SirBomber and I had a game yesterday. After some thoughts on how it played out, here's the result:
https://github.com/iICrowIi/OP2PhaseShift/releases/tag/v0.5.0Change summary:
Updated packaged Ohana map and scenario to version 0.5, which fixes some terrain, allows victory via either Starship launching OR Last One Standing conditions, makes the first common and first rare mine always the same variant, and replaces the backdoor 1-bar common with a 1-bar rare, and increases the initial metals for Medium and Low starting resources.
GitHub release now features Ohana's source code.
Common Ore Smelter, Rare Ore Smelter, and Robot Command Center costs reduced slightly.
Robot-Assist Mechanic tech removed. Garage is now available with Cybernetic Teleoperation.
Advanced Robot Manipulator Arm's prerequisite is now Advanced Vehicle Power Plant.
Scout-Class Drive Train Refit research time slower and now requires Advanced Vehicle Power Plant.
All starship components (including the cargoes) cost 25% less common and rare metals.
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I had been dragging my feet on Ohana because it had some changes that weren't actually working yet. Now they are, so its source is available now, too.
At some point I'll have to set it up in a way that makes the parts that need to be included in a PhaseShift map more easily portable; for now, the morale and the mine depletion alert repeating triggers and trigger handlers in main.cpp have to be copied.
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Outstanding PhaseShift issues:
Scorpions may be too strong in the period of time where Advanced Combat Chassis is blocking the next tier of weapons.
Advanced Armoring Systems messes up the idea that some weapons (especially Acid Cloud and ESG) are supposed to do better vs swarms of light units than against Tigers. I want to remove it, but am not sure if it should be replaced with something else as that happens.
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Oustanding Ohana issues:
Incorporate a way to ask op2ext whether PhaseShift is active or not so it can use a single .dll
Add Disasters when that check box is selected