it leaves that slight element of surprise. i remember i saw the warning the first time and just stared at the sky waiting for drop ships....ohhhh my surprise.


Fri Sep 23, 2011 6:57 pm
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Post Re: [WIP] Metagame: Unmapped Lands B26 R3 (Custom factions!)
weegee wrote:
Asklar wrote:
Which means changing "Chain Sword" to "Chain sword" in the files, which isn't a hard fix.


Ok, final solution! Everything breaks down because Chain Sword is a shield and not a weapon. You can't specify non-weapons to give to your elites, so I removed them completely.


But they are HDFirearms, doesn't that count?

And about the blowing up Drop Pods; I suppose it is because it doesn't have doors of any kind, that's why the begin with the scuttling thing pretty early and in tall maps they won't make it to the bottom.


Fri Sep 23, 2011 7:36 pm
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