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 [Abandoned] Unmapped Lands 
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Joined: Wed Sep 21, 2011 1:43 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
weegee wrote:
Yeah, maybe someday we'll remove the WIP badge :D


but then again everything in cc is a WIP because of new updates and such. either way you are doing a fantastic job. its people like you guys that make me keep playing this game. this mod is awesome and adds a new spin on this game.


Thu Sep 29, 2011 7:01 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Speaking of features, did that Drop Pod suggestion get lost in the crowd of faction additions?

Guess I'll go over it again either way since I had some more ideas; factions with their own drop pods could use them to drop one (and only one) soldier at a time per pod. The pods wouldn't count against the Dropships Shot Down/AA Limit (since they can't return) and only be used when the AI is attacking your territories (since they tend to chew up terrain, which would complicate later landings).

When the scripts go to spawn an attack force, first it decides whether to use a dropship or pods, then it picks from the ship/pod list, and does a dropship or a wave of 2-3 drop pods.

I think this'd be neat flavour for factions that possess their own reliably functional drop pods, or other unusual one-man craft like the parachutes in Naxete's Theatre of Dead factions.


Thu Sep 29, 2011 11:38 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Hi weegee,

Awesome work with this so far. :)
A few important things I'd like to mention though:
- The attack mission where you need to kill a brain, upload a virus and then evacuate:
It doesn't work. You can purchase a ship, but it never comes. After a while CC crashes. (Had this every time this mission comes up.)
- The 'don't kill an enemy to avoid the alarm', if this is mean to be a stealth ops mission then it's a bit impossible to avoid killing someone. Unless you go the easy way and dig yourself a way to the brain, completely ignoring the bunker.

Not wanting to sound unappreciative, but lots of maps could be improved. Optically, aka prettiness, not layout wise. If you'd like my assistance in that, please tell. :)
Also, maybe it's an idea to include the whole Maps - Objects folder, so you have more stuff to pretty things up?

I also split up UniTec, SHIELD and Zealots, to be used with this mod. I'll throw you a pm after the current version of UniTec is done. :grin:


Fri Sep 30, 2011 9:56 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Where would the current.dat file be? I cant seem to find it


Sat Oct 01, 2011 1:22 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
cameron112497 wrote:
Where would the current.dat file be? I cant seem to find it


It's in /UnmappedLands.rte/CampaignData/


Gotcha! wrote:
Not wanting to sound unappreciative, but lots of maps could be improved. Optically, aka prettiness, not layout wise. If you'd like my assistance in that, please tell.


I'm always open to any assistance with this mod. If you can make everything prettier, or make some super awesome maps for new missions, or even write a plot for new attack mission you're more than welcome :) Actually I removed everything from MP3 that didin't look like vanilla bunker modules, but I'll put it back if you need it.

Arcalane wrote:
Speaking of features, did that Drop Pod suggestion get lost in the crowd of faction additions?


Sounds reasonable I'll add it to the next release.


Last edited by weegee on Sun Oct 02, 2011 9:04 am, edited 1 time in total.



Sat Oct 01, 2011 10:09 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Possible bugs:
- I got "Ronin penetrated your defenses at territory #10" (or something like that) on a turn when I hadn't actively defended any territories or done any defense missions
- a failed Treasure Hunt mission seems to remove all the mines/troops/turrets from a territory

Also I've got some mission commentary:

The attack mission with the entrance shaped like a big >
- infiltrating this base is cool, but having the brain alone at the bottom of a big pit is anticlimatic and too easy

The attack mission with nanite inhibitors
- interesting concept, but not very fun
- the surface bombardment feels out of place (it kills a lot more of the enemy's troops than your own)
- the zombies are boring because they aren't a real threat. Most of them never get guns, and they can't reach your brain unless you let them.
- the flow of movement through the level feels wrong -- everything falls to the bottom and never comes back up
- maybe keep the overall concept, but make it all-underground with troops delivered through vertical shafts? Enemy on the left, friendlies on the right, zombie tanks elevated in the middle. Or, since the zombie tanks aren't meant to be destroyed, seal them off and deliver the zombies with one-way teleporters. The player has to hack terminals to shut down the tanks, while the enemy tries to retake the base and zombies are teleporting all over

The defense mission with the big tower in a steep valley
- brain tends to start out vulnerable on top of the tower, troops mostly start in useless places
- AI descending the slopes = lots of pointless deaths. Maybe instead of landing on top of the mountain, the mountain goes all the way to the top with tunnels going through it, and the enemy lands on the other side.


Sat Oct 01, 2011 5:31 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Footkerchief wrote:
The attack mission with nanite inhibitors
- interesting concept, but not very fun
- the surface bombardment feels out of place (it kills a lot more of the enemy's troops than your own)
- the zombies are boring because they aren't a real threat. Most of them never get guns, and they can't reach your brain unless you let them.
- the flow of movement through the level feels wrong -- everything falls to the bottom and never comes back up
- maybe keep the overall concept, but make it all-underground with troops delivered through vertical shafts? Enemy on the left, friendlies on the right, zombie tanks elevated in the middle. Or, since the zombie tanks aren't meant to be destroyed, seal them off and deliver the zombies with one-way teleporters. The player has to hack terminals to shut down the tanks, while the enemy tries to retake the base and zombies are teleporting all over.


This mission could do with some changes. Like those. Mainly because moving around is complicated, it seems like spaces are a bit tight, and sometimes getting a nanite inhibitor to deactivate the last zombie vat at the other side of the facility is a hard task.


Sat Oct 01, 2011 8:47 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
It would appear to be a bug then because that folder isnt in there and I figured the hotkeys for restarting a mission, they arent working. Well hopefully you can fix it in the next version.


Sun Oct 02, 2011 4:58 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Yes some of the missions are outdated and need more polishing. They were made at the times of B23, when everything flied higher, was blind and more dumb and predictable. I guess that removing half of the troops in stealth mission can do the trick. But anyway this mission can't be stealth once you get Particle cannon chip, it just starts wasting everyone :)

In zombie apocalypse mission zombies are just for fun, the real threat is CPU faction troops. But I guess it depend on what faction you play. Some complain that it's a difficulty spike, now you say that zombies with autoshotguns are not a threat :) Anyway I don't want to completely redesign any of missions, a few tweaks maybe, I'd better make new. Almost done with Attack06 =)

In defence mission with tower the whole firefight usually happens at the bottom, that's why all troops are there. And the whole idea of it was "it's fun when troops falling from the sky". But The idea with mountains and tunnels is nice, can be applied to new defence mission.

cameron112497, are you playing Cortex Command and Unmapped Lands :???: Empty CampaignData folder is included in mod by default. Non working CTRL+R? How could that be? If you reset the mission than you auto-lose it and that's how it must work in UL.


Sun Oct 02, 2011 9:35 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
weegee wrote:
In defence mission with tower the whole firefight usually happens at the bottom, that's why all troops are there. And the whole idea of it was "it's fun when troops falling from the sky". But The idea with mountains and tunnels is nice, can be applied to new defence mission.


Yeah, but occasionally enemies land on top of the tower, and they're the ones that kill my brain, because there are no troops up there to defend it. The landing pads up there should get at least a few troops.


Tue Oct 04, 2011 6:06 am
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
Then the obvious solution is to stop leaving your CO exposed at the top of the tower and move them inside once the attack begins. ;)

I'd say the worst map in terms of performance has to be the one with the hover-train. It's large and very slow... they both are, actually. It's just tiresome to do because it brings my system - which is pretty capable of handling all the others and runs CC fairly well outside of that mission - pretty much to a crawl.

In terms of 'worst gameplay', definitely that vertically oriented zombie factory one. The worst part is that the inhibitors are large, hideously fragile, quite rare, and the Space Marine bolters tend to destroy them - if the artillery doesn't first. It's actually the main reason I started experimenting with an alternate AP ammo for the bolters... well that and whitty's Tektroopers being immune to the explosive bolts. They're much more vulnerable to the AP ones though.

If each enemy carried one and/or the inhibitors could survive being sneezed on, then the mission might actually be playable... but otherwise the rarity and fragility just compound the artillery and navigation annoyances.

Best map in terms of gameplay is definitely that one with the big wall and the AA platforms, where you have to get your CO over impassable chasms and into the base in order to hack it, then evacuate. It hits that spot of missions I find to be "challenging but beatable".


Tue Oct 04, 2011 5:28 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
The idea behind all defence missions is that the attack is already in progress and the brain unit just arrived to command. That's why he's always exposed and you need to hide him. In previous version of that "tower defence" map most of the troops were on top, but they were idle most of the time, until parts of dead dropship bury them. I usually put brain right under elite soldiers in this map.

Arcalane wrote:
If each enemy carried one and/or the inhibitors could survive being sneezed on, then the mission might actually be playable...

Ok, this can be done :)


Tue Oct 04, 2011 5:39 pm
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Post Re: [WIP] Unmapped Lands B26 R5 (Teleport, Particle cannon)
weegee wrote:
The idea behind all defence missions is that the attack is already in progress and the brain unit just arrived to command.


Ah, I never got that until now, but at least it's consistent.

weegee wrote:
The idea behind all defence missions is that the attack is already in progress and the brain unit just arrived to command. That's why he's always exposed and you need to hide him. In previous version of that "tower defence" map most of the troops were on top, but they were idle most of the time, until parts of dead dropship bury them. I usually put brain right under elite soldiers in this map.

Arcalane wrote:
If each enemy carried one and/or the inhibitors could survive being sneezed on, then the mission might actually be playable...

Ok, this can be done :)


Yeah those are definitely good ideas, glad they're going in.


Tue Oct 04, 2011 6:40 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Ok, R6 is out, hope it works. Many thanks to Gotcha! who helped a lot(!!!) with this release :D


Wed Oct 05, 2011 3:05 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
weegee wrote:
- Unmapped Lands now checks if faction module is actually installed

Are factions activated/deativated according to this? Because if not then they should be.


Wed Oct 05, 2011 6:57 pm
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