It's been a while, again... But yeah, I don't really work on it everyday anymore and I do have examinations now again xD
Here it is, a new patch! I've made some changes, but no life-changing stuff this time :P
I'd really like to thank you all for your patience! Sometimes it can take a while before you get another sign of life here, but don't worry ;D
Some changes I made for this patch:
- The 2nd mission can now be played 'til the end.
- Dostya's base now shuts down when her ACU is destroyed. So now, the base will be destroyed completely. Also, I got rid of those monkeylord defenses, that was just too much.
- I made some small platoon changes, mostly for allies. Specifically, I may have decreased the amount of units/strike forces in the missions.
- Rhiza's colossus in the 3rd mission will now be rebuilt 8 minutes after death.
- Decreased Rhiza's unit cap in Operation Overlord from 420 units to 320 units. This is still pretty high, I know, but now she won't be that overpowering anymore in the last phase.
- Increased the player unit cap from 500 to 750 for every mission. This was requested anonymously.
- ...
I hope you'll like this new patch.Got any ideas yourself that you'd like to be made reality? Tell me! ;D
hey did you know with the campaign everytime i set it up i could never do a skirmish map
Is it possible to continue with an old save before capturing the prison with mission 2? or must I restart the mission?
Well, you can still use your saves but that'll load the map without any of my changes. So if you want to play with edits, you'll need to start over ;)
ok thanks. my saved army will never get to destroy QAI but I can just engineer a new one! nice work!
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?
You can indeed apply changes for each individual mission. Just copy X1CA_002 to your game and that one should be edited without anything happening to the others. But also make sure you get Lua.scd and Mohodata.scd! ;)
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?
Addendum: Found out that after the first area expansion my ally starts rebuilding again.
You mean, after destroying the first order base? Because it should not be possible that Thalia doesn't rebuild structures 'til phase II :s
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.
Question... Does she build her forward defenses in the first part or not?
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.
Strange... I'll check on it for my game ;)
cant wait to play this :D just finished downloading
Thanks, make sure to tell me what you think about it ;)
LOVE it! as a suggestion i think you should add a ACU for thalia because to me it dosnt feel like she is really there just a base hard wired to attack. same with felcther on mission 1
I've been thinking about that too, but there is one thing... The bases construct forward defenses and such, and so the ACU will then be used as well, making in vulnerable to attacks :(
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couldnt you make the ACUs be on there own team so they would only walk around and repair. idk if it would work but i dont why it wouldnt
You see, each base has a 'manager'. This manager takes control of all engineers, ACUs and structures. If I place an ACU in there, it'll be under control of that base manager and thus, since that manager wants to build outer defenses, the ACU will be used as well... I can however try to find out how to disable her construction capabilities but it'll take time to find out. Or, maybe I'll never find it :(
can anyone play the first mission whenever i select my race it dosnt spawn my acu and the base gets destroyed how do i fix this
Many people are having issues with this, but now I wonder... Do you use the campaign mod enabler and are you using mods too? Did you copy all files correctly?
Really, I can't think of anything why this is happening because it never ever happened to me...
the two files had to be put in gamedata not the bin
Thanks for the update, Mission 2 works fine now.
However on Mission 3 after I destroy the bombers (and everything else) the mission does not end.
You mean, when you have killed the Seraphim ACU's? That would be very strange... As far as I can remember, I never really touched that part of the scripting :(
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."
Well, unless I can create new videos, mimic their sounds and somehow be able to put them in the databank, I cannot change anything when it comes to dialog. Only add or delete some in the missions.
Hey Gregory, I have same prob as SoaringHawk in that in first mission when you select ur race, my ACU does not come through if I choose UEF or Cybran, then the base gets destroyed by the gunships. Works fine if I choose Aeon though. I've tried turning my mods all off or on, same behaviour. I also tried launching straight into 2nd mission as UEF, and nothing at all spawned - no ally or enemy units, and no ACU for me... just the clock kept ticking on. Seems busted unless I choose Aeon?
Oh, and I double checked all files in the right place. Those 2 files I put in gamedata, not the bin folder.
I'm looking forward to playing all factions again with your edits :D
Really, I can't solve that problem for you guys if I don't have that same problem... And if it doesn't occur in my game, there is no way I can find an error in the code or something :(
Hey again Gregory. I can assure you I checked mohodata and lua were in the gamedata directory before I posted the above comment (as Guest back then), but nontheless, as UEF or Cybran nothing spawns after starting a mission. I can only do it as Aeon. Oh well, never mind. Thanks for the mission updates you created - it's good to play :) I completed mission 4 (as Aeon), but thought worth noting that Dostya was never killed during this mission - instead I killed Hex5! So the dialog and sequence was a bit wrong. Perhaps I should not have sailed a couple of CZARs over to protect her and let Hex5 kill her instead ;)
In case it helps, I am running version 3599 of the game. I haven't yet found any way of setting up the game (like turning off mods) that allows anything other than Aeon race to work. Anyway, thanks for sharing your work, and keep it up :)
By the way, I'm not "Guest"... I'm zeroremorse.... my log in worked properly this time via steam ;)
Well, I'm really sorry to tell you this, but I can't find a way I can help you with that... ;(
No worries, thanks anyway :) All the best.
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, they might be a bit weak :( I'll check on it ;)
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.
I was able to replicate the issue where at the beginning of the campaign, after selecting your faction, the gate is destroyed and the commander never shows up. For me, this was caused by not following the directions; I had only copied map files and didn't copy the lua.lua and mohodata.lua to the gamedata directory. Once I took care the those two files, the game started properly.
I knew I didn't make any errors! haha :D Because then I should have had the very same issues of course.
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It isn't giving the gate thing to the player to warp the ACU in... Could that be the problem? I deleted the map file for the first mission and then my ACU spawned :/
No, that shouldn't be it... The script just says to spawn in the ACU at that position, the Gate itself is just there to make it look like it's coming through it.
And I can't really help you, there are some people that are having problems with this, that the maps don't work or the ACU doesn't spawn in, but for me everything works perfectly :s
You did get the latest version (so this one xD), correct? Because there could be bugs in the older ones. Not that the last one is perfect, it's always possible there is a bug in here too but I didn't notice any (yet) :)
what about skirmish ai or is it all the same why wont the enemy build the mod units
I don't do skirmish AIs, sorry :(
And they won't in the campaign because they are scripted to build units. If I code it to build just 8 heavy tanks, it'll only build 8 heavy tanks and nothing else. That is why.
as another suggestion i think adding dimtri and james to that little spot of mass desposits would be cool as like all the avaible commanders are being sent on planet to help. i think you should have them have a joint base and stay at like t2 with some basic defences to hold their own on the first ojective at least
Dimitri and James having a joint base? I'm sorry, but I can't follow you... They're from separate missions? And you're talking about 'that little spot of mass deposits'? Which mission, which commander and where precisely? xD
It's seems not work on version higher than 3603, maybe those who cannot got the mod work should try lower version.Thank gregory1001 for this outstanding mod.
You are very welcome! I did enjoy making this anyways ;)
How do i know i have downloaded this correctly? When i tried mission 2 the oder base is the same. Not like the 1 in the picture above with shields
That is because I only made that change recently and is those more up-to-date than this download. This is the newest version for the players, but not for me :P
In the next update, you'll have access to that edited Order base, but untill then you'll have to make do with yours ;)
I don't know when the next one will be released, as I only made minor adjustments so far...
OK thanks. Dam man the mission 2 is insane the order attacks r seriously too fast n too rapid. need to twict tech 2 units coming into play a little too early for Hard
Don't worry, that has been dealt with now, or at least I hope so ;)