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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#701 Dawbra

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Posted 13 March 2017 - 09:13 PM

In some missions that rebuild defense time looks like take faster then in the others.



#702 Flandre

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Posted 14 March 2017 - 03:39 AM

That's how it always worked in campaigns of RA2/YR/MO. There's no other way.

None of my old RA2/YR gameplay had that kind of problem... For nearly 250 times.


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#703 Speeder

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Posted 14 March 2017 - 10:38 AM

Because the usage of base nodes in the vanilla is more reserved. They're mostly used at real main base locations, very close to the ConYard, and there was less of them in general.


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#704 Directive255

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Posted 14 March 2017 - 12:47 PM

How about making a separate AI that shares the same color as the main base but have no ConYard? That way those buildings outside of the main base will not reemerge all of a sudden


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#705 Speeder

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Posted 14 March 2017 - 12:54 PM

That doesn't make any sense. If I wanted the AI not to rebuild those buildings which are further away from main base I just wouldn't place the base nodes.


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#706 FELITH

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Posted 14 March 2017 - 06:54 PM

so keeping place a dog on those.

that's what I did. xD



#707 doctormedic

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Posted 15 March 2017 - 04:10 PM

How about a co op mission where one player has to defend his base while he uses vannila magnetrons or zorbfloaters to lift the other player's vehicles on his base as that player is the only with a war factory?



#708 Nablis123

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Posted 15 March 2017 - 04:27 PM

How about a co op mission where one player has to defend his base while he uses vannila magnetrons or zorbfloaters to lift the other player's vehicles on his base as that player is the only with a war factory?

I smell trolling :3



#709 Bernadiroe

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Posted 15 March 2017 - 05:22 PM

I'm not sure but with Zorbfloater, the lifting can't be interrupted/stopped midway right..?

 

I think the same Zorbfloater can even lift another unit once the cooldown gone, not once the first lifted unit landed down.



#710 GuardianGI

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Posted 16 March 2017 - 07:19 AM

Just some stuff on lore and tech consistency...
Assuming the Soviet co-op Needlehead is supposed to be set before Act 2, why are ChronoLegionnaires doing in that mission?
P.S.: If Needlehead is indeed set in Act 2... My apologies for the mistake -_-"

Edited by GuardianGI, 16 March 2017 - 07:20 AM.

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#711 Handepsilon

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Posted 16 March 2017 - 07:38 AM

Needlehead seems to be nothing but pseudo skirmish for me. It even gave us immediate battlefield control even though there's 'Establishing Battlefield Control, standby' dialogue. The whole unit tech composition looks clusterfuck to me (set in USA, with the latter possessing full tech) and always headed for my poor Location 1 base.

 

There's even a random line of prism tower that gets build out of nowhere in the location of the Allied power plants just in front of Player 1's base after a few minutes


Edited by Handepsilon, 16 March 2017 - 07:39 AM.

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#712 Lasombra

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Posted 16 March 2017 - 07:56 AM

There's quite a lot of undefended Refineries in the missions, so combining this fact with the ability to train infiltrators in missions gives the player quite a huge advantage. That's why they only come in reinforcements now, so that you make a choice of what and how to infiltrate enemy objects.

 

The enemy can easily infiltrate everything while the player cannot. I don't think that veteran troops will change the game considerably for the player.

 

I can actually flood the base with spy-killing units and manage things just fine, but a single distraction on the other side of the map, and I instantly hear CASH STOLEN
or TECHNOLOGY STOLEN.

 

I know I'm not a good player when it comes to MO (vanilla RA2/YR are ridiculously easy if compared to the mod), but this gets really annoying.

 

A possible solution would be to prevent spies from infiltrating the Refinery in campaign missions (a quick glance at vanilla rules(md).ini shows that there actually is a tag called Spyable=yes for all structures vulnerable to spies), or to make them expensive enough to discourage spamming Refineries with them (more expensive spies take longer to train, so you spend more resources on them and spend less time training infantry for combat while also reducing the potential profit from Refineries).


Edited by Lasombra, 16 March 2017 - 08:04 AM.


#713 GuardianGI

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Posted 16 March 2017 - 08:47 AM

 

There's quite a lot of undefended Refineries in the missions, so combining this fact with the ability to train infiltrators in missions gives the player quite a huge advantage. That's why they only come in reinforcements now, so that you make a choice of what and how to infiltrate enemy objects.

 

The enemy can easily infiltrate everything while the player cannot. I don't think that veteran troops will change the game considerably for the player.

 

I can actually flood the base with spy-killing units and manage things just fine, but a single distraction on the other side of the map, and I instantly hear CASH STOLEN
or TECHNOLOGY STOLEN.

 

I know I'm not a good player when it comes to MO (vanilla RA2/YR are ridiculously easy if compared to the mod), but this gets really annoying.

 

A possible solution would be to prevent spies from infiltrating the Refinery in campaign missions (a quick glance at vanilla rules(md).ini shows that there actually is a tag called Spyable=yes for all structures vulnerable to spies), or to make them expensive enough to discourage spamming Refineries with them (more expensive spies take longer to train, so you spend more resources on them and spend less time training infantry for combat while also reducing the potential profit from Refineries).

 

Just saying... when you are up against AI and you have spys? The profit is always worth the trouble.

Also, veteran troops make a hell lot of difference, even for a casual player like me, especially if you have the economy to back you up...


Edited by GuardianGI, 16 March 2017 - 08:48 AM.

Don't mind me, I'm just pretty broke nowadays...

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#714 Lasombra

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Posted 16 March 2017 - 10:38 AM

Just saying... when you are up against AI and you have spys? The profit is always worth the trouble.

Also, veteran troops make a hell lot of difference, even for a casual player like me, especially if you have the economy to back you up...

 

The campaign may also give the player a limited ability to train spies to prevent abusing their abilities.

 

I have just recalled that the BuildLimit= line can be set to negative values, resulting in a rather unusual game behavior.

 

If you have a BuildLimit, for example, set to -3, then you will be able to train ONLY three units of this type, after you produce them, the unit cameo disappears from the sidebar completely as if it never existed here at all. You will not be able to train more until you start another mission/skirmish.

 

I remember I toyed with that when I tried messing around in vanilla YR. I threw some epic units for each faction and set BuildLimit=-1 for them. I build it, the cameo disappears, and the unit is still here. If I have this unit and it gets destroyed, well, it sucks to be me in this situation.


Edited by Lasombra, 16 March 2017 - 10:40 AM.


#715 X1Destroy

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Posted 16 March 2017 - 11:32 AM

Just remove spies altogether from missions. Having AI using spies doesn't make the mission any bit harder, just annoying and extremely trolling when it stole your 10k bucks.

Who would have the time nor patience to remember to rebuild walls everytime a wallbuster missile or something hit your base while a huge invasion force is at your door?


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#716 Sizyfos31

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Posted 17 March 2017 - 12:28 AM

I have few simple questions. Why is there a trigger that releases Soviet attack dogs in Killing Fields, when I move Rashidi close to starting position? What was the thought process behind that? Is it really necessary? Is it to make "explorers" regret that idea (as Rashidi has largest LoS in that mission)? Also, the AA reinforcements that come in Zubr transports do not leave the map and stay near the border. Funnily enought, when I ordered an infantry to enter one of those, it came to me and when I tried the other one, it just vanished. Aaaand you can order Rashidi to enter one of those. This might make the mission impossible to finish. Though I am sure not many players will even bother with that action, as a trip to Africa on water must take days compared to a plane he wants/needs.


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#717 AvistTorch

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Posted 17 March 2017 - 03:32 AM

What is the intended trigger for those dogs near the start, out of curiosity?  On my two runs of Killing Fields, I had them trigger at different times -- once at the beginning, when the two Elite Initiates arrive, and once during the middle of the mission, before I found Rashidi. 


Edited by AvistTorch, 17 March 2017 - 03:33 AM.


#718 Damfoos

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Posted 17 March 2017 - 11:12 AM

Player can't repair the damaged Tenerife Opera House in Hysteria, why? I was hoping to get a nice looking landmark near my base (as well as some extra cash), but all I've got was disappointment :( It is extremely easy to accidentally blow the building up, I think if the player manages to remove all Bloaticks around it and to not destroy it with scattering prism beams, he deserves a prize.

Edited by Damfoos, 17 March 2017 - 11:16 AM.


#719 Solais

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Posted 17 March 2017 - 12:27 PM

Well, technically, the Tenerife Opera House shouldn't exist yet, as its construction was started in 1996, if I recall, and finished in 2003, so by blowing it up, you fix a time anomaly. :V


Edited by Solais, 17 March 2017 - 12:28 PM.


#720 Speeder

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Posted 17 March 2017 - 12:29 PM

It's a proof of how technology and everything was accelerated in the world of Mental Omega because of wars and Yuri. :shiftee:


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