With my changes for the campaign AIs, the story will feel more as it is supposed to, in my opinion ;) This is no real mod for FA, you only need to replace files of your FA installation. Easy installation and lots of fun changes ^^
I know, you all waited a long time but yeah, it is here at last! It's just that I barely touched it recently. But I had some ... issues ... with friends. Let's just say there was an change in best friend for me :(
Sorry about the friend. Thanks for the mod.
Thx but I'm fine now. And not a problem at all! I started this to give you my work, so no need to thank me ;)
- IMPORTANT! Take a backup of lua.scd and MohoData.scd! This can be very important for if your game won't
launch. This happened to me once too. Although I don't think you'll encounter this painful
error, it is never a bad thing to backup files for safety;
- copy my lua.scd and MohoData.scd and paste them into Gamedata, overwriting the originals.
The scd files seem to be missing.
Are they? Well that isn't really a problem. They aren't really needed to play the edited campaign, they just change some colors on skirmish. But if you really want them now, you can get them from V2.0 ;)
Good.) About new ideas, I always found it a little booring, going after Hex5 after Fletcher has landed. I mean he`s not very agressive and killing his air support was enough for Fletcher to finish him off. And he was not very hard to defend agains. The first atteck was good, but after that I didn`t notice any difficulty in defending the southern flank of my base.
Hmmm... Perhaps some more Monkeylord/Soul Ripper attacks would make it more challenging for you then? I think I'll get the Monkeylord on normal and a Soul Ripper as well on hard then :P
If that means "from time to time" attacks then yes, by all means.) Some more t2+t3 attacks would also be nice.
Of course, not a constant flow of experimentals, not at all! :P
In the first mission, with hard difficulty, the ACU does not spawn. Can you check this, please?
I just checked this, and for me the ACU does spawn correctly. I suppose you mean your own commander and not any AI ACU's? :)
I have this same issue. The gate would explode and the ACU would never step out. The gunships would then proceed to kill everything.
I have the exact same issue,
the Commander does not spawn.
I am running Windows 7 on a Duel Core 3.1ghz with Radeon 5450 Graphics Card and 4 gigs of Ram.
yup, my own ACU does not spawn.. actually happens in quite a lot of maps but with different combinations...
It blocks on map screen aswell on hard, for the 3rd mission.. btw i used UEF for both and in the third mission it does not have any problem with aeon or cybrans
Same here, checked and worked perfectly. Did you install everything correctly? Also, do you have the campaign mod enabler active with mods? It is possible that is the reason :(
yup, i got the campaign mod enabler.. that's quite a shame if the two don't work together :(
I can't seem to continue to the 2nd mission now, the game just shows the map with no units on it, and I can't seem to start skirmish mode as well!
Hi,
I downloaded V3 and the installation instructions tell to copy some .scd files to gamedata, but these files are nowhere to be seen in the download. I'm just going to go ahead and copy these from a previous version, since I want to try this out this instant. Just to let you know.
Sorry, I didn't realize comments went from top to bottom chronologically... The issue was already reported. Ah great in that case!
Choosing UEF or Cybran in the first mission causes the commander not to appear. Aeon works fine. Tried twice with each.
Hmm actually, seems like none of the missions work with UEF or Cybran. The map is shown, but no cutscenes, your base does not spawn, allies do not spawn and so on. Guess my faction just got decided for me. : )
Sorry to say, but I can play every mission with every faction without any problems :s
Hmm, I don't know if this is possible, but I think tying enemy progression to your progression like the vanilla campaigns do is not very nice. In the first mission for example, if you advance to tech 2 fast, you'll get swarmed by enemy gunships with pretty much no chance to survive. It would be nicer if the enemy advanced in fixed time instead.
So far it seems more difficult than vanilla, which is great since vanilla was pretty easy. The last Seraphim push in the first mission was very good.
I guess I could do that indeed, but what would be good time intervals to progress in difficulty then?
I tried to test this, but it seems like the progression is not tied to tech advance after all... In other words, I couldn't make the gunships appear. : )
But I think maybe at 5-7 minute mark would be okay. In five minutes you can build 10 level 1 anti-air turrets, but you can use your Percivals and Commander as targets for the gunships, so I guess it should be okay. Maybe?
But yeah, your intention with the mod probably wasn't More Difficult Campaign, so I'm fine with the things as they are. The start of the second mission at least was difficult enough. : )
I'll think about it ;) and yeah, that has been made easier for which I'm happy myself :P
In 3rd mission on the start there is only map... full map without any units, buildings...nothing...
Hey man my ACU doesn't spawn in any of the missions(cybran and UEF) Can this be fixed please? Thanks.
Great idea for a mod though, making the AI better. Can Fletcher be made more competent in Mission 1, though?