Outpost Universe Forums

Projects & Development => Outpost 2 Add On Missions => Topic started by: Flashy on May 15, 2010, 10:24:02 AM

Title: 5p, Srv, 'dangerzone'
Post by: Flashy on May 15, 2010, 10:24:02 AM
I tried to make a new mission dll.
The current version is 0.17.3

*Work in progress*
-Better abandoned AI base layout
-Some Blight walls for the AI

Known bugs:
-None

Mission: 5P, SRV, ' DangerZone '
Map: Around the World (Modified)

Mission objectives:
-Destroy the Command Center at (243, 18)

Btw, you need wreckages on medium and low to research the starship.

Download (http://forum.outpost2.net/index.php?action=dlattach;topic=4980.0;attach=313)


You can see screenshots from an MUCH older version here. (http://gallery.outpostuniverse.net/displayimage.php?album=46&pos=0)

BONUS: With version 0.10 or higher you can load/unload evacuation transports and trade colonists with your friends. (Just park the ET near YOUR CC)
Hint: The Ai doesn't chase evacuation transports.
I found some parts of the code here (http://forum.outpost2.net/index.php?showtopic=4626)

+ 3 secret bonuses are hidden somewhere.

Initial Vehicles:
1-3: Evac transport
4:Robo-Miner
5:Robo-Surveyor
6+7:Cargo Truck
8-10:Repair Vehicle/Spider
11+12:Scout

Please tell me if you find bugs.
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on May 15, 2010, 01:09:50 PM
Interesting.  I think I'd like to try this out soon.

Hmm, did you modify survtech at all?  It doesn't match up with the one I have.  Of course, you may just have had an older copy of it.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on May 15, 2010, 01:20:06 PM
Oh sorry, survtech was used by an earlier version, but I forgot to remove it.
And thanks for testing it.

EDIT: I didn't modify survtech, it has to be an older copy.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on May 15, 2010, 02:58:59 PM
Gave the map a test-run myself. I noticed a good number of inaccessible beacons which you might want to look into.

Nice trick to have patrolling lynxes in the best base-sites, though they're kind of lacking the ore to make them of interest.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on May 15, 2010, 03:37:15 PM
That are randomized mine beacons.
Code: [Select]
TethysGame::CreateBeacon(mapMiningBeacon,  TethysGame::GetRand(512)-1,  TethysGame::GetRand(256)-1, -1, -1, -1);
So every game is very different.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on May 16, 2010, 03:39:11 AM
Uh, that's quite an extreme level of randomization that does not result in difficulty, more like in annoyance.

For example, in my test run, I had 1 3-bar, 1 2-bar common and 2 3-bar rare all within reasonable distance (My second rare mine was a bit close to the AI, so some fighting took place there).

That is a lot. A standard-issue 4 VF grouping + Spaceport could produce without interruption. Even if I had morale on, the blight would have still been far away enough for me to completely wipe the AI out (down to the last Light Tower).

If you want the map to be hard, avoid using 3-bar mining beacons. My personal request would be for you not to be cheap on beacon placement (Because we already hate Dynamix for some of their brilliant ore placements, among the other things). But, of course, it's really up to you.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on May 16, 2010, 07:44:10 AM
Post 1)
Ok, no 3-bars anymore, less rare beacons, less 2-bars, a huge amount of beacons removed, the blight grows faster. The more players join, the more beacons get created.

Is version 0.9.1 more difficult?

EDIT: The AI has 3-bars by the way...
~~~~~~~~~
Post 2)
And now the AI wont attack you before you can defend yourself, or a certain mark has passed.
Better now?
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on May 22, 2010, 12:07:52 PM
Will test it sometime... sometime...

Until then, I have but one desire: Blight Walls :)
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 03, 2010, 02:24:39 PM
Post 1)
i nearly forgot about that. I'll see what i can do.
~~~~~~~~~
Post 2)
Ok, in version 0.9.4, you can build blight walls. (If you're Eden)
~~~~~~~~~
Post 3)
Now i added my experimental evacuation transport code. Please tell me if it works right or should be removed.
~~~~~~~~~
Post 4)
Initial vehicles are available.
~~~~~~~~~
Post 5)
I added the children module. You also have to escort the children ET to a Command Center.
~~~~~~~~~
Post 6)
Now you have to find wreckages in order to research the starship.
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 03, 2010, 10:32:58 PM
Quote
Post 6)
Now you have to find wreckages in order to research the starship.
Whoa, wait a second.  You need the wreckage to complete the starship?  Then what's stopping a single player from gathering all of the wreckage, thereby effectively preventing all others players from having any chance at winning?
Title: 5p, Srv, 'dangerzone'
Post by: Highlander on June 03, 2010, 11:03:42 PM
Quote
Whoa, wait a second.  You need the wreckage to complete the starship?  Then what's stopping a single player from gathering all of the wreckage, thereby effectively preventing all others players from having any chance at winning?
This mission is more about teamwork than fighting eachother.

Mission mechanics sort of forces teamwork rather than competition.
EDIT: Remember to make sure wreckage is not randomed on mountain tops or inside the blight


And while this does not solve the problem Sirbomber mentioned; unless there is a  significant skill difference between opposing human players - 1 team will have to be wiped off the map before the mission can be completed. (Due to the fortification of the AI)


Flashy - Would it be possible to set blight growth to 8 or 9 (After scout), blight is sort of not a factor at all with current growth rate.
(Though it needs to be balanced between too fast and too slow - just enough to making it a pressing matter, while leaving less advanced players time to complete the mission)
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 04, 2010, 08:34:13 AM
Post 1)
Quote
EDIT: Remember to make sure wreckage is not randomed on mountain tops or inside the blight

I use this code for all 3 wreckages(Should I add more?)
CODE
switch(TethysGame::GetRand(2))
{
case 0:
TethysGame::CreateWreck(...location 1...)
break;
case 1:
TethysGame::CreateWreck(...location 2...)
break;
case 2:
TethysGame::CreateWreck(...location 3...)
break
}

I'll add more possible locations later. And don't forget, the wreckages are invisible and you have to search them with a scout.

About the blight speed: Maybe 20 at the beginning, and 10 after the hidden secret? At the moment it's 15 at the beginning and 7 after the secret
~~~~~~~~~
Post 2)
Sorry, the wreckages didn't work right. They work in version 0.13.1
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 04, 2010, 09:48:29 PM
wasn't there a colony game version of this?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 05, 2010, 05:21:47 AM
Yes. But keeping both versions up-to-date was too difficult.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 05, 2010, 07:03:28 PM
can you add the old version of the colony game? just so i have something to do.
edit: i think i downloaded that version. do you want me to upload it?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 06, 2010, 07:59:17 AM
Post 1)
No need. I had it somewhere, too. I think it saves and loads right. Download (http://forum.outpost2.net/index.php?act=Attach&type=post&id=73252)
Remember: You need fl01.map to run it. Just download the multiplayer version if you don't have it.
~~~~~~~~~
Post 2)
It seems as if you start it on hard, you loose instantly. Just don't start it on hard.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 08, 2010, 03:47:49 PM
you should include the tiger speed mod inside of one of the bases (adds to the fun) well two of them actually. one for the AI colony. and one for the player(s)
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 13, 2010, 12:32:20 PM
Post 1)
No known bugs anymore. And i'll see about the Tiger Speed Mod thing.
~~~~~~~~~
Post 2)
No inaccessible beacons get created anymore.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 13, 2010, 01:47:31 PM
this is good except there is that crash bug...
edit: why not make it have a possibility of 6 players? or an AI that allies with you
i do realize that the latter is harder
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 13, 2010, 01:53:05 PM
I don't know if an AI can ally with anyone. And 5 players + AI already use up all 6 player slots. I don't know if using the gaia slot for the AI is very clever
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 13, 2010, 02:00:25 PM
Ask hooman he should know that
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 15, 2010, 08:03:56 AM
Post 1)
And I have no idea where the bug is. I need more testing to isolate the problem
~~~~~~~~~
Post 2)
Hidiot or someone else assumes that it was an overflow.

So... I added 2 additional secrets and every secret store stores another secret. And the accessible mountain modification is ready.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 17, 2010, 05:48:16 PM
can you do us a favor and give us a hint as to what the secrets are? something like "it has to do with the blight"
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 17, 2010, 07:06:33 PM
The secrets kill you. :P

That, or they summon Tankn00b.



EDIT (leeor_net): fixing formatting issue
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 17, 2010, 08:17:51 PM
i have two ideas...
1.)the storyline
you can say that the mother colony has betrayed you and you chose to leave them. then ironically they create the blight as you are evacuating.

2.)the crash glitch
check the ET code. i think that my be what caused it from what you have explained on IRC
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 17, 2010, 11:10:05 PM
Quote
1.)the storyline
you can say that the mother colony has betrayed you and you chose to leave them. then ironically they create the blight as you are evacuating.
That's not irony, though it is suspiciously convenient timing.

Of course, this is coming from somebody who helped make a map where a meteor just happens to destroy the Advanced Lab that causes the Blight to be released.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 18, 2010, 09:26:38 AM
Quote
Of course, this is coming from somebody who helped make a map where a meteor just happens to destroy the Advanced Lab that causes the Blight to be released.
 
which map?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 18, 2010, 09:50:05 AM
Quote
i have two ideas...
1.)the storyline
you can say that the mother colony has betrayed you and you chose to leave them. then ironically they create the blight as you are evacuating.

2.)the crash glitch
check the ET code. i think that my be what caused it from what you have explained on IRC
About 1:
Yes, I thought about something like this. In this mission you're the surviving research team from the science base(where the blight starts). And because the council doesn't want the other colonists to panic because of the blight, they want keep that accident a secret. And because the scientists know too much, they have to.... die.

About 2:
Why do you think the ET code is responsible?
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 18, 2010, 10:28:06 AM
Um... 5 players... each with ~50 colonists to start... a team of 250 scientists is an absurd number, I'm sorry. Even a team of 50 is a lot, considering how all your researches are staffed by 18 or less scientists, including some rather advanced ones.

It's ecc, you can't trust him with technical things most of the time.
It's simple logic that a function that activates based on some conditions WILL NOT try to execute and thus cause a crash without being triggered. That, and Evacuation Transport - related code has been tested and it works.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 18, 2010, 10:56:47 AM
I use InitPlayerResources(-1) for initial resources. The number of scientists is 13, so 5*13 is 65 scientists. It's still a big number, but we don't know how many scientists are needed to "research" the blight. And it was a base, so a number of workers were needed, and don't forget the other topics they researched, for example nuclear ground-space missiles, the space program, solar power, the rlv and the military database. Even scientists need a break, so they did shift work.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 18, 2010, 10:59:14 AM
the reason for so many could be that the scientists would be
A.)having family's
B.)part of the entire lower colony
C.)the people who have found out about the program
D.)All of the above?
as to why i think the ET is responsible, i don't, it was a wild guess
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 18, 2010, 11:08:35 AM
Be realistic, all the people allegedly came from the lower colony, which is very small. Children wouldn't be let in a research colony, and you only need a few workers.

It's not a feasible story, sorry.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 18, 2010, 11:17:05 AM
The problem is i didn't have the time to add more buildings to this base. And children can't be avoided if a few workers "get bored"
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 18, 2010, 11:29:42 AM
well why not add more buildings
make the colony cross shaped. that way all of the buildings can connect to each respective CC
i just got another idea. why not be able to trade ore. you could do this by typeing
/give common ### player
/give rare ### player
or something like that
another stupid idea!
can you by any chance send a group of ETs into enemy territory and wipe them out?
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 18, 2010, 07:55:51 PM
Finally played it.  Thoroughly unimpressed.

Right from the get-go I knew I was in for trouble.  Our starting units were, well, just that:  a single-file row of units.  I was especially concerned that I was literally one tile away from a potential enemy.  If we were using Initial Vehicles, what was stopping him from self-destructing some of those extra units to wipe out the ConVec with my Command Center?  I also didn't like how that hostile Laser Guard Post was just barely out of range.  I'd also like to know the purpose of starting with a CC, RCC, and Agridome for a "base".  Either give us a full-fledged base to evacuate from or give us nothing at all.

Disasters were WAY too frequent.  By the time I'd gotten the message about the vortex on my CC at mark 70ish it had already taken out my base thanks to the 17 warnings about meteors/quakes/storms/lava all over the map.  Make them less frequent but more powerful, and stick to weak disasters until later on.  There's no need to be throwing a vortex out that early.

Though I didn't see much of it, the AI was disappointing.  I couldn't help but feel there wasn't much thought put into unit placement as there are random patrols of (overpowered) attack units.  And what's with that collection of Geothermal Plants in the middle of nowhere?

Gonna give it a second run now and let you know more as I get to actually play the game.
Title: 5p, Srv, 'dangerzone'
Post by: Arklon on June 18, 2010, 08:35:22 PM
Just playtested it. Twice. Some thoughts:
- "Warning: meteor approaching. Warning: electrical storm detected. Warning: meteor approaching. Warning: vortex detected. Warning: volcanic eruption detected. Warning: meteor approaching. Warning: meteor approaching. Warning: seismic event detected. [...]" throughout the whole game. Way too many disasters, and throwing in vortexes at the start is bad. Sirbomber got owned at the start of the first playtest due to a random vortex.
- At least one of the lava flows goes on tiles that it wouldn't in any Dynamix mission (gray rock/black rock transition tiles). This caused Sirbomber's common ore to get raped unexpectedly.
- The first objective says to destroy the AI CC, but don't build a starship yet. So, the objectives are to not win yet? Also, why only destroy that one CC, when the AI has another in the same base? Not to mention the other CC's the AI builds elsewhere on the map.
- "Flashy detected microbe growth" Please, no self-insertation...
- 95% of the mining beacons are 1 bars. Kinda hard to work with that when you also have to deal with disaster spam, overpowered AI units, trying to find wreckage in obscure locations on such a huge map, and defending yourself, all at the same time.
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 18, 2010, 08:42:22 PM
Quote
- 95% of the mining beacons are 1 bars. Kinda hard to work with that when you also have to deal with disaster spam, overpowered AI units, trying to find wreckage in obscure locations on such a huge map, and defending yourself, all at the same time.
Not to mention the "random" beacons never work in anyone's favor.  In our second game there were no mines in sight.  Arklon literally had to go around the world to find a decent mine (two bar) and I was "fortunate" enough to build where an AI attack group decided to spawn.

And yeah, the wreckage idea is pretty bad.  Make it optional, but helpful if found.  Mandatory = game-ruiner.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 18, 2010, 09:09:39 PM
why dose a rare/common always appear right next to the blight under the enemy CC
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 19, 2010, 01:19:23 AM
The disasters are manageable. Sort of... It's an around the world map, so any disaster still only has a slight chance to hit right in your base. Due to randomness, it may still happen.

The starting "base" is more like a little help for the player move further away (assuming they have where to go).

The map is supposed to be more of a co-op map than anything. That would explain why there are so many 1-bars. And also why there are only 3 wreckage locations. Some of the players go for the star ship, while the others focus on combat. (Then again, assuming you get one of the better base sites, one player can still do all that.)

The AI is simply overpowered. I'd add that it only attacks the closest target. I would rather see it send attack parties to each player.

The specific CC I guess is supposed to be (currently nonexistent) story-related.


This, of course, is how I can see a bit of justification, even if it's shaky. That's not to say that I deny the points made above.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 19, 2010, 07:02:08 AM
Quote
can you by any chance send a group of ETs into enemy territory and wipe them out?
You mean by stealing their colonists? No, that's not possible. You can only load an ET at your own CC's

Quote
I was especially concerned that I was literally one tile away from a potential enemy.
[...]
I couldn't help but feel there wasn't much thought put into unit placement as there are random patrols of (overpowered) attack units. And what's with that collection of Geothermal Plants in the middle of nowhere?
You reminded me to ally the players.
And what do you mean with the unit placement thing? Could you specify where you would put your units as the AI? And what do you have against overpowered units? Do you rather like to see weaker units? About the geothermal plants: To get more energy.

Quote
- The first objective says to destroy the AI CC, but don't build a starship yet. So, the objectives are to not win yet?
Not exactly. The objectives are not to loose yet. After all, the original outpost 2 story proves that the planet hasn't enough resources for 2 (or more) starships. And if the starship is shot down....

Quote
Not to mention the "random" beacons never work in anyone's favor. In our second game there were no mines in sight
[...]
And yeah, the wreckage idea is pretty bad. Make it optional, but helpful if found.
Yes, you're right. Nature doesn't work in everyone's favor. If you don't like the b(e)acon placement, just restart. And what about that: low/medium resources: no change. high resources: You get the wreckage for free.

B(e)acon, yummy.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 19, 2010, 07:15:48 AM
you DON'T get the wreckage for free. i played with Zhall last night with high resources, no disasters, and 12 initial units, v0.14.3. and i could NOT find the wreckage(i searched 3 of the possible spots) and i had researched EVERY thing. i think this is a major glitch. also what i meant by sending a group of ETs in was to use them to self destruct at there CC. i found out you cant.

uhh... what dose "colonists found" mean?
edit: this was before the update
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 19, 2010, 07:21:28 AM
I know that you don't get the wreckage for free, it was a suggestion. And each of the wreckages has 3 different possible spots. A little help: Wreckage 1, 2 of 3 possible locations: location 1) x=36 y=171 location 2) x=490 y=226
And if you found colonists, scan the building with an ET and the ET gets filled.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 19, 2010, 07:25:04 AM
Quote
And if you found colonists, scan the building with an ET and the ET gets filled.
that is what i thought. unfortunately Zhall killed them
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 19, 2010, 07:32:42 AM
Quote
And what do you mean with the unit placement thing? Could you specify where you would put your units as the AI? And what do you have against overpowered units? Do you rather like to see weaker units? About the geothermal plants: To get more energy.
Try to put the player's starting vehicles in some kind of interesting layout or pattern.  Spread them out, especially from the other players (even if they are supposed to be allies; you should be close to the other players but not that close).

As for the AI, I guess my complaint is why are there convoys of attack units dedicated to patrolling the open desert?  It really only makes sense as some kind of difficulty barrier to prevent the players from moving too far too early.  But from a realistic standpoint, it doesn't make sense.  No human would decide to have their precious combat units defend open terrain.  It'd be a waste.  Not to mention patrolling units have a tendency to get separated from each other, making them easy to pick off (especially if the other units in their convoy don't rush to help them).

About the overpowered units, it's not that I mind a good challenge.  But look at Caught in the Crossfire.  The AI starts with Tigers equipped with powerful weapons.  But they're all on permanent guard duty.  If you want the AI to start with Thor's Hammer, then keep them inside the base.  There's no need to throw them at a player that doesn't even have a Laser Guard Post.

And yes, I know Geothermal Power Plants produce lots of power.  But why are they there, so far from the AI's base?  There are four of them; that's a pretty tempting target for anyone who knows what they're doing, and they're lightly defended if I remember correctly.  I'm guessing this was done so players could weaken the AI before assaulting their main base, but it just seems jarring for some reason.



Oh, and about the random beacons, "if you don't like it restart" doesn't cut it.  You need to code some kind of "safety net" to ensure there's at least one common ore mine per player in the lower (safer) part of the map.

And while you're at it, make the Blight faster.  I don't think it even got to our start "base" before we were done.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 19, 2010, 07:53:34 AM
Quote
1)Try to put the player's starting vehicles in some kind of interesting layout or pattern.  Spread them out, especially from the other players (even if they are supposed to be allies; you should be close to the other players but not that close).

2)As for the AI, I guess my complaint is why are there convoys of attack units dedicated to patrolling the open desert?
[...]
3)There's no need to throw them at a player that doesn't even have a Laser Guard Post.

4)And yes, I know Geothermal Power Plants produce lots of power.  But why are they there, so far from the AI's base?
[...]
5)You need to code some kind of "safety net" to ensure there's at least one common ore mine per player in the lower (safer) part of the map.

6)And while you're at it, make the Blight faster.  I don't think it even got to our start "base" before we were done.
1)I'll do the starting vehicles thing, but i decided to work on the mission mechanics first.
2)These patrolling units defend an important piece of open desert, there are good mining beacons and the precious light towers. And the lava is a good wall against the blight.
3)The first attack groups are emp and laser lynx, the second one rail gun, emp, acid, etc panther, the AI only starts to attack with thors hammer tiger at attacklevel 3 or higher. attacklevel 3 starts with 2 players at mark 1500 and with more at mark 1000.Attacklevel 4 starts when you destroy the target cc.
4)Why not? The AI rebuilds it everytimes. They serve as 'backup' in case that the player destroys too many power plants.
5)Safety net? OK, i wanted to create a few beacons on the mountains.
6)Faster blight, I wanted to do that but i don't know which value is best.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 19, 2010, 09:34:39 AM
Experiment.

Level 4 attacks are never going to start anyway, since once half the AI base is crippled, it will only take a little while for the Evac Transport to move out and then the AI is probably going to be finished off, or the game will end in victory anyway.

Will you create more attack groups for each attack wave? Of course, sending them out to different players.

Those geothermal plants are not backup. If players attack, they will probably leave half the AI base intact, and the AI will still have power. If players want to finish the AI off, they will just send a little force to blow those geothermal plants and then clear out the rest of the AI base.

The geothermal plants would be backups if they were in the mountains with some more serious defenses.

Two of those important buildings can be accessed by dodging the patrols, as you already know.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 20, 2010, 07:18:06 AM
Post 1)
Quote
1)Level 4 attacks are never going to start anyway, since once half the AI base is crippled

2)Those geothermal plants are not backup. If players attack, they will probably leave half the AI base intact, and the AI will still have power.

3)Two of those important buildings can be accessed by dodging the patrols, as you already know.
1) Level 4 attacks get launched from the outpost. (Yes, I know that the player destroys it most of the time at first)

2) I know. But it's never bad to have some additional power plants around. They don't hurt anyone, do they?

3) Yes, but the people who don't know about that won't try to get there. See Sirbomber's post. And dodging the patrols gets more difficult the longer you wait. If you don't have scouts it takes a little while to build a base, research, build a vehicle factory, go there, and do your thing.
~~~~~~~~~
Post 2)
All possible wreckage locations are now marked with debris
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 20, 2010, 09:33:43 AM
Suggestion: Mark inaccessible terrain with impassible cell types.

Personally, I think we should do that to all maps.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 20, 2010, 02:51:49 PM
i just remembered some thing from when i played with the .txt files
when a thors fires at a moving target like a scout it SOMETIMES fires past 12 squares away. that leads to a crash. mabie a thors(lynx) of yours shot a scout wile BOTH where moving away. so the end result would be that the thors compensates and fires AHEAD of the target so as to hit it. ow before you put me down for being wrong test it your self. edit the multitek file or make a new test.dll
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 20, 2010, 03:03:01 PM
Quote
Suggestion: Mark inaccessible terrain with impassible cell types.

Personally, I think we should do that to all maps.
He's using AtW, so why?  What purpose does it serve, other than to waste his time by replacing all of the celltypes?  And what if he changes his mind later and decides to open up the previously unreachable area?  Then he has to redo the celltypes all over again.

As for doing that to all maps: No.  That's just stupid.

Edit: ECC, what you basically just said was "I made random edits to the sheets and OP2 crashed."  That's really not helpful in debugging unmodded OP2.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 20, 2010, 03:10:08 PM
Quote
Edit: ECC, what you basically just said was "I made random edits to the sheets and OP2 crashed."  That's really not helpful in debugging unmodded OP2.
No the thors unit WILL crash the game if it has to shoot farther then 12 squares. other units do not do that they an shoot at any distance. they will lose accuracy tho the farther the target is
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 21, 2010, 02:44:58 AM
Sirbomber, I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types. But mining beacons still appear on top of inaccessible cliffs.

Why I'd suggest that for all maps? Um... the bulldozer is the only reason really. So, yeah, I admit to the stupidity of the second part.
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 21, 2010, 08:17:47 AM
Quote
Sirbomber, I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types. But mining beacons still appear on top of inaccessible cliffs.
Ah.  That would be a good reason then.

And ECC, I'm not debating that having the Thor's Hammer shoot really far will make OP2 crash (whether it really does or not is irrelevant).  But you're arguing that this may be the reason Flashy's map crashes, while I'm telling you it's unlikely since he hasn't modified the range of the Thor's Hammer.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 21, 2010, 10:32:19 AM
Quote
I deduced that Flashy uses a check to prevent mining beacons from appearing on inaccessible cell types.
Yes, it checks if a robo miner can build on at least one of the 2 possible positions. And I'll work on the inaccessible terrain marking. I already marked a few mountains and opened some up.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 21, 2010, 10:41:25 AM
In case you want to be thorough, you might want to keep in mind that the bulldozed adjunct tiles also need to avoid impassible terrain.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 21, 2010, 11:04:34 AM
Yes, it works that way
Title: 5p, Srv, 'dangerzone'
Post by: Zhall on June 21, 2010, 10:22:33 PM
Its fricken hard, or im a nub lol Me and ECC have tried it about 4 times... cant get metals production up enough
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 21, 2010, 10:25:19 PM
no its easy for me. when i focus of coarse.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 22, 2010, 07:53:24 AM
Quote
cant get metals production up enough
Version 0.9 had more ore. But hidiot complained about the huge amount of 3 bars on the map, so it's no longer possible to find 5 to 8 3bars.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on June 22, 2010, 07:57:00 AM
Yeah, and your answer was to make very few 2-bars and lots of 1-bars.
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on June 22, 2010, 07:58:58 AM
If I've learned anything from Highlander_H over the years, it's that you shouldn't underestimate the value of lots of 1-bar mines.

Still, it would be nice to have at least some decent mines.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 22, 2010, 08:13:02 AM
Quote
Yeah, and your answer was to make very few 2-bars and lots of 1-bars.
Lots? the number of mine beacons is very low.
Quote
Still, it would be nice to have at least some decent mines.
And what about the 0-2 3 bars that can now be found?
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 22, 2010, 08:30:54 AM
the only 2-3 bar mines i can find are located next to a light tower.out of all of those only one of them can i build a colony at. it is a 3 bar mine. the colony MUST stay small and everything is restricted there
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 26, 2010, 07:49:12 AM
Post 1)
The chance of that b(e)acon of getting a 3 bar mine is 20%
Post 2)
Finally,  version 0.15 is finished. It has a children evac code modification so the children et gets spawned over and over again if it's destroyed, mountain cells are corrected, blight is on double speed, a little number of fixed beacons are placed, and disasters are cumulative(start weak and grow over time. Of cause, there's a maximum). Last but not least, the third AI base works. I don't recommend destroying it since it doesn't attack, it is capable of rebuilding the main base and shortens the time until the children et is build.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 26, 2010, 10:49:50 AM
but the blight can still be slowed down back to its original speed(or slower) when you stop at a Light tower?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on June 26, 2010, 10:55:24 AM
That still works in the same way.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on June 27, 2010, 10:50:34 AM
that is good. is there going to be any new tech for this map? are you doing a storyline? or did you give up on that?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 10, 2010, 08:17:45 PM
Post 1)
Im currently busy with lop's map, but there won't be new techs.
~~~~~~~~~
Post 2)
Er... Maybe i'll add new techs despite what i've said But only the wall upgrades from Survtech. The Blight is fast so the player needs something to counteract it. I just have to check if my version of the "give tech to everyone" code works exactly like the original
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on August 11, 2010, 09:18:46 AM
Code: [Select]
// -----------------------------------------------------------------------
// Misc. Functions
// -----------------------------------------------------------------------

void SetupWallTech()
{
    // Mark off the "Wall HP Enabler" tech for all players
    for (short i = 0; i < TethysGame::NoPlayers(); i++)
    {
        Player[i].MarkResearchComplete(12002);
    }

    // Create research triggers to share the wall HP techs
    MicWall = CreateResearchTrigger( 1, 1, 8403, -1, "ShareMicWallTech");
    LavWall = CreateResearchTrigger( 1, 1, 5702, -1, "ShareLavWallTech");

}

SCRIPT_API void ShareMicWallTech()
{
    short i, x;

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // Find out which player actually researched the tech
        if (Player[i].HasTechnology(8403) )
        {
            x = i;
        }
    }

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // For everyone else, send a message indicating they're getting the tech and mark it off
        if (i != x)
        {
            TethysGame::AddMessage( -1, -1, "Receiving Microbe Wall upgrade...", i, sndLab_3);
            Player[i].MarkResearchComplete(8403);
        }

        // For the player who researched it, notify them they're being forced to share the tech
        else
        {
            TethysGame::AddMessage( -1, -1, "Transmitting Microbe Wall upgrade...", x, sndLab_3);
        }
    }

    MicWall.Destroy();
}

SCRIPT_API void ShareLavWallTech()
{
    short i, x;

    for (i = 0; i < TethysGame::NoPlayers(); i++)
    {
        // Find out which player actually researched the tech
        if (Player[i].HasTechnology(5702) )
        {
            x = i;
        }

        // For everyone else, send a message indicating they're getting the tech and mark it off
        if (i != x)
        {
            TethysGame::AddMessage( -1, -1, "Receiving Lava Wall upgrade...", i, sndLab_3);
            Player[i].MarkResearchComplete(5702);
        }

        // For the player who researched it, notify them they're being forced to share the tech
        else
        {
            TethysGame::AddMessage( -1, -1, "Transmitting Lava Wall upgrade...", x, sndLab_3);
        }
    }

    LavWall.Destroy();
}   // end of SetupWallTech and sub-functions
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 11, 2010, 09:48:39 AM
thanks, now i don't have to write it myself

EDIT: maybe it would be good to mark the research for everyone but send the message only if the player has the right colony? A Plymouth player could be confused because of "Receiving Microbe Wall upgrade..."
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on August 11, 2010, 01:02:44 PM
Well, they kinda need to know that somebody got it...
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 11, 2010, 01:05:05 PM
What about
"Eden got a microbe wall upgrade"
for plymouth
and
"Plymouth got a lava wall upgrade"
for eden
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on August 11, 2010, 01:33:54 PM
Considering your skills at writing code, Flashy, some simple checks (ifs) shouldn't be hard to add.

To be precise, make an if (Player.IsEden()) before each "receiving... Wall upgrade".
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 11, 2010, 01:37:11 PM
I just wanted to ask before i alter the code
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on August 12, 2010, 12:17:58 AM
No.  I thought you were giving Microbe Walls to Plymouth anyways?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 13, 2010, 06:57:41 AM
Post 1)
No microbe walls for plymouth.

And I wondered why the tech gets shared at the beginning. Because the Ai is tech level 12. Is fixed.
~~~~~~~~~
Post 2)
v0.16 Beta 2 is finished and contains these changes:
-the survivor wall techs are added, the starting vehicles have new positions, the eruption is delayed, the AI attacks the strongest player, not the closest and the AI got a blight wall
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on August 16, 2010, 05:59:56 AM
Quote
Post 1the AI attacks the strongest player, not the closest
what do you mean by this? dose it attack the one with the most weapons or the most defenses or the most units
can i do you a favor and make the initial base for you... you''l have the to code it of course but you'll have a graphic representation and ill have a interesting time watching a colony die. oh and use the weapon i made to kill the colony. not the over-used advanced lab deal that we are so familiar with.  
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 16, 2010, 06:25:48 AM
It attacks the player with the highest GetTotalPlayerStrength() value. Hooman said it is calculated like this:

// [Get] Player Strength  [Calculational]
// Note: Unit Strengths are as follows:
// Spider/Scorpion : 4
// Lynx   : Laser/Microwave: 5 Other: 6 ThorsHammer: 7
// Panther   : Laser/Microwave: 7 Other: 8 ThorsHammer: 9
// Tiger   : Laser/Microwave: 8 Other: 9 ThorsHammer: 10
// Guard Post  : Laser/Microwave: 4 Other: 5 ThorsHammer: 7
// Other   : 0  [Including Units in a Garage]
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on August 30, 2010, 05:05:25 AM
im going to stick yo what i keep asking... how about that colony game version?
edit:i just reread something in that last post of yours...
Quote
// Other : 0 [Including Units in a Garage]
dose that mean you could theoretically hide your entire army in the garages?
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on August 30, 2010, 05:21:52 AM
Yes. Is that a good idea? No.


Flashy, suggestion on making low resources playable: Make sure there are some base sites close to the starting location, or give players with low resources more food. All other difficulties get an agridome, which has a major impact on the rate of food consumption.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 30, 2010, 08:10:26 AM
Ok. I think I should write a new repair code, too.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on August 30, 2010, 08:14:16 AM
okey to the colony game or what hidot said. or both :)
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on August 31, 2010, 09:50:27 AM
Hidiot. The mission isn't ready to be converted into a colony game.
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on August 31, 2010, 11:09:30 AM
damn... thought id try tho
Title: 5p, Srv, 'dangerzone'
Post by: Zhall on August 31, 2010, 11:52:42 PM
Full Virtual Error...

We had the main CC down the bottom base destroyed and were in the process of destroying the base that is south east of blues main.

Maybe it was the cargo truck spawning... Maybe it was just a code flaw with the new base.

About 2 hours wasted thanks to you..

Lol jk, playing outpost 2 is never wasted time.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on September 01, 2010, 07:55:29 AM
Silly code. I really should rewrite some parts.
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on September 03, 2010, 06:29:49 PM
Today I played that map the first time and I already like it, although it seemed too hard.

First thing that annoyed me was the (almost) lack of 2bar common beacons. I don't demand 3bars, but even with 2 1bar mines (which were the only ones in range) I could barely build up enough forces to defend (no way to think about attacking). Of course that was also true for my allies (although Highlander somehow managed to find 2bar common and even rare which of far too little was on the map). You should place a few more (not many) 2bar common beacons on the map and you should make sure that players can find rare in every region of the map (1bar would already be good for most players, some could get 2bar). Randomness is nice, because it makes every game different, but too much randomness is bad, because it makes the game unplayable. Let me put it that way: There are the kind of players who like to try a hard mission over and over again just to proove to themselves how good they are, when they finally beat it. But the majority of players wants to win the game with the first or second try. (and here I'm talking about medium skilled players)

Something else is the mission objective that says not to launch the starship before enemy cc is destroyed. Its completely acceptable to design the mission in such a way that one objective must be completed before the other can be worked on. But its not acceptable that this is implemented in the form of a severe logical flaw. You still have to explain why building a starship would mean to lose the game (launching the evac module could, but not launching a random module). So, why don't you hold back the corresponding tech until the first objective is fulfilled? As far as I understand it, the trigger is already there (with the wreckage). You only have to add the condition that the enemy cc must be destroyed.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on September 04, 2010, 05:55:02 AM
Thanks for your opinion. Version 0.15.1 will contain a different repair code and a little bit more ore. Plus I already wanted to overhaul the objectives, since there are some questionable things in the code. I'll make the starship research depend on the cc's destruction. Maybe I'll remove the wreckages, too, since no one seems to like them(On easy you get them for free by now anyway)
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on September 04, 2010, 03:25:09 PM
Actually, today I played it again with Highlander (2-player game) and we won. So, its not much too hard (or maybe its only too hard with 3 players, idk).

It was not easy though, until we took over an Eden base spot. (the south one)
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on September 04, 2010, 03:46:48 PM
Too hard with 3 Players? Strange, since the more players join, the more ore gets created. But of cause the AI is easier for 2 players since the Level-3-Attack is delayed. Maybe I should also use a mix of 1/4 fixed beacons and 3/4 random ones
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on September 05, 2010, 06:20:00 AM
Quote
Too hard with 3 Players? Strange, since the more players join, the more ore gets created. But of cause the AI is easier for 2 players since the Level-3-Attack is delayed. Maybe I should also use a mix of 1/4 fixed beacons and 3/4 random ones
The delayed Level3 attack may have been an important factor. But probably it was just a matter of luck/different tactic. (in the first game we made some mistakes with base placement)
Title: 5p, Srv, 'dangerzone'
Post by: evecolonycamander on September 05, 2010, 06:28:03 AM
Quote
Maybe I'll remove the wreckages, too, since no one seems to like them(On easy you get them for free by now anyway)
i like them
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on October 14, 2010, 11:35:29 AM
You like them... ok, do really you want them to stay? They annoyed some people.
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on October 14, 2010, 03:18:18 PM
They could stay if the sites are clearly marked, or at least hinted. Also, make people require escorts :P
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on October 18, 2010, 09:24:15 AM
Escorts?
Title: 5p, Srv, 'dangerzone'
Post by: Hidiot on October 18, 2010, 10:04:49 AM
a.k.a. Have the AI attack the transports/trucks when they load mission cargo, such as scientists and wreckage. With reasonably powerful units.
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on October 18, 2010, 01:01:38 PM
Quote
a.k.a. Have the AI attack the transports/trucks when they load mission cargo, such as scientists and wreckage. With reasonably powerful units.
Sounds plausible. But let the ai only attack if it sees such "unarmed convoys", i.e. ignore them if its night and lights are turned off.

And if you want to be mean, you can make the ai attack a players base if the player sends out many combat vecs with a convoy.
Title: 5p, Srv, 'dangerzone'
Post by: CK9 on October 19, 2010, 12:53:21 PM
what's really fun (on the topic of being mean) is to have the computer hide scouts in the dark so it can find convoys trying to hide, lol
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on October 19, 2010, 02:52:21 PM
And make the ai attack lights-iff convoys with lights-off armies. Actually, I suggest to disable this feature against high-res players.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on October 28, 2010, 08:10:13 AM
Post 1)
Oh my! Version 17 beta is finished. It has more rare, the laser guardposts are disabled, objectives are overhauled, the children ET gets created instead of getting build, new ai repair system added, the volcano was replaced by a bigger one, Arklon's earthworker bug fix is included... was hard. I hope it will work. Thank you Arklon.
~~~~~~~~~
Post 2)
Oh, and in addition, due to the severe lack of rare ore on the map, tiger and reinforced panther construction require rare ore processing instead of reinforced vehicle construction. The description has been altered a little bit to avoid consistency problems. If you've got problems with it, tell me and i'll remove it again
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on October 29, 2010, 01:25:16 AM
Quote
Oh, and in addition, due to the severe lack of rare ore on the map, tiger and reinforced panther construction require rare ore processing instead of reinforced vehicle construction. The description has been altered a little bit to avoid consistency problems. If you've got problems with it, tell me and i'll remove it again
I can understand this change, but I am against changes to the original part of the tech-tree. The dependencies are there for a reason, and if its only a scientific reason. And even more important: I want to play op2 as I got to know it for years. If something is changed in single maps, it will confuse me and may take some fun away from playing the game.

And clearly: if I got far enough to build a rare mine and smelter, loose those again and can't rebuild immediately, I usually lost, because time is limited.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on October 29, 2010, 07:47:43 AM
Change deleted
Title: 5p, Srv, 'dangerzone'
Post by: Sirbomber on October 29, 2010, 07:55:43 AM
Quote
I want to play op2 as I got to know it for years. If something is changed in single maps, it will confuse me and may take some fun away from playing the game.
One tiny change to the techtree's gonna ruin it for ya?  Seriously?
Title: 5p, Srv, 'dangerzone'
Post by: Arklon on October 29, 2010, 10:58:21 AM
Quote
Quote
Oh, and in addition, due to the severe lack of rare ore on the map, tiger and reinforced panther construction require rare ore processing instead of reinforced vehicle construction. The description has been altered a little bit to avoid consistency problems. If you've got problems with it, tell me and i'll remove it again
I can understand this change, but I am against changes to the original part of the tech-tree. The dependencies are there for a reason, and if its only a scientific reason. And even more important: I want to play op2 as I got to know it for years. If something is changed in single maps, it will confuse me and may take some fun away from playing the game.

And clearly: if I got far enough to build a rare mine and smelter, loose those again and can't rebuild immediately, I usually lost, because time is limited.
With Reinforced Vehicle Construction, you can replace the "usually" with "always". I always thought the way that tech worked was pretty dumb. The vehicle HP boost it gives makes a negligible difference, and at the same time it adds that rare ore cost to some of your most essential vehicles (mainly cargo trucks and ConVecs), which means that, if you don't have rare ore, you're screwed, because for some reason your VFs can no longer use the schematic for the older versions of those vehicles that don't require rare ore...?
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on October 29, 2010, 04:40:05 PM
That always annoyed me. I hate to be dependent on something, so whenever I can avoid it, I never research reinforced vehicle construction...If only this tech would be somehow different, for example not adding rare cost, but not as much health as now...

Something like this:
cargo truck: raised common ore cost, slight hp boost
Convec: the same as truck
evacuation transport: raised common and rare ore cost, normal hp boost

EDIT: I actually like the evacuation transport hp boost
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on October 29, 2010, 05:25:45 PM
I also don't like it particularly, how I depend on rare ore after researching reinforced vehicle construction. One might indeed expect that the old blueprints are still there. But thats just one of the parts where the programmers of op2 traded realism for easier programming of the game. Of course there ought to be two kinds of cargo trucks after doing this research, but obviously the programmers were too lazy and didn't want to implement different stats for the same unit type.

Nontheless I got used to it and it makes the game more interesting, because I can't just rush for tigers as fast as possible. - I have to care about a secure rare ore 'income' first. And thats good, because op2 is rushy enough already.
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on November 08, 2010, 07:30:44 AM
Post 1)
Rushy... I read a review of OP2 one day, where op2 was described as a very slow game, where the player is an observer and you can read a book while playing,,, that sounds ridiculous, doesn't it? Seeing how you need every second you can get in this game... in multiplayer and the campaign (on hard, middle)
~~~~~~~~~
Post 2)
0.17 has been tested and worked. That silly scout that was created on the other side of the planet now spawns at the right position and i added a few mountain like cliffs with some good beacons, of course not very far away from the blight spawn point
~~~~~~~~~
Post 3)
After long, difficult research, i was able to isolate the core problem which led to creating a situation where researching the microbe wall durability was no longer possible. I accidentally removed SetUpWallTech() during some tests.
Fixed in 0.17.2
Title: 5p, Srv, 'dangerzone'
Post by: TH300 on March 20, 2011, 06:10:52 PM
I like how we can't move over the whole map when playing with low res. Relocating is part of op2 and its good that its in dangerzone. But to make it work, people need ore near the starting location, at least 2 bar. A base without ore won't be able to relocate.
Title: 5p, Srv, 'dangerzone'
Post by: stillhere on March 25, 2011, 12:50:23 PM
well i finally beat the ai by myself yesterday and made a starship and sent 200 ppl to space, but the problem is i didnt "technically" beat the level because the child evacuation transport never appeared.  though that might have been because i had annihilated the entire base.  but then mission objectives didnt say i needed to protect one until after i launched the pheonix module which at that point the blight and i had overrun all the ai's other bases so nothing was getting rebuilt.

i also found a piece of wrekage but i didnt notice any change when i got it.

As for a possible story line reason why you need to destroy the cc first before launching: i just pretended that Eden had modded their meteor defense's to shoot down any of your outgoing SULV launches (i played as plymouth) and they were being controlled from that particular cc.  and so for all the annoyance that brought i just left their children to die in that evacuation transport.  why would i save them after all the crap they caused?

on a side note i loved the super massive army Eden has.  i had made ten vehicle factories just south east of their main base and it was just a massive all out war with a constant stream of reinforcements from both sides till i finally pushed in far enough to take out their factories and smelters.  *wish the campaign ai was like this
Title: 5p, Srv, 'dangerzone'
Post by: Flashy on March 25, 2011, 02:56:05 PM
Strange, I got reports from other people about the ET not appearing. Maybe I've added a fix to v0.17.3 (which is released now). If it still doesn't appear, you can enter /FORCE into the chat to force it to appear (Doesn't work if it's already active). If destroyed, it becomes recreated. It normaly appears under following conditions:
-A player has the common metals cargo in space
-The same player has the rare metals cargo in space
-The same player has the food cargo in space

It can take a while for the ET to arrive, and you may not see it the first minute.