TethysGame::CreateBeacon(mapMiningBeacon, TethysGame::GetRand(512)-1, TethysGame::GetRand(256)-1, -1, -1, -1);
Post 6)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?
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?This mission is more about teamwork than fighting eachother.
EDIT: Remember to make sure wreckage is not randomed on mountain tops or inside the blight
1.)the storylineThat's not irony, though it is suspiciously convenient timing.
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.
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?
i have two ideas...About 1:
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
- 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.
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
I was especially concerned that I was literally one tile away from a potential enemy.You reminded me to ally the players.
[...]
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?
- 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....
Not to mention the "random" beacons never work in anyone's favor. In our second game there were no mines in sightYes, 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.
[...]
And yeah, the wreckage idea is pretty bad. Make it optional, but helpful if found.
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
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).
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).1)I'll do the starting vehicles thing, but i decided to work on the mission mechanics first.
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)Level 4 attacks are never going to start anyway, since once half the AI base is crippled1) Level 4 attacks get launched from the outpost. (Yes, I know that the player destroys it most of the time at first)
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.
Suggestion: Mark inaccessible terrain with impassible cell types.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.
Personally, I think we should do that to all maps.
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
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.
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.
cant get metals production up enoughVersion 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.
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.
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?
// -----------------------------------------------------------------------
// 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
Post 1the AI attacks the strongest player, not the closestwhat do you mean by this? dose it attack the one with the most weapons or the most defenses or the most units
// Other : 0 [Including Units in a Garage]dose that mean you could theoretically hide your entire army in the garages?
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 onesThe 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)
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
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.
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 againI 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.
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?
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...?QuoteOh, 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 againI 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.