Post news Report RSS About TWA and fixing the broken campaign.

While there is no release planed for the near future, I still want to finally fix the camapaign. If anyone could point out the major problems, it would make fixing them much easiert.

Posted by on

Wow, I should have been waiting with this posting half a year for the third year anniversary since the last news post.

Anyway, since TWA still seems to have some fans around here, I through its' a good time for a news post (you know, christmas spirit and all that humbug):

First things first: There are no plans for a release anytime soon - I know there are a couple of major bugs (not to mention the Nod AI crash) but we lost our SVN server a while back, so there is no way to go back to older releases and fix their bugs.
The only TWA version I have right now has lots of CnC4 stuff and 2 new factions, but that is nowhere close to releaseable or fun to play. In fact, I might end up removing most of it as it hardly fits CnC3.

However, one of the goals for TWA that I always had, which should be doable with the current build, is the campaign. One major advantage is that internal unit names and scripts hardly change, so once the campaign is fixed, it should work for all versions, past and future.


So, atm I am looking for any problems related to the GDI campaign (Scrin & Nod might follow later).
For example:

-Have important scripts stopped workiing? (like the MCV reinforcement)
-Is a mission to hard/easy because of the different game balance? (Nod Militants are way harder to kill with Riflemen now)
-Can the AI build units or use abillitys/powers that should not be available in that mission? (Nod using Spectres, Wraith or Cyborgs)
-Can you build units or use abillitys/powers that should not be available in that mission? (Mastodons says hi)
-Are there cases where units use their old TW design instead of the TWA one? (like Sniper Teams having a Spotter)
-Other unit problems? (Commandos not working right)

If you find anything like that, please post it as comment under this news.

Again, I can't promise if or when I will release that fix, but it's certainly one of the things I still plan to do with TWA.

Regards,
Stygs

Post comment Comments
keksek
keksek - - 224 comments

That's the reason for u to walkthrough campaigns again :D

As i remember (i've uninstalled cnc3 due to my own needs) there were many problems since first missions, but i can be wrong.

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ApornasPlanet
ApornasPlanet - - 4,117 comments

Great!

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Ahrimansiah
Ahrimansiah - - 3,216 comments

oh the best way to fix campaign problems is to add Titans and Kodiak :P

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deathtrooper900
deathtrooper900 - - 780 comments

The missions were incredibly difficult that's all I remember. I did beat the campaign once but it was the ultimate challenge and it was on easy.

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The_Dementor
The_Dementor - - 89 comments

I know there is a problem with the commandos you spawn with(not build) in the campaign since they will spawn with their vanilla weapons and stats (e.g: GDI Commando is armed with an assault rifle instead of the auto-railgun and has no stealth, Nod commando looks like her vanilla self and can't fly).

I suggest you keep these commandos(both spawned and built) vanilla only in the first few missions or so. Maybe during the Temple Prime missions would they become their TWA versions.

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The_Dementor
The_Dementor - - 89 comments

Alright, so far I finished the first 2 GDI missions on normal difficulty. They appeared to be alright, but might need minor tweaks.

GDI Mission 1
-Turning off power to the communications center still gives you radar
-Zone Raider shows up as a greyed out unit, should be locked technology
-Hammerhead Gunships can be built immediately, player should not be able to build them until later in the game, make it locked technology
-Engineers you spawn with do not have the remove mines and repair building ability, they are greyed out

GDI Mission 2
-Opening cutscene shows Firehawk blowing up from Venoms chasing it, Venoms do not fire
-I think I might have seen an Awakened squad being built once I approached the base, I'm not sure, will have to play it again later

Other than that, it felt fine to me.

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BigCheese256
BigCheese256 - - 2,241 comments

Almost everything you pointed out there is intentional and in vanilla C&C3;.

-Radar is force-enabled in that mission.
-Technology is locked per-mission. If you can't build Zone Raiders anyway it really isn't an issue.
-I don't actually see a problem with building Hammerheads here, since you can Build Orcas anyway. They're still going to wrecked when the SAMs spawn.
-Engineers might be a special "mission" version. If that's the case they don't actually have these new abilities attached to them.

-That's intentional - the Venoms don't actually kill the Firehawks. They fly into a "kill zone" on the terrain and self-destruct. Looks strange but that's how EA did it.
-The AI is actually pretty smart with mods - they will build any unit available to them. You can do the same of course, so it's fair enough.

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The_Dementor
The_Dementor - - 89 comments

For the Awakened part, I meant that the AI was building them too early in the campaign.

What I meant by that is making the AI not being able to build those units until you progress later on through the missions. An example would be being able to build Stealth Tanks in a mission but not Avatars until you go on to the next mission.

Also, lore-wise, I don't think Nod would be using cyborgs that early in the war, due to the previous war which had the cyborgs turn on them. Perhaps later when they're defending Temple Prime would they start activating them as sort of a last-means defense, and then are mass produced against the Scrin.

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Mernom
Mernom - - 718 comments

basicly,all units that were added with this mode will NOT be locked out by the campaign,sinse they were not in the game when it was deveped.so just locking out evry one of the new units should solve the 1st stage of the problem.

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Gallade
Gallade - - 341 comments

house It may have been mentioned already, and if so I apologize, but the White House mission in the GDI Campaign has this bug where no MCV will arrive. The transport that it is meant to arrive in is empty. Mission completion is still viable, but only on easy and with very good management skills.

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The_Dementor
The_Dementor - - 89 comments

Didn't get that much free time to test out the other missions recently. I could only do one.

GDI Mission 3 (Langley AFB)
-Buildings are almost destroyed, near red
-Vehicle factory lets you build Shatterers, Slingshots and Sandstorms, mission becomes too easy since you got mobile artillery platforms, tank destroyers and AA units that can destroy Venoms in a few seconds (the attack bike squads can easily be one shotted by a Shatterer)
-If you ask me, lock all three of these units in the mission, it's still too early in the campaign to be using those units
-Sniper team has a spotter instead of second sniper, does not permacloak
-Hammerheads are buildable from the air field, don't know if you want to lock that
-I also noticed that the Sandstorm cannot fire over walls, it should be able to

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The_Dementor
The_Dementor - - 89 comments

GDI Mission 3 pt 2 (Hampton Roads)
-Commando has the assault carbine instead of the auto railgun (or rail autogun, whichever term you prefer)
-I'm actually for this since it could show how the war progresses, more advanced technologies are developed, so early missions would have commandos with the rifle and later missions would have commandos with the auto railgun (e.g: the commandos you get in the Scrin mission would have the auto railguns instead of their carbines)
-Is there a way to change the data entry for the commando? It says it has a "top secret rail gun with a high rate of fire", when it doesn't. Probably change to "experimental assault carbine" or something similar

GDI Mission 4(White House)
-Nod SAM Sites are powered down for some reason
-No MCV for the mission, dropship won't carry one
-Disruption Towers are offline, are not cloaking the entire base

As of right now, I can't finish this mission due to the large amount of units the enemy spams at you and the lack of an MCV. I'm expecting more conflicts with the campaign.

I could send you a PM of possible fixes for the later missions if you want one based on what I saw so far(e.g: high tech units being built too early, unit spawn issues etc). I can assume that the problems I saw can be applied to the later missions as well.

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Mernom
Mernom - - 718 comments

The power down one is mostly due to changes in power consumption /generation rate for nod.

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The_Dementor
The_Dementor - - 89 comments

I see. I take it that could be easily fixed by adding in more power plants for Nod? Sounds like it.

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Weldie
Weldie - - 49 comments

I've bumped into a few of the problems that people have mentioned so far; (like the lack of MCV in Washington.)

My big beef at the moment is with Alexandria. The AI spams Spectres relentlessly. I'm talking gangs of ten or fifteen of them at once, backed up with big mobs of rocket militants and cyborgs. I've tried all sorts of stuff, but even dropping the difficulty down to easy, the mission's pretty much impossible. You can make a little bit of headway until the ten minute mark or so, and then it's just a slow, inevitable steamrolling from the Ai, defending until there's no funds left to crank defensive units out.

Honestly, I'd recommend altering the Spectre's stats. Failing that, I'd recommend locking the Spectre until later on; or maybe even all together.

Interestingly enough, I've had the same sort of problem, with a similar unit from a different mod on the Alexandria mission before.

I'm beginning to think Artillery type units are a bad idea for CnC 3....

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greyfox25
greyfox25 - - 6 comments

how can i install it i place it in a correct folder documents/Tw3/mods but still doesnt work my cnc3 version is 1.09 no kanes wraith pls help anyone

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ReillyReese
ReillyReese - - 18 comments

The White House GDI Mission still does not spawn an MCV thus making the mission completely impossible.

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Guest
Guest - - 687,512 comments

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