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 [Abandoned] Unmapped Lands 
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Roast Veg wrote:
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.


Yes, you can remove all asterisks in Faction.cfg and UL will still load only those factions which have their mods installed. But it adds some delay when activity starts. If you have custom factions, you'll have to update them adding this line:

Code:
CF_InfantryModules[factionid] = "<faction module>.rte"


Wed Oct 05, 2011 7:16 pm
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Data Realms Elite
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Ok thanks for the tip, I don't mind a delay if it means I don't have to edit the mod myself.


Wed Oct 05, 2011 7:58 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Am I missing something about the new attack mission with hidden terrain? It took me forever to dig down far enough, and in enough places, to find it (not fun) and once I found it, there were no objective markers or enemy brains, just a bunch of turrets and respawning enemies. What do I do now?

New defense missions are great so far.


Thu Oct 06, 2011 3:03 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
About the hidden terrain mission, i've encountered crazy bug/glitch...
I attacked Ronin's territory and i was too lazy to dig through terrain so i bought drop crate + <zillions of crabs>, after it did boom, i lost all units except brain(it was damaged a little) and enemy dropship did 360o rotate, it did hit ground and exploded, after that, i won somehow and i gained 10.000 cash for win and now i have stopped to play because i haz too much cash, <SCREEN, PRESS SHOW SPOILER>

EDIT: Also why attacking costs 5 turn points and i can't build anything on my territory without losing 1 TP(turn points) to defend it? or i just didn't read something in rules?


Thu Oct 06, 2011 3:16 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Actually, you can. Just click to defend, build then click again to undefend. You 'deposit' one AP but you can get it back. I haven't found any method of doing it any other way.


Thu Oct 06, 2011 3:42 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
scrdest wrote:
Actually, you can. Just click to defend, build then click again to undefend. You 'deposit' one AP but you can get it back. I haven't found any method of doing it any other way.


Oh man, I had no idea about this. It's definitely counterintuitive that you start defending a territory just by clicking on it.


Thu Oct 06, 2011 3:43 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Don't you guys hear the scanner sound when you select your brain on hidden bunkers mission? :grin: And I agree that defend on first click is weird, I'll fix that. First click - select, then defend - undefend, ok? :)


Thu Oct 06, 2011 5:08 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Ari wrote:
EDIT: Also why attacking costs 5 turn points and i can't build anything on my territory without losing 1 TP(turn points) to defend it? or i just didn't read something in rules?


Attacking was changed to 5 AP in the last build.

If you want to change it for one game, go into UnmappedLands.rte/CampaignData/ and edit the relevant .dat file with a text editor. Look for PointsPerAttack and set it to whatever value you want.

Take in mind you can still only launch one attack per turn no matter what you set the AP value to.

If you want to change it for all future games (but not current ones, afaik), go into UnmappedLands.rte/Scenes/Scripts and edit LoadScreen.lua with a text editor. Again, look for PointsPerAttack (line 518) and set the value to whatever you want. On the other lines in that chunk, you can use to also change AP cost for defense/treasure hunts, the max number of mines, max number of troops/turrets, starting funds, gold per turn per mine, brain/CO replacement cost, mine/turret/trooper cost. A little further down is the gold bonus for retrieving a gold chip*, and the purchase discount % for retrieving tradestar hack chips and the income bonus % for retrieving mine hack chips.

*Having gold chips as a "thing" puzzles me. Maybe replace them with rare alien artifacts/sensitive documents? Hell, you could have multiple gold bonus types to retrieve from Treasure Hunts, and the rarer they are, the more cash you get for selling them to Tradestar.

--

Changing the defend thing sounds good. Juggling AP gets a bit annoying if you want to purchase a bunch of mines and troops.


Thu Oct 06, 2011 5:18 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
weegee wrote:
Don't you guys hear the scanner sound when you select your brain on hidden bunkers mission? :grin:


I heard it, but I had no idea what it meant. If your brain is supposed to do the digging itself, maybe the mission should explain that, because players often try to keep their brains safe instead of sending them after the enemy. It's not fun to spend that much time digging anway.

Also, the mission needs objective markers to remind you whether you're supposed to hack a console, or kill a brain, or just kill all the enemy troops, or what. I found a bunker on the left and got confused because there was nothing to do there except kill respawning enemies.

Unrelated: is it a bug that territories lose all their mines when they're conquered? It's disappointing that you don't get your mines back when you retake one of your old territories.


Thu Oct 06, 2011 5:47 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Arcalane wrote:
*Having gold chips as a "thing" puzzles me. Maybe replace them with rare alien artifacts/sensitive documents? Hell, you could have multiple gold bonus types to retrieve from Treasure Hunts, and the rarer they are, the more cash you get for selling them to Tradestar.


Good idea but I need some fancy sprites for that. Anyone willing to draw them?

Footkerchief wrote:
Also, the mission needs objective markers to remind you whether you're supposed to hack a console, or kill a brain, or just kill all the enemy troops, or what. I found a bunker on the left and got confused because there was nothing to do there except kill respawning enemies.


Once you spot the brain, you'll get objective mark.

Full mission explanation under the spoiler if you really want to spoil all the fun, or don't think that the mission is funny at all )))


Footkerchief wrote:
Unrelated: is it a bug that territories lose all their mines when they're conquered? It's disappointing that you don't get your mines back when you retake one of your old territories.


No, it's not a bug, all mines are destroyed. I can make them destroy some random number of mines (depending on difficulty) if you're really unhappy with that.

UPD:

BTW, what do you use to dig? I always use heavy digger, everything else is useless.

UPD2:

Arcalane wrote:
If you want to change it for all future games (but not current ones, afaik), go into UnmappedLands.rte/Scenes/Scripts and edit LoadScreen.lua with a text editor.


You can change everything there, but! Making troops more than 5 and turrets more than 2 will crash defence missions, because scenes can place only 5 and 2 of them. You can't make more than 9 mines, strategy screen will glitch. What you edit is a function that creates initial current.dat file, so it does not affect current games.

UPD3:

Defence-click bug fixed.


Thu Oct 06, 2011 6:03 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Edit for actual bug report: I'm playing with Ubuntu/Wine, and when I install >= R5, I get this error:

Code:
caution: filename not matched:  UnmappedLands.rte/_SpareParts/Unmapped Lands \?\?\?\?\?\?\? \?\?\?\?\?\?\? \? \?\?\?\?\?\?\?\?\? B26 R6.rtf

And it fails to completely install because it gets hung up on that file.

weegee wrote:
BTW, what do you use to dig? I always use heavy digger, everything else is useless.

Heavy digger for me too, but it still took me a long time to reach a bunker, especially when I encountered the darker, tougher terrain. It'd work better if there was only normal dirt, or even just sand. Also, do they need to be buried so deeply?

weegee wrote:
Once you spot the brain, you'll get objective mark.

Full mission explanation under the spoiler if you really want to spoil all the fun, or don't think that the mission is funny at all )))

Regarding objective markers:


Thu Oct 06, 2011 9:43 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Footkerchief wrote:
caution: filename not matched:  UnmappedLands.rte/_SpareParts/Unmapped Lands \?\?\?\?\?\?\? \?\?\?\?\?\?\? \? \?\?\?\?\?\?\?\?\? B26 R6.rtf


If you can delete it from archive, then just delete. SpareParts is some useful junk I don't want to loose.


Thu Oct 06, 2011 10:23 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
weegee wrote:
Footkerchief wrote:
caution: filename not matched:  UnmappedLands.rte/_SpareParts/Unmapped Lands \?\?\?\?\?\?\? \?\?\?\?\?\?\? \? \?\?\?\?\?\?\?\?\? B26 R6.rtf


If you can delete it from archive, then just delete. SpareParts is some useful junk I don't want to loose.


That's what I'm doing, but maybe the filename could be changed so that it doesn't mess things up?


Thu Oct 06, 2011 10:27 pm
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
There seem to be dropping a lot of crates instead of dropships. I don't know if this was purposely done, but when defending a map half the attackers are smashed by their own dropcrates.
Would be good to switch back to dropships methinks. ^_^'

About the digging: Perhaps it's a thought to add some empty caves in the ground here and there so that you don't have to dig everywhere.
This would especially be nice in that treasure hunt map where you have 3 containers deep (and I mean DEEP) in the ground. :)


Fri Oct 07, 2011 12:14 am
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Post Re: [WIP] Unmapped Lands B26 R6 (Difficulty levels, Missions)
Sounds like factions need a CF_Droppods[factionid] definition section!


Fri Oct 07, 2011 6:36 pm
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