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Projects & Development => GORF => File Forum => Topic started by: elwood_s on May 29, 2010, 12:01:29 PM

Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on May 29, 2010, 12:01:29 PM
BlackBox's "Plymouth Cold War" colony game has frustrated me for a long time.  On "Easy" difficulty, it's no challenge at all because morale is fixed at 99. On "Normal" difficulty it starts out as a great colony building challenge but, unless I cheat, I get killed every time because I can't get up sufficient defenses in time to meet the combined Microwave-Stickyfoam-Starflare lynx attack waves.  I've never tried it on "Hard" for obvious reasons.

When BlackBox ran out of time to devote to this project, he was kind enough to post his source code here (http://forum.outpost2.net/index.php?showtopic=4106&hl=plymouth+cold+war).  Although I have no C programming experience, after completing a few of Sirbomber's tutorials and with some help from Hooman, I've been able to make some very minor changes to re-balance the game to make it a bit more win-able, while hopefully keeping it reasonably challenging.  For those of you familiar with the original, the changes I made are as follows:Items marked with ++ are changes added by the Mod A 1.1- June 24, 2010  upload.

While giving the AI Tigers does make it considerably harder to attack his A-Lab, there is one benefit: Every enemy Lynx you see will be part of an AI attack group. This makes it easier for you to mount a forward defense and breakup the AI's attack groups while they are still forming.


If you'd like to try my modified version, just download the attached file and copy it into your Outpost 2 folder.  The next time you start Outpost 2 it will show up in the colony games menu as "Plymouth Cold War - mod A 1.1".  The file name is different so it won't overwrite the original "Plymouth Cold War", if you already have that installed.

If you try it, I'd appreciate your comments and suggestions.

******  New cersbsA.dll uploaded June 02 2010 10:51AM EDT. Eliminates "Cannot Initialize" errors caused by not having MSVCR90D.dll on your system. ******

****** Latest cersbsA.dll - Mod A 1.1 uploaded June 24 2010 4:35PM EDT -- Changes marked with ++ were added by this version   ******
Title: Modified "plymouth Cold War" Colony Game Download
Post by: starbuck on May 30, 2010, 06:23:02 AM
I tried downloading this file but my Norton program see this file as a threat and won't allow it to be download.  Did anyone else have this problem
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on May 30, 2010, 08:01:56 AM
Game fails to initialize on both Hard/Normal.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: evecolonycamander on May 30, 2010, 09:02:51 AM
Quote
I tried downloading this file but my Norton program see this file as a threat and won't allow it to be download.  Did anyone else have this problem
you should ONLY use this if you trust the source it is coming from. if you use this with a "shady" website you WILL have a lot of virus problems
press [alt] + [ctrl] + [delete]
open the processes window
disable anything that has Norton in its description
hope that helps you starbuck
note unfortunately this also disables spyware/virus protection leaving your computer vurnable
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Spikerocks101 on May 30, 2010, 09:46:07 AM
Whats worse, a small virus that slows your computer down a bit, or a MASSIVE anti-virus that slows your computer down alot? >_>
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on May 30, 2010, 10:01:29 AM
Quote
I tried downloading this file but my Norton program see this file as a threat and won't allow it to be download.  Did anyone else have this problem
Quote
Game fails to initialize on both Hard/Normal.

I apologize for the problems you're having.

This is puzzling to me.  Just a few minutes ago, after reading both of your posts, I downloaded the cersbasA.dll from the link on this page into the OP2 folder of a computer I'd never tried it on before.  I have Kaspersky Internet Security 9 with the latest virus definitions running on this machine, and it didn't make a peep during the download.  I then scanned the file and Kaspersky reported "no threats detected"  After that I started OP2. The new game showed up in the colony games menu as "Plymouth Cold War - modA", just as expected.  I selected it, clicked the "Play" button and the game started on "Normal" difficulty, no problem.  

The system I developed it on and the one I just tested it on are both running the OPU 1.35.5 Beta 2 version of Outpost 2 under Windows XP sp3.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: evecolonycamander on May 30, 2010, 11:20:25 AM
Quote
Whats worse, a small virus that slows your computer down a bit, or a MASSIVE anti-virus that slows your computer down alot? >_>
i don't think this is where this conversation should be headed
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Sirbomber on May 30, 2010, 12:25:19 PM
Quote
disable anything that has Norton in its description
That is horrible advice.  If you don't know how computers work don't give people advice about 'em.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: starbuck on May 30, 2010, 01:44:49 PM
I wan to thank everyone that respond (thumbsup) ed.  What I did was disabled the Norton program.  I was able to download the file and then turn Norton back on.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hooman on May 30, 2010, 02:38:47 PM
Quote
press [alt] + [ctrl] + [delete]
open the processes window
disable anything that has Norton in its description
hope that helps you starbuck
note unfortunately this also disables spyware/virus protection leaving your computer vurnable
I find this advice particularly scary. Not so much because it's disabling a virus scanner (which I usually prefer not to have running), but because it's presented like you're an expert on the subject and you know exactly what is going on, yet I'm not actually sure you do. Particularly since you make no attempt at explaining why they should be disabling a virus scanner to download some piece of software. Think of the implications of this sort of trust. Following such advice would completely negate the benefits of a virus scanner. If you're going to tell someone to turn off or somehow disable some aspect of a firewall or virus scanner, I think there should be an associated reason why. Plus, the advice should be a work around for the one particular aspect causing the problem, not disable the whole thing. If a firewall is a problem, tell them to open the needed port, not disable the whole firewall. Similar advice for a virus scanner, although, I'm not sure of the terms to use for the specific example in this case.


With that being said, I suspect the virus scanner just blocks all downloads that are executable, and hence potentially harmful? (.exe, .dll, etc.)
 
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hidiot on May 31, 2010, 01:11:04 AM
Quote
I suspect the virus scanner just blocks all downloads that are executable, and hence potentially harmful? (.exe, .dll, etc.)
That would be a stupid / lazy AV.

Regarding the other part, I'm with Hooman.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: evecolonycamander on May 31, 2010, 06:53:08 AM
there i have changed the post... hope it is a little better explained.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hidiot on May 31, 2010, 08:42:12 AM
I get this distinct feeling you're not getting the whole point ECC. Frankly, I'm too tired+sick at the moment to recall the whole thing myself, otherwise I would have been more clear.

I also feel I should add the following: Clean sites can be (even if temporarily) infected as well, if their passive security isn't effective enough.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on May 31, 2010, 11:01:03 AM
In any case.. let's get back to topic on this one ?
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hidiot on May 31, 2010, 01:28:45 PM
Highlander, for once, feel as if this talk about digital security really is sort of on topic, what with people reporting their AVs going crazy about the very file this topic is made to host and the like.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Kayedon on May 31, 2010, 11:52:07 PM
ECC; you're an idiot. I'm sorry, but I'm going to be blunt. Don't pretend you know the first thing about computer security.

I also get "Cannot initialize." No AV annoyances though.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on June 01, 2010, 07:29:10 AM
elwood - I tried again today. Still getting same result though - game fails to initialize.

However, when i put your dll in my OP2 folder and start up OP2, I find 2 plymouth coldwar A missions - not just one, perhaps this is some of what is causing the problem ?
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 07:56:36 AM
Quote
Game fails to initialize on both Hard/Normal.
Quote
I also get "Cannot initialize." No AV annoyances though.

"Cannot initialize." is an error that I have never encountered.  

I'm sure that both you guys know more about this stuff than I do.  Would one of you please explain the meaning of this error?  And also, when does it occur? Does it happen when you start Op2 after having installed my game? When you select my game from the menu and then click the play button? Or at some other point?  

I've done a search of all (Outpost Universe) forums for the phrase "Cannot initialize."  with Search posts from any date selected, but the only result I got was in this thread. I've tried the game on two different computers, both running the OPU 1.35.5 Beta 2 version of Outpost 2 under Windows XP sp3, and never got this error. Are you guys running the same version of Op2 that I am, and if not do you think this might have something to do with the error? If it's a version related compatibility problem, I'm hopeful that a change can be made to my game to make it compatible with more, if not all versions of Op2.




 
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 08:11:54 AM
Quote
elwood - I tried again today. Still getting same result though - game fails to initialize.

However, when i put your dll in my OP2 folder and start up OP2, I find 2 plymouth coldwar A missions - not just one, perhaps this is some of what is causing the problem ?
Thanks Highlander,

It shows up twice in the menu on both of my systems too and I've never been able to figure out why.  It doesn't keep it from working though and I've tried selecting both instances.  They both work.  :wacko:  
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Flashy on June 01, 2010, 08:13:05 AM
The file name has 8 letters. Maybe that's the problem. As Sirbomber said
Quote
All filenames must be no longer than seven letters or bad things will happen!
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on June 01, 2010, 08:19:38 AM
Quote
I'm sure that both you guys know more about this stuff than I do.  Would one of you please explain the meaning of this error?  And also, when does it occur? Does it happen when you start Op2 after having installed my game? When you select my game from the menu and then click the play button? Or at some other point?
The error occurs when I have selected the scenario and am trying to start it.
The screen changes as if the game was about to start, but then the error pops up instead.


Flashy, I tried removing the original coldwar dll and renaming Elwood's to the same name - same error occurs though.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 08:21:46 AM
Quote
The file name has 8 letters. Maybe that's the problem. As Sirbomber said
Quote
All filenames must be no longer than seven letters or bad things will happen!
Thanks Flashy,  I missed that. :blush:

I'll rename the file with a seven character name and upload it again in a few minutes.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 08:44:50 AM
OK,

I've renamed cersbasA.dll to cersbsA.dll and tried it.   That fixed one problem; now the name of my game only shows up in the menu once instead of twice.  Unfortunately, judging from Highlander's last post, that's not going to fix the "Cannot initialize" error that he and Kayedon are experiencing.

Anyway, I've replaced the attachment in my first post with one with the corrected file name, and thanks again Flashy for catching that for me.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on June 01, 2010, 08:59:14 AM
Unfortunately problem still persists.

Wonder why some people can play this without problem and others can't <_<  
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 09:10:49 AM
Quote
Unfortunately problem still persists.

Wonder why some people can play this without problem and others can't <_<
What version of Op2 are you running? All my machines are running the OPU 1.35.5 Beta 2 version of Outpost 2 under Windows XP.  

Could it be a version or OS compatibility problem?
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hidiot on June 01, 2010, 10:04:19 AM
Missing associated files? Though that would only be a problem if elwood_s added in code from any other source then the sources already used in the original PCW.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: TH300 on June 01, 2010, 10:07:46 AM
I also get the "Cannot initialize" error and found the cause: MSVCR90D.dll is required, but missing. Can you please get rid of this dependency? Its unlikely that this dll is really needed.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 01, 2010, 02:58:17 PM
Quote
I also get the "Cannot initialize" error and found the cause: MSVCR90D.dll is required, but missing. Can you please get rid of this dependency? Its unlikely that this dll is really needed.
Thanks for the info TH300.

I think this is progress, but where it's taking me I'm not quite sure. :unsure:

I can't find any reference to this file anywhere in the source code or any of the additional files that BlackBox released along with his source code.  It's not listed as an additional dependency in the project configuration properties either.  But a search of my hard drive revealed that MSVCR90D.dll is on my hard drive in the following two locations:

C:\Program Files\Microsoft Visual Studio 9.0\VC\redist\Debug_NonRedist\x86\Microsoft.VC90.DebugCRT\MSVCR90D.dll
C:\WINNT\winsxs\x86_Microsoft.VC90.DebugCRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_f863c71f\MSVCR90D.dll

Judging by the names of the folders, I'm pretty certain that they were put there when I installed Microsoft Visual C++ 2008 Express Edition (which is installed on both my computers).  
Quote
Wonder why some people can play this without problem and others can't <_<

Based on the above I'm going to hazard a guess: The folks who can run this without problem are the ones who already happen to have MSVCR90D.dll on their hard drive with a path statement pointing to it, due to an existing or prior installation of Visual C++ or some other program. BlackBox's original version worked for everyone, to the best of my knowledge, so if my guess is right it didn't need MSVCR90D.dll to run. That would make TH300's idea, getting rid of the dependency, is the right way to fix this.  I just have to figure out how.  

I may have to start a thread in the Outpost 2 Programming to ask for help.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hooman on June 02, 2010, 01:32:41 AM
It's probably part of the C runtime library shipped with that version of the compiler. The LibCTiny we were using with the 6.0 compiler didn't generate external dependencies like that (at least none that I'm aware of). Unfortunately, that runtime doesn't work with the new compiler, so it's disabled there and the default runtime is used.


If someone with a 6.0 compiler compiles it for you, that will probably solve the problem. You'd have to hand them the source modifications though. Or, you could distribute the DLL (probably check for legal issues first). I suspect placing it in the same folder as the exe and dll will solve the problem (if some sort of install isn't desirable).

I suppose you could muck around with project settings concerning default libraries or the standard runtime and see if something there will help. Maybe test by checking the generated DLL with some kind of dependency checker to see what it references. I'm not entirely sure of the exact solution for the compiler you're using.
 
Title: Modified "plymouth Cold War" Colony Game Download
Post by: AmIMeYet on June 02, 2010, 04:07:29 AM
How are you building the mission? Because that sure looks like a debug dependency to me :unsure:
Try building in 'Release' mode, instead of 'Debug', if that's not already the case.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: TH300 on June 02, 2010, 04:50:29 AM
Its obviously a debug library which is not for redistribution. You should do a release-build if you are going to give your mission to others. That will automatically link to the "normal" runtime library which more people might have.

But the above doesn't resolve the issue entirely. There will always be people who don't have the runtime lib. And that would require us to either redistribute the lib with op2 or not link our missions to it. In the past we have (as Hooman said) just linked to an alternative runtime lib which does no longer function with the new MSVC compiler. Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: AmIMeYet on June 02, 2010, 05:02:45 AM
Quote
Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.
Actually, I tried that (http://forum.outpost2.net/index.php?showtopic=4551&view=findpost&p=72131) back in april, with VC'08, but I couldn't get it to work..
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 02, 2010, 05:38:18 AM
Quote
Missing associated files? Though that would only be a problem if elwood_s added in code from any other source then the sources already used in the original PCW.

Last night I confirmed TH300's observation about MSVCR90D.dll by renaming both copies of that file on my computer so that they wouldn't execute.  After doing that I tried to run my game and, for the first time, got the same "Cannot initialize" error that Highlander, Kayedon and TH300 reported.  Then I renamed them back to MSVCR90D.dll after which I was again able to run the game without error.  
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 02, 2010, 06:13:41 AM
Quote
How are you building the mission? Because that sure looks like a debug dependency to me :unsure:
Try building in 'Release' mode, instead of 'Debug', if that's not already the case.
Quote
Its obviously a debug library which is not for redistribution. You should do a release-build if you are going to give your mission to others. That will automatically link to the "normal" runtime library which more people might have.

Thanks guys!  That's gotta be it!!! :D

The PCW archive that Blackbox released here (http://forum.outpost2.net/index.php?showforum=7) didn't include any sort of VC++ project or solution file, so I used the "New Project From Existing Files" wizard to make one. I was wondering why the solution created by the wizard was saving the runtime in the debug folder instead of .\ReleaseMinSize , but didn't understand the implication.

One dumb newb question.  Does using the "Build OP2Script" button vs the "Build Solution" button make a difference in a case like this?  

And why when I tried to call myself a n*o*o*b, did the "Enter your Post" box automatically change it to "new person" ???  :lol:  :lol:  :lol:
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 02, 2010, 10:13:08 AM
Quote
But the above doesn't resolve the issue entirely. There will always be people who don't have the runtime lib. And that would require us to either redistribute the lib with op2 or not link our missions to it. In the past we have (as Hooman said) just linked to an alternative runtime lib which does no longer function with the new MSVC compiler. Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.
Quote
Quote
Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.
Actually, I tried that (http://forum.outpost2.net/index.php?showtopic=4551&view=findpost&p=72131) back in april, with VC'08, but I couldn't get it to work..


I just uploaded the latest cersbsA.dll, which should eliminate the "cannot initialize" type errors reported by Highlander, Kayedon and TH300.   You can download it by clicking the link in the first post of this thread.

Many thanks to everyone whose observations and advice contributed to the solution.

As noted by TH300, there may still be dependency issues for a very few people due to the lack of a libctiny.lib alternative that works with MSVC++ 2008 and later.  I'm now trying to see if any edition (hopefully a free one) of MSVC++ 6.0 is still available somewhere. That sounds like the best bet to build a runtime that will work for EVERYONE who can run Outpost 2.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Kayedon on June 02, 2010, 04:42:41 PM
Works fine. Starting playing on normal, was setting up my factory/lab and a meteor hit me and took them both at mark 66. ;_;
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 02, 2010, 06:36:27 PM
Quote
Works fine. Starting playing on normal, was setting up my factory/lab and a meteor hit me and took them both at mark 66. ;_;
Wow!  That was one H*ll of a meteor!!

That's a tough break, but thanks for letting me know that it worked.

Once you've played a game all the way through, I'd really like hear your opinion of it.

Is it reasonably balanced? Challenging enough? Etc...
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Kayedon on June 02, 2010, 11:49:49 PM
Because I think Easy is for a bunch of non-gaming PUSSIES, I tried it instantly on normal. After previously mentioned meteor-DE[size=0] [/size]TH, I tried again. What I've noticed is I'm very good at getting my ass kicked.

Basically, for me, as soon as I get the ConVec's I set up the struc/lab, and research whatever because pretty much all the topics are useless to me for a bit (I do tend to go for Scout Class for no actual reason, I guess I should re-think my research order when several dozen tanks are a stone's throw away) while I wait for that infernally-slow Structure Factory to build.
Once it's done, I throw a laser out (I am generally down to 3 decent to full Lynx or 4 thrashed to decent lynx by this point) and start on the Vehicle Factory. Once the factory is done and I've got morale more stabilized and people coming, I find I'm piss-broke. So I'm probably doing something wrong, but the Starflare's are coming so early my pathetic attempts at defence are thwarted and I either can't afford new ones or I'm pretty much dead.

Anyways, I have not finished it but I will eventually, just wait.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Hooman on June 03, 2010, 12:54:11 AM
Quote
The PCW archive that Blackbox released here didn't include any sort of VC++ project or solution file, so I used the "New Project From Existing Files" wizard to make one. I was wondering why the solution created by the wizard was saving the runtime in the debug folder instead of .\ReleaseMinSize , but didn't understand the implication.
Ahh yes, it only had the CodeBlocks project files. When I modified it slightly and put it in the SVN, I added an MSVC 6.0 project file with it.

I generally always start new projects by copying an existing project (usually the blank template), or in the case of converting project files, I copy the blank template, and then add the existing files to the project. I do this to ensure all the project settings are configured correctly. There are actually quite a few adjustments from the default project settings, so I would recommend doing this to create new project files. (Off the top of my head, I remember changes to the standard library, the base load address, additional include folders, maybe additional library folders, and the default project configuration: ReleaseMinSize).

As a side note, particularly if you're going to release the code, you can *Right*-click and drag folders in an SVN working copy, and when you let go of the mouse button a menu will popup asking if you want to do an SVN move, SVN move and rename, SVN copy, SVN copy and rename, regular move, or regular copy. Using "SVN copy and rename" from the blank template to the Levels folder (or similar folder) is a very easy way to start a new project. Plus, you'll be all setup to just do a "Commit" and have your project source pushed to the public SVN to allow other people to see or work on it.

Quote
And why when I tried to call myself a n*o*o*b, did the "Enter your Post" box automatically change it to "new person" ???   
Ahh, fun with the bad word filter. ;)
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on June 03, 2010, 01:02:03 AM
Elwood:

- Initial population is still too low on hard. One cannot maintain a minimum base with the current population there.
- Hard again: Didn't we use to get an earthworker along with the first convec ?
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 03, 2010, 06:12:31 AM
Quote
Ahh yes, it only had the CodeBlocks project files. When I modified it slightly and put it in the SVN, I added an MSVC 6.0 project file with it.

I generally always start new projects by copying an existing project (usually the blank template), or in the case of converting project files, I copy the blank template, and then add the existing files to the project. I do this to ensure all the project settings are configured correctly. There are actually quite a few adjustments from the default project settings, so I would recommend doing this to create new project files. (Off the top of my head, I remember changes to the standard library, the base load address, additional include folders, maybe additional library folders, and the default project configuration: ReleaseMinSize).
Thanks Hooman,

Actually that's how I ended up fixing my dependency issue.  

I deleted the OP2Script.vcproj and OP2Script.sln file that I created using the wizard and substituted your PCW OP2Script.vcproj copied from the SVN.  :D   Worked like a champ.  
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 03, 2010, 09:51:46 AM
Thanks for the feedback Highlander.

Quote
- Initial population is still too low on hard. One cannot maintain a minimum base with the current population there.
You're probably right.  I've never tried playing this game on hard.  

I can increase the starting population. What do you think the initial number of workers and scientists should be on hard?

BTW, one thing you can do that helps, is build a common storage fairly early.  That way you can take turns idling the smelter and structure factory when the population squeeze get's really bad.  This technique works particularly well when you build your first mine on the northeast 2-bar beacon. You produce more metal each time you fire-up the smelter and have more time to run the structure factory while the trucks are in transit.

I've used this strategy when playing the original game, which didn't even give you enough workers on normal.

Quote
- Hard again: Didn't we use to get an earthworker along with the first convec ?
No,  I just did a quick test of the original (the one that's included with the OPU version of Op2) PCW.  You get the earthworker on Easy and Normal, but not on Hard.  

I can change the game so you will get the earthworker on Hard.  Do you think it's a good idea?

Quote
Because I think Easy is for a bunch of non-gaming PUSSIES, I tried it instantly on normal. After previously mentioned meteor-DE[size=0] [/size]TH, I tried again. What I've noticed is I'm very good at getting my ass kicked.

Basically, for me, as soon as I get the ConVec's I set up the struc/lab, and research whatever because pretty much all the topics are useless to me for a bit (I do tend to go for Scout Class for no actual reason, I guess I should re-think my research order when several dozen tanks are a stone's throw away) while I wait for that infernally-slow Structure Factory to build.
Once it's done, I throw a laser out (I am generally down to 3 decent to full Lynx or 4 thrashed to decent lynx by this point) and start on the Vehicle Factory. Once the factory is done and I've got morale more stabilized and people coming, I find I'm piss-broke. So I'm probably doing something wrong, but the Starflare's are coming so early my pathetic attempts at defence are thwarted and I either can't afford new ones or I'm pretty much dead.

Anyways, I have not finished it but I will eventually, just wait.

Thanks Kayedon,

I'll post a little strategy guide to help to help you out, hopefully later today.  It'll take a while to write though.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Kayedon on June 03, 2010, 11:50:06 AM
Earthworker on hard is a good thing, and try combining your posts. Just 'Edit' them, copy and paste them all together and delete the old ones.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: TH300 on June 03, 2010, 02:02:14 PM
Although I could never beat the original mission on hard, I liked how the resources that I were given were somehow minimalistic. Imo its much more fun to build something up if there's more to build up. Hence, a better way to make it playable would be to make the enemy less aggressive in the beginning.

On the other hand it is also boring if the enemy doesn't prevent me from building up huge armies (as I did in the original mission on easy). Hence, the enemy should be more aggressive later in the game and also build up bigger armies.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Kayedon on June 03, 2010, 02:37:44 PM
Still on medium, I'm on a modestly successful play-through but at around Mark 450 they send in a sticky, an EMP, a micro, and a star. Needless to say, my army was flattened. With it, I was also down to just 4 scientists (nursery, CC, uni) and 13 workers, pretty much unable to keep producing units without dying pretty soon. I need to adjust my style. :P

EDIT: Following play-through, I was doing alright, when at Mark 85 a Vortex popped up and ate my mine for breakfast. I just have s*** luck with disasters lately.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 03, 2010, 09:23:43 PM
Quote
Although I could never beat the original mission on hard, I liked how the resources that I were given were somehow minimalistic. Imo its much more fun to build something up if there's more to build up. Hence, a better way to make it playable would be to make the enemy less aggressive in the beginning.

On the other hand it is also boring if the enemy doesn't prevent me from building up huge armies (as I did in the original mission on easy). Hence, the enemy should be more aggressive later in the game and also build up bigger armies.

I'm planning to try another version (to be designated Mod B ), when I finish with this one, that's going to be more to your liking: I'm afraid it's going to take me a lot longer to figure out how to manipulate the AI timings though....  Adding and substituting units is much easier, which is why I chose that method of balancing for my first attempt (Mod A ).
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Highlander on June 04, 2010, 08:25:25 AM
The way to make Hard difficult can be done in several ways:

- Lack of colonists
- low ore
- Lots of AI attacks
- High rate of disasters
(Or of course a mixture)

Plymouth Coldwar utilizes a lack of colonists + frequent AI attacks (Currently ore problem can be bypassed).

So how to tweak this from impossible to hard ?
First off we need enough colonists to keep a minimum base running (Residence + agridome + nursury + university). From current situation we either need more colonists to begin with or a faster way to set up the basic base.

Solution A) Do a matemathical modell of newborns vs colonist deaths and keep starting colonists to a bare minimum. (Could prove annoying since 1 random dead colonist too much means scenario failure)

Solution B) Introduce more Convecs loaded with buildings in the start.
- Could be solved by "Main base sending a larger shipment of resources - which get ambushed by Plymouth" - and you'll have to fight off/sacrifice some vecs/buildings to save the crucial ones you want. (Could prove interesting to see which buildings people go for - could also be a bit hard to implement)


I suggest keep the current line of attacks going. I'd much prefer fighting stickies over EMP early on.


A bit short on time due to exams these days, so my ideas won't necessarily be the best ones :P
I'll reply when I get the time for it though. Just drop me a message again if you want something specific :D
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 04, 2010, 11:41:31 AM
Here's a strategy, that will work on normal, to get your base and defenses built up to the point that your survival is reasonably assured.  This guide was updated on June 25, 2010 to reflect the changes implemented in Mod A 1.1.

Build your first mine on the northeast 2-bar beacon.  You're going to build a common storage fairly early so you can take turns the running the smelter and structure factory when the population squeeze get's bad.  This technique works particularly well when you build your first mine on the northeast 2-bar beacon. You produce more metal each time you fire-up the smelter, and have more time to run the structure factory while the trucks are in transit. As long as you have a Common Storage, you only really need to run the smelter when there's a truck on the dock.

Because getting your structure factory operational ASAP is a good thing, you might want to try building it on the sand just north of the Agridome.  What I've observed is that when I locate a structure factory on sand, the instant construction starts the building is already around 820/2000 complete and the health bar over the structure is green.  When I locate a structure factory on normal gray ground, the instant construction starts the building is just around 180/2000 complete and the health bar over the structure is still red.  I've noticed similar a "construction speed bonus" seems to be given to all types of structures when they're located on sand.  One of the old-timers here might be able to explain this phenomenon.

While the Factory and Lab are under construction, Have the Robodozer you just got doze a building pad for your Nursery.  When that's done doze a pad for the Med Center.  At first your Structure Factory will be cranking out kits faster than  Robodozer can prepare pads.  Residences are one of the fastest things to build, so save the dozed building pads for slower building structures, where the time savings will be greater.

The first topic to research once the Lab is completed should be Health Maintenance.

How to stay alive until you get your Guard Posts up.

You can handle all the AI's attacks (Micro-lynx and Starflare) with just your four Lynxes, until it starts sending Stickies, and if you play your cards right you'll have 3 or 4 Laser guard posts up by then.  Here's the drill.

Select your two Lynx-RailGuns, bookmark them as a group and station them side-by-side out in front of your mine, so the AI's Micro Lynx will go after them when the time comes. Select your two Lynx-Lasers, bookmark them as a group (with a different hot-key of course) and park them back closer to your base. When you see the Micro-lynx coming, set  the game speed to 1 or 2, hit the hot-key to select your RailGun group and save the game. Just before the Microwave gets into RailGun range, have the group start to retreat north or south.  Because The AI has the Scout Class drive train upgrade and you don't, the Micro will slowly gain on you and your RailGuns will start firing.  As long as they started to backup soon enough, your RailGuns should get in 3 or 4 solid hits before the Micro gets close enough to hit either of them.  That will slow it down to to the point that it's no longer gaining on them.  Have Rail group continue to retreat, staying just out of the Micro's range until they've destroyed it. If the Micro scores a hit one your Rails, reload the game and try again (that's why you saved the game).  The timing gets easy after a few tries.  Save the game before every combat and after every successful combat until you get good at , so you can have a do-over if necessary.  Your RailGuns have to deal with every Micro-lynx the AI produces until you have your guard posts up, and damage will slow them down. The AI already has a speed advantage (Scout Class drive train upgrade) so you can't tolerate much damage to your RailGuns.

The Starflares are a lot easier to deal with.  Send your  Lynx-Laser group to intercept it in no-mans-land.  When the group get close to the 'flare, reverse direction and it will follow them.  Your two lasers can destroy the 'flare before it gets close enough to detonate.  

After the AI starts making Starflares, it will begin forming Attack Groups of  two or more lynxes that it will launch simultaneously when it is ready.  From this point on, it's better not to wait for the AI to attack you.  Mount a "forward defense" and try to breakup or cripple his attack groups while they're still forming.  Remember, the AI's base defense is entirely made up of Tigers, so every Lynx you see loitering around behind his lines is part of a forming attack group.  

As soon as you see a lone Micro-lynx, inch your RailGun group closer to the enemy's lines, until it comes out to attack them. The Lynx will come out to attack quicker than the tigers will.   When it comes out, use your RailGun group to deal with the Micro according to instructions above.   After taking several hits, the Micro may retreat.  That's OK if it has suffered substantial damage, making it slower and easier to kill when the attack group is finally launched.  If it escaped with just scratches, try to draw it out again.

If you see an unaccompanied Starflare-lynx try to draw it out the same way, but using your  Laser group instead of the RailGuns.

Build out your base in the following order:
Unlike most colony games, you start with no children in PCW.  That's why you leave the University until after the Med Center, Common Storage and Guard Posts.  So by the time it's built, you'll have a reasonable number of children to train.  The two scientists that would otherwise work at the University will continue to do research until it's built.

I'll edit and add to this as I have time.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Moley on June 21, 2010, 05:27:39 PM
i really hope this is still in production...
a friend of mine... i have never been good at cold war
has found that if you try to take tigers into the enemies base the game freezes?
is this documented? or totally new? it happened in the old one to...
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Flashy on June 22, 2010, 06:34:15 AM
i attacked with panthers/lynx but it always crashes if they drive through the AI base.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 22, 2010, 08:14:28 AM
Quote
i really hope this is still in production...
a friend of mine... i have never been good at cold war
has found that if you try to take tigers into the enemies base the game freezes?
is this documented? or totally new? it happened in the old one to...
Hi Moley,

The game/map (cersbsA.dll) available for download from the link in the first post of this thread, is a modified version of the BlackBox's original "Plymouth Cold War" colony game.  The differences between my current version and the original are listed in that thread as well.  As of this moment you can still download my June 9th release.  If you're willing to wait a day or two, I'll be replacing that with a newer version. This one will give you a second RailGun-Lynx on all levels, plus another Convec with a Standard Lab kit and a few more colonists on Hard level.  The second Rail makes it much easier to fend off the AI's Micro-Lynx attacks, while you build up your base to the point that you can build Guard Posts and more Lynx.

I've only heard second hand about the PCW game freezes.  I've never experienced this myself, but then again I've never  tried to build Tigers in this game, so your friend may well be right.  If attacking with Tigers causes the original PCW to freeze, it'll probably do the same thing to my Modded version.  I don't think the type of changes I've made will affect that. The good news is that it's not too hard to destroy the A-lab with just Lynxes.

Quote
i attacked with panthers/lynx but it always crashes if they drive through the AI base.
Quote
I've never experienced this myself, but then again I've never  tried to build Tigers in this game....
Hey Flashy,

Actually, what I probably should have said is that I've never built anything but Lynxes in this game.  

There are some lines in the AI code that appear to add Panthers and Tigers to the AI's attack waves when certain conditions are met,  but I've never seen this actually happen when playing the game.  I'm not enough of a programmer to figure out by looking at the code what the trigger for that escalation is, but I'll speculate that tripping it could be the cause of the crashes.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Flashy on June 22, 2010, 08:18:13 AM
These crashes occur when im driving through the AI base, but if i don't attack, never... Maybe that was added intentionally?
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 22, 2010, 08:38:37 AM
Quote
These crashes occur when im driving through the AI base, but if i don't attack, never... Maybe that was added intentionally?
I'd kind of doubt that.  But maybe "driving through the AI base" triggers an AI response that involves an otherwise unused section of code containing a bug that causes the crash.  I've never assembled a big enough force to drive straight through to the A-lab.  What I've usually done is take down all the AI's Tokamaks with Starflares early (easy targets), which shuts down all his factories. After that I can whittle down his defenses at my leisure.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 25, 2010, 08:20:15 AM
I uploaded my latest update (Mod A 1.1) yesterday afternoon. You can download it through the link in the first post of this thread. The changes from my last update are as follows:I'll update the strategy guide (http://forum.outpost2.net/index.php?showtopic=4992&st=47) on the second page of this thread to reflect the changes, as soon as I have time.

Quote
The way to make Hard difficult can be done in several ways:

- Lack of colonists
- low ore
- Lots of AI attacks
- High rate of disasters
(Or of course a mixture)

Plymouth Coldwar utilizes a lack of colonists + frequent AI attacks (Currently ore problem can be bypassed).

So how to tweak this from impossible to hard ?
First off we need enough colonists to keep a minimum base running (Residence + agridome + nursury + university). From current situation we either need more colonists to begin with or a faster way to set up the basic base.

Solution A) Do a matemathical modell of newborns vs colonist deaths and keep starting colonists to a bare minimum. (Could prove annoying since 1 random dead colonist too much means scenario failure)

Solution B ) Introduce more Convecs loaded with buildings in the start.
- Could be solved by "Main base sending a larger shipment of resources - which get ambushed by Plymouth" - and you'll have to fight off/sacrifice some vecs/buildings to save the crucial ones you want. (Could prove interesting to see which buildings people go for - could also be a bit hard to implement)

Thanks for your insights. In this try at fixing the Hard level, I had to settle for something closer to your Solution A, but rather than modeling I did testing with different numbers of Colonists.  Twenty-five Colonists is definitely enough that you won't end up in a downward spiral due to an extra random death.  I suspect that more skilled players can likely get by with even less. When you get a chance please try it and let me know if I've made Hard too easy.

Unfortunately,  programming something like your Solution B is far beyond my current abilities.  I'm still planning to produce a somewhat less ambitious "Mod B". Mod B will give the player less starting resources, balanced by an AI that ramps up its attacks more slowly so that the player still has (barely) enough time to get up his defenses. But that's going to have to wait until I've gained a better understanding of BlackBox's AI, and can manipulate it predictably.

As always, everyone's comments and suggestions will be highly appreciated.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: BlackBox on June 27, 2010, 01:08:09 PM
I figure I can try to shed a little bit of light on this:

Quote
There are some lines in the AI code that appear to add Panthers and Tigers to the AI's attack waves when certain conditions are met, but I've never seen this actually happen when playing the game. I'm not enough of a programmer to figure out by looking at the code what the trigger for that escalation is, but I'll speculate that tripping it could be the cause of the crashes.

This is triggered by the following code:
Code: [Select]
    // Adjust what types of units to make based on the player's military strength
    if (Player[0].GetTotalPlayerStrength() >= 20 * saveData.diffMultiplier)
    {
     saveData.useTigers = true;
     saveData.aiCount = 0;
    }
I don't remember exactly the algorithm for GetTotalPlayerStrength, but it's supposed to be a very rough heuristic for determining the "military strength" of a player (its value increases dependent upon how many combat units, etc are built.. I believe heavier chassis like panther and tiger are weighted heavier). Basically, if the human player starts building lots of units (outpacing the AI in other words) these are supposed to try to help it keep up.

As far as the sending new convecs goes, if you look at the code in the "InitialReinforce" callback (it's a resource trigger that fires as soon as the player has at least 1 ore in storage) you can see how these are set up (they are created off map, since there is padding area at the sides to create "reinforcement" units like this and then given a move command to bring them to the player's base). As far as ambushing would be concerned, it would probably be easiest to do something like creating another fight group for plymouth and setting their rectangle to be somewhere near where the reinforcement vehicles will pass through (if an enemy object enters the rectangle set to a fightgroup they will engage it). There should be tutorials elsewhere on the forum that explain the use of FightGroups and other OP2 AI constructs in better detail (I think Sirbomber wrote a bunch of them).

Honestly, I think the AI would be a lot better if it was a bit more "reactive," for example building specific countermeasures to units that players are building (this is completely doable as it's possible to scan for player units being created). This AI was really quick and dirty and kind of meant as an "example" mission for those people creating AIs.
Title: Modified "plymouth Cold War" Colony Game Download
Post by: elwood_s on June 28, 2010, 03:57:04 PM
Quote
I figure I can try to shed a little bit of light on this:

Quote
There are some lines in the AI code that appear to add Panthers and Tigers to the AI's attack waves when certain conditions are met, but I've never seen this actually happen when playing the game. I'm not enough of a programmer to figure out by looking at the code what the trigger for that escalation is, but I'll speculate that tripping it could be the cause of the crashes.

This is triggered by the following code:
Code: [Select]
    // Adjust what types of units to make based on the player's military strength
    if (Player[0].GetTotalPlayerStrength() >= 20 * saveData.diffMultiplier)
    {
     saveData.useTigers = true;
     saveData.aiCount = 0;
    }
I don't remember exactly the algorithm for GetTotalPlayerStrength, but it's supposed to be a very rough heuristic for determining the "military strength" of a player (its value increases dependent upon how many combat units, etc are built.. I believe heavier chassis like panther and tiger are weighted heavier). Basically, if the human player starts building lots of units (outpacing the AI in other words) these are supposed to try to help it keep up.

As far as the sending new convecs goes, if you look at the code in the "InitialReinforce" callback (it's a resource trigger that fires as soon as the player has at least 1 ore in storage) you can see how these are set up (they are created off map, since there is padding area at the sides to create "reinforcement" units like this and then given a move command to bring them to the player's base). As far as ambushing would be concerned, it would probably be easiest to do something like creating another fight group for plymouth and setting their rectangle to be somewhere near where the reinforcement vehicles will pass through (if an enemy object enters the rectangle set to a fightgroup they will engage it). There should be tutorials elsewhere on the forum that explain the use of FightGroups and other OP2 AI constructs in better detail (I think Sirbomber wrote a bunch of them).

Honestly, I think the AI would be a lot better if it was a bit more "reactive," for example building specific countermeasures to units that players are building (this is completely doable as it's possible to scan for player units being created). This AI was really quick and dirty and kind of meant as an "example" mission for those people creating AIs.
Hi BlackBox,

Thanks for looking at this.


The "InitialReinforce" callback is one section of the code that I think I have a reasonable grasp of, and have already already added more Convecs with Structure kits in my last two releases.


There's another problem with the AI which I've stumbled across that's been deviling me for weeks.  Just this morning, I think I finally pinned down the cause. But I'm still not sure what's  the best way to fix it.  

I've posted a plea for help (http://forum.outpost2.net/index.php?act=ST&f=39&t=5016&st=0#entry73711) with this problem in the programming forum.  Please have a look if you can spare the time.

 
Title: Modified "plymouth Cold War" Colony Game Download
Post by: Ambition13 on September 27, 2012, 04:43:03 AM
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