Ooh, does the update include this: Moddb.com
I'll have to play this mission again real soon.
At this point I still find the third mission to be the most fun. Just wish there was more pressure on Princess Burke at the end.
Ooh, does the update include this: Moddb.com
I'll have to play this mission again real soon.
At this point I still find the third mission to be the most fun. Just wish there was more pressure on Princess Burke at the end.
Thank goodness you replied to my comment because I forgot all about this page. Ooh, seems you're active again. I'll have to play SupCom again.
As Cybran while on hard mode I found my best chance of surviving is to build a land factory and have a few tech one engineers work on a lot of t1 power and mass (upgrade the mass to two when practical) and immediately have the commander head north east after the land factory, going into the water to avoid enemy tank formations, and heading to the two t3 power plants in the east. I would use overcharge on the t3 plants so they take out the t1 defenses as well, then head immediately back to base, reclaiming stuff along the way. The Order base sends very few attacks after that.
And when I say immediately build a land factory then send the commander north east, I mean immediately after you start, without taking out the attack force first. When your commander heads north east he will take out enough of what's left.
Not sure if this is the best place to put this comment, but it just occurred to me that, considering how intense the start of mission two is on hard mode, with Cybran, and your mod installed, it seems anticlimatic how easy it is to stem attacks after the first expansion. I think part of it is that the two bases attacking you from the pass don't build their own experimentals once in a while (along those lines, how much harder if they had experimentals on patrol, esp. near the prison, so you can't just teleport your commander for a hit and run capture), and also that their attack formations are so few and far in between. I assume maybe the designers for the level figured you would quickly get passed that part anyway toward the last expansion, so did not focus on keeping up pressure on you.
Please take your time. I know there are a lot of things I would love to do right now that I can't because of work and school. Even with SC I only have a small window during the weekends to play, heh.
Heartbreaking and heartening at the same time. It's natural to want to give mutual aid. It's unfortunate that an unfair cost came with it in this case.
Cool! Is that up for download already? The latest patch is shown as V3.2 on the downloads page.
By the way, what patch is this from: Moddb.com Do not recall ever seeing that building with Thalia in it.
You mean in the 15 June V3.2 update? =d Since I did not apply the update to mission 3 I may have overlooked it in that update. I'll have to give it a try. Thanks!
The third mission is by far my favorite, but the north east Seraphim commander sometimes takes forever to push through Princess Burke's defenses, making the objective not feel nearly as dire as I think it should. If I had a request, then, I suppose it would be stronger attacks by the Seraphim commander. Also, is it just me or does that commander just stand around in one place assisting the same one or two air factories?
I'm actually happy that it's impossibly hard, lol. I just wish that allied base did more, as in more t2 units and defenses. Beside that, bring on the immense attacks, woot!
I noticed it's a bit stronger if I play Cybran on hard mode with your mod, but still would take a long time for the NE Seraphim to have any success.
Anyways, thanks. Very much appreciate the work you put in; love the mod.
If you mean does she start building those tech one defenses outside of her base then I have not seen her try until the first map expansion.
By the way, after replaying mission 3 (with your 3.1 update) it just occurred to me that after the final map expansion, though Princess Burke seems a little stronger and sends out engineers, the Seraphim in the north east of the map seems weak, i.e., I am not sure it would ever defeat Princess Burke on its own. I even tried destroying her forward defenses to see if it makes a difference, but even then the Seraphim was not making much progress.
If you ever have the time and feel like it, might you make the NE Seraphim send out larger/stronger groups of units more frequently so that I might have to struggle to keep him away from Princess Burke (sorta like how I felt when I started mission 2 on hard mode with your mod, heh)?
Yeah, strange: before destroying the first order base, if Thalia's land factories and extractors are taken from her, she won't rebuild her base, but after destroying the first order base, she suddenly pumps out several engineers and rebuilds everything, heh.
Man, how I wish changing the dialog were an option. For mission six, when the bold guy asks Commander Rhiza her status, she should say "Like a boss," and when I beat Commander Fletcher, Hall should say, "You had no choice; Commander Fletcher was being a douchebag."
Addendum: Found out that after the first area expansion my ally starts rebuilding again.
Thanks. Replaying mission. By the way, I am still on the first part of the mission (before any mission area expansion) and my ally had her extractors and land factories taken away. She still has the air factories and even an engineer, but is no longer rebuilding her base. Is that something that may be fixed whenever you catch free time and feel like it?
What if I just want to apply your changes to the second mission? Should I still upload all the files, or just the file for the second mission?
I played the missions so many times before applying your mod, trying to make the game harder by trying new tactics on hard mode. Just tried the third mission with your mod and found that replayability has gone up even more. Rhiza was awesome in this mission; now I see why she is a top Aeon commander despite being one of the youngest.
Medora
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