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contra beta 008 feedback balance bugs

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#261 UsernameUsername

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Posted 13 January 2017 - 01:45 PM

Infantry General's sniper unit could just gain a new weapon each experience rank so initially they're able to one-shot infantry at experience level 1, then light vehicles at level 2, then anti air vehicles at level 3.

 

further playthrough:

-after Nuke General's intro I kept 2 of the cinematic tanks under my control which had upgrades I couldn't research
-vs Chemical General the message "Warning: Defiler has been activated" appears even if that structure has already been destroyed
-had a serious error crash vs Cyber General short after the intro; the 2nd time right after that it worked

-lots of pathfinding issues on Cyber General's map
-in my challenge mode run as Stealth General the Tank General was missing as enemy

-Stealth General's Ratel II lacks a LockWeapon Module

  Behavior = LockWeaponCreate ModuleTag_21
    SlotToLock = PRIMARY
  End

...which causes no issues aside from weapon selection jumping between both buttons while attacking

 

 

-I think there's no way to disallow Stinger Site infantry from giving bounty.

OBJECT:StingerSoldier

BuildCost = 300 ; -> BuildCost = 0

 

 

I tested something with stealth detectors: Added 2 to the same unit. One for infantry, one for aircraft. Both worked. So it's possible to add individual update frequencies and ranges for the KindOf unit types that should be detected by using a detector for each. Imo infantry shouldn't be detectable on the same, huge range as vehicles and aircraft.

 

All related to Stealth General:

Saboteurs being unable to use their EMP on cliffs:

I think that's due to how targeting in the game works. You can't shoot up a cliff (unless a siege unit) but you can shoot down. Units being on a cliff most likely confuse the targeting system and so these units automatically try to position themselves either at the top or bottom of a cliff to be ready to fire their weapon, whatever pathfinding tells them is better.

Could be solved by adding no line of sight requirement for the Saboteur's suicider weapon.

 

Jarmen Kell targeting issue:

Happens when Jarmen Kell is ordered to attack-move (pressing 'A' and clicking on terrain) while there's infantry and, for example, one of Airforce General's 'Security System' turrets within range (tested with his weapon upgrade researched).

 

Idea for Stealth General: Often he's helpless if the enemy spams detectors and keeps them behind defense. He could use an anti detector demo trap to prepare for incoming detectors before rank 3 + Palace + Azaraksh is built. Also imo Azaraksh missiles should always redirect to other detectors if another missile already destroyed one so that multiple of these defenses make sense instead of one at a time (required because of USA personal unit drones) and the missile system should be capable of firing over structures like a siege unit so that it can be placed behind defense, just like the enemy detectors, instead of in front of it and in a way that it doesn't block their line of sight & fire.

 

The Gun Buggy: The new selection jammer doesn't work vs AI. Had multiple Comanches of Airforce General affected by the beams, waiting at a position, then he just ordered them elsewhere. It's just the same as with the Jammer Station's black fog which should stop the AI from launching super attacks right into my base without terrain vision but doesn't. Maybe add an OverlordContain module with 2 Payloads, one for a selection jammer and one for a weapon jammer and that'll work - or just scrap the unit concept as it doesn't work vs the AI.

 

Stealth General's crate micromanagement:

Rather allow units to produce their own salvage crates on top of them with this general science at cheaper prices per science upgrade (I assume multiple CommandSet upgrades are possible as seen by fake unit construction) than forcing the player to spawn crates somewhere, then micro each single unit carefully not to waste crates and instead of creating a salvage crate dump area somewhere because of that mechanic. Units being able to create salvage crates on top of themselves is more manageable and wastes less time and space.

 

Fake units:

Can't yet be used for an ambush as I won't ever waste a GPS Scrambler on them - maybe allow purchase of an upgrade per fake unit that installs stealth in them, acting just like GPS Scrambler stealth so that fake units are ambush ready.

 

Sniper position:

I just don't get it what this structure should be useful for. I'd rather take the Angry Mob / Hazael which are better and mobile, no matter vs what compared to this stationary base defense. The Angry Mob is even cheaper. Maybe change that to a garrisonable structure for any 3 infantry units I want to put in there instead.

 

Most of Stealth General's ground units don't gain any damage, range, reload speed, mobility or 'usefulness in other ways' upgrades.

I rarely research more than Camouflage, Worker Shoes and Radar Van Scan at the Black Market and extended rocket buggy ammo and improved sniper rifles are most often useless, as the main problems the General faces are stealth detecting units, siege incapability and mines so that it takes him forever to overcome an enemy while the AI maphacks, bypassing stealth and Jammer Station. Non-biker Saboteurs and Hijackers can hardly be brought to the battle because they can't be produced by any mobile unit (*cough* *Command Truck* *cough* - maybe as option per general science) but require pre-built tunnels near the event taking place.

 

The game of power zapping with Saboteurs is too strong as it cuts radar, slows production and most super weapon timers. I'd just remove that ability for them and increase the money stolen by them in return because stealing money is hardly worth it currently while zapping power is too easy and widely affects the enemy. Also I wish there was a utility unit for the Stealth General which would have it's WeaponSet affected by the type of infantry inside with each type making sense and having a use.

 

Stand-still ambush units (Gun Buggy, Ratel II) should gain a deploy mode to stop them from chasing targets because if revealed they constantly attack and move to close targets on their own, even if they could enable stealth again by standing still they just won't do that and rather get themselves killed or more damaged by engage targets. Even spamming the 'Stop' doesn't help.

 

Scorpion tanks often waste shots on infantry they're not effective against and kill themselves with friendly fire if enemies get too close due to the blast range. Reduce the blast range, change their weapon type to one that can't attack infantry.

Gun Buggy: Shouldn't start attacking tanks etc., especially if infantry is around. I'd rather want their weapon's damage type changed to sniper (with the same overall kill time for infantry by adjusting the damage) than see them attacking units they're highly ineffective against. Maybe make them deal MELEE damage after the AP-Bullets upgrade, I don't know.

And MELEE damage should be changed to also be allowed to deal damage to all vehicles currently immune against that damage type. Just don't turn these vehicle into wrecks that can be captured at low health but allow their destruction by that damage type, just like by any other damage type usable against them. That would make Assassins less useless and the upgrade would be worth something against anything else but light vehicles.

Warrior (Infantry) give them a generic rifle and a silent kill knife attack (like Col. Burton) via weapon toggle button instead of a shotguns with low range and long reload times. A rifle instead of a shotgun makes them able to effectively garrison buildings without that lack of range issue, doesn't cause themselves to get overrun easily due to low range or get killed by friendly fire due to area of effect damage of their weapon and still allows a stealth gameplay by the added knife attack.

I've been thinking about Quad Cannon's firemodes: I'd rather have a weapon toggle for only ground units, only air units and hold fire, even if that means it can't attack ground and air units at the same time anymore but has to chose between those targets. It's actually more of an advantage if I can stealth them at will than it is if they always can attack everything. Applies for Aladdin, too.

Angry Mob often loses members while moving due to pathfinding not getting it right, which causes them to get revealed and attacked by air units -> I can't move them safely across the battlefield because of that. Better change their reveal condition to only while attacking and increase the time required to restealth.

I'd like the Toxin Tractor to become the contamination cleanup vehicle that GLA needs and to have the ability for that removed from GLA Factories and Command Trucks. Weapontoggle between regular attack, contamination cleanup weapon and hold fire and things can work.

 

I want to grant Stealth General's RPG Trooper some special ability or something special but got no idea so far. The unit is too generic with nothing special and useful.

 

Missile Silo defense can be removed or turned into the suggested all over the map missile attack, usable from shortcut bar as the howitzer does that job and I regularly don't use that unit anyway, neither for defense nor for offense as it's incapable of hitting moving targets, as the blast radius may reveal my ambush units, as the damage vs anything but infantry and light vehicles is pretty low anyway and as it just doesn't combine well with the rest of my arsenal.

 

Bomb Trucks would be more useful if an anti mine research was available for them (EMP mines would probably still cause an effect).


Edited by UsernameUsername, 24 January 2017 - 10:10 PM.


#262 Green_Lotus

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Posted 17 February 2017 - 10:56 PM

Contra team,

So grateful for all you have done. this is the best mod I have played.

I play this with my friends most evenings, and the agreement between us is that 009 is brilliantly balanced and we recognise the fine tuning you guys have put into it.

We salute you in your efforts guys, please keep it up.

 

I know its a symptom of the original code, and probably the original protocols, but the loss of sync, is a big prob..

what can you do????

 

Green



#263 predator_bg

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Posted 18 February 2017 - 10:13 AM

...

I can say right now that:

Scorpion tanks in beta 2 use a damage type which does not attack infantry.

Sniper Site is indeed weak. Something will be done.
What do you think about making GLA units such as Quad Cannon AutoAcquireEnemiesWhenIdle only when visible (by removing the STEALTHED condition)?

We are testing new Missile Silo. Most probably, they will be limited to 3 at a time.

 

Contra team,
So grateful for all you have done. this is the best mod I have played.
I play this with my friends most evenings, and the agreement between us is that 009 is brilliantly balanced and we recognise the fine tuning you guys have put into it.
We salute you in your efforts guys, please keep it up.
 
I know its a symptom of the original code, and probably the original protocols, but the loss of sync, is a big prob..
what can you do????
 
Green

Certain errors in code can cause mismatch errors. They are very hard to detect as there are no tools or logs which help us identify them. We are left to suspect things in the game which could be causing the mismatches to happen. So, it is a matter of time and luck if we find and/or fix some errors and there is no permanent fix (mismatches do occur for no apparent reason). According to recent games, there is no general's power which could cause a mismatch anymore (fixed ones are: Comanche Drop when used on water, Panic (which was removed from Stealth general)). Now we have our eyes on Nuclear Battlemaster, Nuclear Gattling Tank and Seraph. In our opinion, they are potential mismatch causers.



#264 Nikon Rakthanee

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Posted 04 April 2017 - 11:33 PM

Hi! Love the new mod always have! I've been playing using Contra Mods since the early 007 days!

​Rooting around in the Challengemode.ini file using the BIG editor ... Does anyone know how to enable Skirmish starts for the three boss generals? They aren't in the same .ini as the old mods where I enabled them from before??? Maybe I'm just a retard can someone help me? In old mods, it contained general personas: 1-14 but now it's only: 1-11 so I can't find a way to enable the three boss generals? It super cool being able to start the A.I as a boss general and taking on all three at once on Insane ... although it was pretty impossible I've never actually beaten all three at once :L :L :L

​Many Thanks to whoever answers this call to help!! :D long live Zero Hour bitches


Edited by Nikon Rakthanee, 04 April 2017 - 11:44 PM.


#265 Nikon Rakthanee

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Posted 04 April 2017 - 11:43 PM

 

Hi! Love the new mod always have! I've been playing using Contra Mods since the early 007 days!

​Rooting around in the Challengemode.ini file using the BIG editor ... Does anyone know how to enable Skirmish starts for the three boss generals? They aren't in the same .ini as the old mods where I enabled them from before??? Maybe I'm just a retard can someone help me? (Below is the new .ini file?) In old mods, it contained general personas: 1-14 but now it's only: 1-11 so I can't find a way to enable the three boss generals? It super cool being able to start the A.I as a boss general and taking on all three at once on Insane ... although it was pretty impossible I've never actually beaten all three at once :L :L :L

​Many Thanks to whoever answers this call to help!! :D long live Zero Hour bitches!

 

 

;//////////////////////////////////////////////////////////////////////////////
;FILE: ChallengeMode.ini  //////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////

 

Replying to myself ... Okay I'm a retard ... For anyone who wants to know ... you can enable the three boss generals for skirmish by editing the PlayerTemplate.ini hahaha what a melon I was!!

 

#NOTE this is kinda obvious, but if you edit this and then you play with someone online/tunngle/himachi who hasn't done the same, the game will detect a mismatch and will NEVER work out for you.

​Plus messing around with the Ranks.ini file is cool as you can gain rank 5 really quickly and assign like 10 points to spend ... dunno why you would do this but hey I like messing around with game files to fine tune an already great mod to just the way I like it :D

​Peace out all!! fucking love Contra well done team still a work in progress, look forward to 009 FINAL !



#266 XAOC-RU-

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Posted 10 June 2017 - 09:47 PM

Let me say my few cents about suggestion. Mod is greatful and will become even more elegant if people playing it will express their wishes for improving the mod, naturally with the rationale for their thoughts. Sentences like "add this here, because I want so" are not welcome. Try at least to state the essence of the matter. So, let's begin.

The first thing I noticed is that when playing on a small map on a random, there is a sharp need for early recon (scouts) for some factions. And if the US with these there is no problem (satellite and drones), then China, for example, the first scout unit appears only with the construction of WF. All is Ok, the unit is excellent, invisible, when it stands, "notice" everything that moves (and does not move too :)). Huge viewing range and the same detection. I understand that according to the idea, China suffers from a lack of intelligence for some time, but then gets the opportunity to control half a map. It's another matter that in the beginning the Chinese are completely blind, which makes it possible for the enemy to go all-in and hoping for luck to surprise the enemy, and if this is the US with their excellent intelligence? In other words, no matter how strange it may sound, it makes sense to level the factions a bit in the possibilities of early intelligence. This is not at all about full equality, but at least in the ability to see the perimeter of its base by building 2x3 scouts, as implemented by GLA. In general, the very idea of ​​the unit, which stealth itself and at the same time sees other stealth at a great distance is not bad, but in my opinion, the existence of such a unit should be after reaching Rank 3, but better and completely after the construction of the CPU. In return, you can give the possibility to build a truck with an average radius of view and speed as a VHF technique, or expand the review, but at the same time reduce the speed and maneuverability of this unit. HP to put on a minimum (more attention  :)). Naturally, he will not see stealth and will be an early scout.

2nd sentence: Add Dummy Weapon for the Radar van. Radius at it to make at level -50 from radius of a detector of stealth. Purpose: to be able to use them in the formation with a regular army and be able to send a squad with Attack click

(Used Google translate from russian to english)


Edited by XAOC-RU-, 10 June 2017 - 09:49 PM.


#267 Madin

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Posted 11 June 2017 - 09:21 AM

Let me say my few cents about suggestion. Mod is greatful and will become even more elegant if people playing it will express their wishes for improving the mod, naturally with the rationale for their thoughts. Sentences like "add this here, because I want so" are not welcome. Try at least to state the essence of the matter. So, let's begin.

The first thing I noticed is that when playing on a small map on a random, there is a sharp need for early recon (scouts) for some factions. And if the US with these there is no problem (satellite and drones), then China, for example, the first scout unit appears only with the construction of WF. All is Ok, the unit is excellent, invisible, when it stands, "notice" everything that moves (and does not move too :)). Huge viewing range and the same detection. I understand that according to the idea, China suffers from a lack of intelligence for some time, but then gets the opportunity to control half a map. It's another matter that in the beginning the Chinese are completely blind, which makes it possible for the enemy to go all-in and hoping for luck to surprise the enemy, and if this is the US with their excellent intelligence? In other words, no matter how strange it may sound, it makes sense to level the factions a bit in the possibilities of early intelligence. This is not at all about full equality, but at least in the ability to see the perimeter of its base by building 2x3 scouts, as implemented by GLA. In general, the very idea of ​​the unit, which stealth itself and at the same time sees other stealth at a great distance is not bad, but in my opinion, the existence of such a unit should be after reaching Rank 3, but better and completely after the construction of the CPU. In return, you can give the possibility to build a truck with an average radius of view and speed as a VHF technique, or expand the review, but at the same time reduce the speed and maneuverability of this unit. HP to put on a minimum (more attention  :)). Naturally, he will not see stealth and will be an early scout.

2nd sentence: Add Dummy Weapon for the Radar van. Radius at it to make at level -50 from radius of a detector of stealth. Purpose: to be able to use them in the formation with a regular army and be able to send a squad with Attack click

(Used Google translate from russian to english)

I agree with this post!

 

Early scouting is the most important factor in C&C games.

:closedeyes:



#268 predator_bg

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Posted 11 June 2017 - 01:04 PM

China can purchase Signal Mines general's power from start. It's kind of like the Spy Satellite. It reveals a smaller radius when launched, but on the other hand, it will reveal the area when enemies go through the mines. China gets stealth detection in the same time as USA - radar from War Factory. Yes, GLA can build Radar Van right at the start, but it takes time until it moves to the enemy base. Scouts are implemented differently for all factions with small differences between some of the generals.

 

I will add a dummy weapon to Radar Vans.



#269 XAOC-RU-

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Posted 12 June 2017 - 05:32 AM

Possible bug: I dont know exactly but I noticed several times when played teamgames: when you or your ally place a beacon on the map that beacon do not dissapear after some time like it should be so if you place several becons during the game they will be all there till end and will distract/divert you all the game, and also you will not able to place another beacon cause of limit of them


Edited by XAOC-RU-, 12 June 2017 - 05:32 AM.


#270 XAOC-RU-

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Posted 12 June 2017 - 05:44 AM

China can purchase Signal Mines general's power from start. It's kind of like the Spy Satellite. It reveals a smaller radius when launched, but on the other hand, it will reveal the area when enemies go through the mines. China gets stealth detection in the same time as USA - radar from War Factory. Yes, GLA can build Radar Van right at the start, but it takes time until it moves to the enemy base. Scouts are implemented differently for all factions with small differences between some of the generals.

 

I will add a dummy weapon to Radar Vans.

thanks for the answer. Yes you right about Chinees Signal mines, but in current state this is musthave GP so you do not have alternative choise to select other GP because you will be in great disadvantage if you put veteran upgrade (instead mines) for some units (as example). Also there is no guarantee that enemy will send his first rusher-unit exactly to place where you droped your mines. For example Lagoon map have 6 main chokepoints places where enemy can possible move to your base by first unit (2 map sides+near right-middle supply+way near oils+ 2 chokes near map center). So you need 6 drops to clear your base perimeter if some rusher like GLA technical with RPG coming to you. Sure you can predict that by building defences and some units to cover your flanks but in that case GLA will have good map control because they do not need to spend money for defence structures early game and they can use their units more wisely because they will see each your step by invisible Radar Van. Also GLA can build tunnels. so they always will be faster than you and be able to return to their main base faster than you will able to reach it for attack


Edited by XAOC-RU-, 12 June 2017 - 05:47 AM.


#271 predator_bg

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Posted 12 June 2017 - 10:28 AM

Possible bug: I dont know exactly but I noticed several times when played teamgames: when you or your ally place a beacon on the map that beacon do not dissapear after some time like it should be so if you place several becons during the game they will be all there till end and will distract/divert you all the game, and also you will not able to place another beacon cause of limit of them

Beacons never used to disappear in Zero Hour. Players have to manually delete them in order to place more than three, which is the beacon limit per player.
 

thanks for the answer. Yes you right about Chinees Signal mines, but in current state this is musthave GP so you do not have alternative choise to select other GP because you will be in great disadvantage if you put veteran upgrade (instead mines) for some units (as example). Also there is no guarantee that enemy will send his first rusher-unit exactly to place where you droped your mines. For example Lagoon map have 6 main chokepoints places where enemy can possible move to your base by first unit (2 map sides+near right-middle supply+way near oils+ 2 chokes near map center). So you need 6 drops to clear your base perimeter if some rusher like GLA technical with RPG coming to you. Sure you can predict that by building defences and some units to cover your flanks but in that case GLA will have good map control because they do not need to spend money for defence structures early game and they can use their units more wisely because they will see each your step by invisible Radar Van. Also GLA can build tunnels. so they always will be faster than you and be able to return to their main base faster than you will able to reach it for attack

China has stealth Field Engineers which often serve as early recons.



#272 ChuckMaw

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Posted 12 June 2017 - 06:42 PM

Hello Everyone,

 

I would like do discuss about a Challenge in this version (contra 008 beta 2), When you are the Nuke general Versus Demo General.

 

Have you already won this challenge ? Is that not balanced or i'ts just me ? (If you tell me it's because i'm bad, i will understand :) )

 

Without Defences, the nuke general is litteraly Owned by the Demo gen in his challenge..



#273 predator_bg

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Posted 13 June 2017 - 09:50 PM

Hello Everyone,

 

I would like do discuss about a Challenge in this version (contra 008 beta 2), When you are the Nuke general Versus Demo General.

 

Have you already won this challenge ? Is that not balanced or i'ts just me ? (If you tell me it's because i'm bad, i will understand :) )

 

Without Defences, the nuke general is litteraly Owned by the Demo gen in his challenge..

Demo Challenge will be made easier in the next version. It is a bit harder to play against as Nuke because you need a lot more micro management and unit control. A few mistakes may cost you the game. Persun did it on Hard, though. You may want to watch how he did it: Click.



#274 XAOC-RU-

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Posted 18 June 2017 - 03:51 PM

Few suggestion about Nuke General. Nuclear storm. Yeah I know tthis is just one click button-win when it will be ready to use. But if we will take all aspects of building and using it than we find this negative moments:

A) Trying to reach and use this weapon in 1v1 2v2 and other games is absoulutly pointless because:

1. THere are many various ways to win the game before you will able to reach rank 5 and of course build Nuke storm and even use it (12 min cooldown + time to build - very long)

2. your enemy will able to use his regular SW's at least 2 times and ruin your eco or even destroy your Nuke storm by it so you will not be able to use it somehow.

3. Also if you take Nuke Gen he have Nuke Missle and upgrade to it which make this weapon much effective in damage/cooldown*cost ratio and also you do not need to spend 1 GP to research.

 

My suggestion is make this UberMega weapon more friendly and give more reasons to build it in some cases (at least 10% of all games).

First what I think we need to change - its cost. Current cost is 12000. 8-9k will be ok for this thing. Also decrease damage radius of it (AOE) by 25-30%. decrease buildtime by 25%. Move it's GP to rank 5 and make it 2 points instead of 1. Also increase it's HP by 15-20 %. Cooldown also need to be change to 8-9 minutes instead of 12 (in other case we will never see that someone use it). If my suggestions looking OP then I can suggest to increase GP requirement to 3 points with rank 5. So overall damage power from all GP will be decreased because player will not be able to take all damage dealers GP on rank 5.


Edited by XAOC-RU-, 18 June 2017 - 03:53 PM.


#275 predator_bg

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Posted 19 June 2017 - 02:32 PM

Few suggestion about Nuke General. Nuclear storm. Yeah I know tthis is just one click button-win when it will be ready to use. But if we will take all aspects of building and using it than we find this negative moments:

A) Trying to reach and use this weapon in 1v1 2v2 and other games is absoulutly pointless because:

1. THere are many various ways to win the game before you will able to reach rank 5 and of course build Nuke storm and even use it (12 min cooldown + time to build - very long)

2. your enemy will able to use his regular SW's at least 2 times and ruin your eco or even destroy your Nuke storm by it so you will not be able to use it somehow.

3. Also if you take Nuke Gen he have Nuke Missle and upgrade to it which make this weapon much effective in damage/cooldown*cost ratio and also you do not need to spend 1 GP to research.

 

My suggestion is make this UberMega weapon more friendly and give more reasons to build it in some cases (at least 10% of all games).

First what I think we need to change - its cost. Current cost is 12000. 8-9k will be ok for this thing. Also decrease damage radius of it (AOE) by 25-30%. decrease buildtime by 25%. Move it's GP to rank 5 and make it 2 points instead of 1. Also increase it's HP by 15-20 %. Cooldown also need to be change to 8-9 minutes instead of 12 (in other case we will never see that someone use it). If my suggestions looking OP then I can suggest to increase GP requirement to 3 points with rank 5. So overall damage power from all GP will be decreased because player will not be able to take all damage dealers GP on rank 5.

It's been rarely used in 2v2s and often used in 3v3s. It's a game ending super weapon, so it is hard to get and defend. The Hadron Collider is what you need for 1v1s.



#276 ChuckMaw

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Posted 20 June 2017 - 04:24 PM

 

Hello Everyone,

 

I would like do discuss about a Challenge in this version (contra 008 beta 2), When you are the Nuke general Versus Demo General.

 

Have you already won this challenge ? Is that not balanced or i'ts just me ? (If you tell me it's because i'm bad, i will understand :) )

 

Without Defences, the nuke general is litteraly Owned by the Demo gen in his challenge..

Demo Challenge will be made easier in the next version. It is a bit harder to play against as Nuke because you need a lot more micro management and unit control. A few mistakes may cost you the game. Persun did it on Hard, though. You may want to watch how he did it: Click.

 

Thank you !



#277 UsernameUsername

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Posted 21 August 2017 - 05:13 PM

What do you think about making GLA units such as Quad Cannon AutoAcquireEnemiesWhenIdle only when visible (by removing the STEALTHED condition)?

This does nothing. I want to escape into stealth so that enemies stop attacking the unit before it gets destroyed and the unit is blocking this by not stopping to attack everything in range due to a lack of "Hold Fire" action due to the game's issues and limitations.

 

2 possible solutions:

1) use SWITCH_WEAPON CommandButton to Flash-bang-like toggle between PRIMARY (ground attack), SECONDARY (anti air) and TERTIARY (hold fire):

-downside: a unit can be set either to only anti air or anti ground but not both, meaning any unexpected attacker would be ignored until the weapon state is toggled

-upside: units could be set to focus on certain targets; this would stop anti air units that can also attack ground units from leaving their positions just because some other ground units (tanks) start attacking defenses and thus allow aircraft to advance because defensive AA positions have been abandoned

2) use anything that toggles the WeaponSet:

I tried an upgrade that did this and provided the unit with an upgrade ("Hold Fire") and un-upgrade (regular attack) "Upgrade" but that caused 3 issues:

-1) annoying "upgrade complete" sound + radar notification

-2) CommandSet not properly upgrading (needed to be triggered twice)

-3) C&C Generals upgrade limit becoming an issue if that'd be used on multiple units

=> I'll try Crop Duster RIDER logic next and see how that works or fails

Ultimately a WeaponSet toggle would be ideal but if that can't be done I'd rather use a single attack setting opposed to leaving things as they are.

 

AI: Contra009Beta2 AI issues I noticed:
-GLA forgets to build defenses or stays passive: Stealth General is completely passive; Assault General sometimes forgets to build any defenses (except rocks)

 -> of all GLA Generals only Chemical General's AI and Explosives General's AI work
-no single GLA faction ever builds anything to detect stealthed air units, allowing scouting and attacking with such units wherever and whenever
-AIs that can definately crash the game with a "serious error": any China AI, USA Airforce General, USA Laser General (100% sure); not sure: USA Super Weapons General, GLA Explosives General
 => China crash seems to be related to some AI reaction when attacking the Command Center or being near it (including Super Weapons General attacking it with Tomahawk Missiles)

-USA Laser General and China Tank General cause some serious lag spike when they suddenly try to send a whole bunch of tanks to somewhere because of pathfinding making the game lag

-the "StealthUpdate" module's setting "OrderIdleEnemiesToAttackMeUponReveal" seems not to relate to units in weapon range / vision range but all over the map, causing a huge lag spike if there are many idle units and due to pathfinding
-all USA Generals AI's still use the Fuel Bomb even though not all should have access to it; on top of that the AI uses this without any Command Center or Strategy Center requirement and in such a way that it comes out of screen to the target with the shortest possible distance (if building near the map borders a defense vs this bomb drop isn't possible)
-USA Super Weapons General: the AI ignores invalid consruction area issues when spawning turrets by using the general's power and thus these turrets are constantly spawned inside structures by the AI while that shouldn't be possible and at least for a human player it isn't

-USA Super Weapon AI in general seems to ignore invalid construction areas and always builds structures inside other structures, so that structures are overlapping another

 

Other stuff:

-USA Drones assisting structures can't be rebuilt / replaced after being destroyed as the UI only allows their construction a single time per structure opposed to always anew once an assisting drone was destroyed as it's the case for mobile units; security / defense drones aren't affected by this

-music tracks still get canceled before completing, I guess it's related to the game's speed / frame rate

 

MAY BE IMPORTANT:

WeaponSet conditions can have multiple conditions, like...

Conditions = Hero PLAYER_UPGRADE

Initially I falsely assumed that these conditions were treated as AND conditions, meaning every single condition must be true to activate the WeaponSet. Testing revealed that they're treated as OR conditions.

 

UPDATE:

Another thing I found out during testing is that WeaponSets really use their "Conditions" entries as OR conditions but the most matching setting is prefered. That means if I have a unit, using a sole WeaponSet with a "Conditions = VETERAN CRATEUPGRADE_ONE PLAYER_UPGRADE" entry it will use that WeaponSet under ANY of these conditions, meaning it'll become active if the unit either becomes veteran (1/3 experience level reached) or uses a salvage crate (assuming it can interact with the crate) or receives the upgrade mentioned in it's "WeaponSetUpgrade" module BUT...

 

if I add seperate WeaponSets with Conditions, like...

WeaponSet

Conditions = VETERAN

Weapon = PRIMARY PrimaryVeteran

End

 

WeaponSet

Conditions = CRATEUPGRADE_ONE

Weapon = PRIMARY PrimaryCrateOne

End

 

WeaponSet

Conditions = PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryUpgradeResearched

End

 

WeaponSet

Conditions = VETERAN CRATEUPGRADE_ONE

Weapon = PRIMARY PrimaryCrateOneVeteran

End

 

WeaponSet

Conditions = VETERAN PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryVeteranUpgradeResearched

End

 

WeaponSet

Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryCrateOneUpgradeResearched

End

 

WeaponSet

Conditions = VETERAN CRATEUPGRADE_ONE PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryCrateOneVeteranUpgradeResearched

End

 

...then the WeaponSet matching the listed conditions the most is used.

 

I found some interesting thread ( http://forum.fallout...ticlesystemini/ ) that claims a "cleaned up" ParticleSystem.ini speeds up the game's performance and shows how.

 

I found a so far unused setting for WeaponSets:

"ShareWeaponReloadTime = [Yes / No]"

I've yet to test what it does. I hope it's the a setting that stops units which received an upgrade for their weapon due to experience gain from starting to reload all over again at full reload time unless the weapon was already reloaded but instead makes the new weapon use the remaining reload time.

 

As the Stealth General is supposed to be the master of stealth I was kicking the thought around of granting him "deep stealth", a stealth that can't be revealed by regular stealth detectors. I found the KindOf "Shrubbery". Maybe that could be added to units as "deep stealth" KindOf so that they're excluded from regular detectors if that doesn't cause any issues ? Also in terms of playstyle I think it's best if this general receives a hand full of more or less specialized and effective but expensive units that also take some time to build so that instead of a whole "stealth" army single units can effectively make a difference but need to be used correctly. Generic units may also be available as cannon fodder, to lure the enemy somewhere or to distract. Because he's the weakest of all GLA generals in direct combat he needs to excel in tunnels, stealth and mobility.

 

Airforce General:

The general is too easy to lock down by sniping Dozers as his HQ is the only structure capable of creating new Dozers. This means that in early game focussing on 1 structure, the HQ, can be a huge issue for that general and in late game it means huge travel distances (even if using Chinooks) as no front line units of this type can be produced elsewhere. The rank 1 science to repair units & structures in an area could eventually also allow Dozer production inside War Factories to get around this vulnerability and to make this choice more attractive as it lacks any upgrade later on.

 

StealthGeneral\Units\Warrior ("Object Slth_GLAInfantryRebel"):

-I thought about granting him an updated CommandSet once "Camouflage" has been researched at the Black Market, allowing a weapon toggle to use a knife to kill enemy infantry silently and unseen; so that this upgrade is of some use to this unit instead of being of use for all early game infantry except this one

-eventually there should be a generic infantry upgrade later on, increasing infantry mobility by a bit (even while wounded so that units don't fall too far behind)

-I'm also kicking around the though that all organic units in the game receive an always active passive selfheal that kicks in some seconds after not having taken any damage and that is very minor as it's possible to stack multiple "AutoHealBehavior" modules without any issues:

 

  Behavior = AutoHealBehavior ModuleTag_Organic
    HealingAmount = 1 ; absolute value: hit points, amount healed per "tick"
    HealingDelay = 1000 ; 1000ms = 1s, delay between "ticks"
    StartHealingDelay = 20000 ; after this many ms of having taken no damage start the effect
    StartsActive = Yes
  End

 

AirforceGeneral\Structures\Barracks ("Object AirF_AmericaBarracks"):

-I'd add +2 Pilots for training there: +2 and +3 experience Pilots that cost 2x and 3x as much time and credits to be created to reduce Pilot micro-management as currently up to 3 Pilots are required per jet

 -> 1st row (upper row) could be: Ranger, Missile Defender, Col. Burton

 -> 2nd row (lower row) could be: Pilot , Pilot , Pilot of experience rank 1,2,3 with according cost and build time multiplier (using a copy & paste unit-type of the original Pilot with just these values changed)

 

AirforceGeneral\Units\Aircraft\Comanche ("Object AirF_AmericaVehicleComanche"):

-Comanche AA missiles constantly cause friendly fire issues with own Comanches destroying another because the range is so low in AA combat that this happens

 -> "RadiusDamageAffects = ALLIES ENEMIES NEUTRALS" to "RadiusDamageAffects = ENEMIES NEUTRALS" would get rid of this issue without buffing / nerfing the unit otherwise

-removing "ComancheLaunchDroneWeapon" from the Comanche's turret seems to fix the issue that the Comanche launches it's drone wherever it's pointing at instead of at the player-selected location (previously couldn't be launched where the player clicked once the Comanche decided to face an enemy)

-"ComancheLaunchDroneWeapon" damage from 1 to 0.0001, eventually additionally

 

AirforceGeneral\Structures\Colossus ("Object AirF_AmericaFireBase"):
-After a test in a "How long can I survive ?" scenario with multiple unit combinations these were this unit's results:
 -it misses fast units
 -Jarmen Kell's "Kill Driver" attack can rarely be stopped by this defense as it simply takes to long to take him out with that; he most often reaches any vehicle he came for before dying without additional units attacking him
 -very vulnerable vs Infantry General's long range siege infantry (forgot name) and incapable of countering Infantry General's always stealthed snipers that are good vs any ground unit & structures
 -> it can't detect anything (but the Sparrowhawk's beam will keep the single enemy it targets visible so it can't enter stealth while under the beam's effect)
 -it can't stop explosive truck spams because the Sparrowhawk dies after a single suicide truck explosion and thus the area is clear for the others
 -the Sparrowhawk's guard range is too low to deal with artillery units unless they needlessly come too close
 -vs Chemical General the "Clogged Engines" upgrade in combination with Sparrowhawk defense just constantly creates a wall of death for aircraft and spams the player with "Unit lost." audio notifications
 -China Overlords with upgraded engines have it all: speed, armor, firepower -> this defense can't stop them and neither can it hurt them enough
 -it needs high terrain from which it can't be directly attacked to survive or other defenses covering it (health too low, can't take much of a beating)
 -starts dealing area damage to own units, structures and allies once enemies come too close to them, aiding in the destruction of my base and units (especially Dozers)
 -has no upgrade to address any of it's weaknesses or receive any meaningfull improvements
 -> In short: Redesign or replacement required. The defense is overprized for it's performance. What the Airforce General needs is either some tanky defense that draws the enemy's attention and potentially slows attackers down while not causing Chemical General's AA units to spray the whole area with the "Clogged Engines" effect. I'd use a bunker-like structure that can take some infantry inside (2-4), has some tanky hitpoint-pool and every x seconds sends out a 360° ground-based EMP stun on a medium to large range, affecting all enemy ground vehicles and structures so that they are disabled for 1-2s every x seconds and need to destroy this structure to push on - or bring siege units.

 

AirforceGeneral\Units\Aircraft\Pavelow ("Object AirF_AmericaVehiclePaveLow"):

-currently uses the wrong armor once upgrading "Countermeasures": uses "CountermeasuresComancheArmor", should use "CountermeasuresChinookArmor" (before upgrade: "ChinookArmor")

 -> makes the unit more vulnerable than before to some types of damage

-range suggestion: extend missiles' minimum range to the maximum range of the Grenade Launcher so that it's somewhat possible to control what weapon is used when by chosing an attack range opposed to the unit senselessly slamming missiles into garrisoned structures; this also forces the use of this unit as long range artillery unit as it can no longer attack vehicles close by due to being within minimum range

-"PaveLocomotor": "Braking" from 20 to 95 makes the unit less annoying to handle: it will stop where ordered opposed to flying far beyond where ordered, turning this unit into clunky micro-management annoyance that often gets shot due to not being where ordered

-changing Pave Low's missile targeting from "PreferredAgainst = PRIMARY VEHICLE STRUCTURE" to "PreferredAgainst = PRIMARY IMMUNE_TO_CAPTURE STRUCTURE VEHICLE" makes the unit more likely to target defense structures, regular structures and then only other units opposed to initially trying to take out units while not being made for that

 

AirforceGeneral\Units\Vehicles\Bobcat ("Object AirF_AmericaVehicleStrykerEng"):

-mine destruction rate 500 -> 250 because currently it's possible that this unit drives onto one of Demo General's AV mines despite being an anti mine unit due to bad anti mine field timing frequency (changing it should affect all anti mine vehicles as all use the same weapon for their anti mine field -> "MineDetonationFieldWeapon")

-at least for the Airforce General the anti-contamination spray should receive extended range (2x) and no line of sight restriction because airfields are large and build space is limited so the Airforce General can't always space out structures everywhere or position them in a way to make sure this unit can reach all places; often puddles are also left onto the airfields and with line of sight restriction this causes issues

-the turret turns too slow while the unit is mobile and aquiring new puddles takes too long so that this unit is somewhat ineffective

-destroying Demo General's mines with anti mine units always causes them to explode, making it impossible to safely get rid of them whenever the AI spawns them inside structures and thus using anti mine units results in the same as blindly allowing them to explode or in other words: anti mine units are useless in that situation as they safe nothing but also cause the mines / traps to explode

 

SuperweaponsGeneral\Units\Aircraft\Chimera ("Object AirF_AmericaBomberB52"):
-slow, vulnerable, far too long reload, useless against mobile targets, missiles shot down by missile defense systems or redirected by ECMs, no stealth or engine upgrade
 => pointless, considering all the other bomber options: either the cheap F16s deal with stationary defenses & structures or the Pave Lows do, additionally their range can be extended by the laser target designator's aura; for groups of units there are the F18 (after the Frog Missile upgrade) / JFSs; for either groups of enemies or single ones Auroras exist along with the Wyvern super unit; Chimeras are just underperforming while being just more of the same
-they'd would be better suited as Fuel Bomb / MOAB kind of bomber that is that slow and vulnerable as currently but drops a fuel bomb, with a rank 5 upgrade the unit could receive another 3D model with more speed, more HP and a MOAB bomb; eventually even stealth, accessible only after that model-changing upgrade (instead of a single part of the unit being replaced after the upgrade a 2nd model is used -> old bomber design is being replaced by the new one)
-there could also be a weapon toggle between the fuel / moab bomb and multiple bombs in a row / carpet bombs if a Crop Duster-like RIDER design would be possible for the unit

-damage type of the area damage the fuel / moab bomb does could either be NOT_SIMILAR or NOT_AIRBORNE

=> new role would be: still vulnerable, slow and slow reloading BUT carrying a huge bad bomb whereever no or decimated air defenses exist

 

SuperweaponsGenerals\Units\Vehicles\Valanx ("Object SupW_AmericaVehicleHumvee"):

The unit is worthless as a transport as a Chinook is faster, can carry more units, can only be attacked by AA capable units and even then the Chinook can take around equal to more punishment.

This unit needs a role. I suggest enabling infantry to attack from inside the transport it while leaving it as vulnerable as it is along with the micro-management of getting the units inside to have a vulnerable hit & run unit that can also act as emergency support unit:

 -> set: "PassengersAllowedToFire = No" to "PassengersAllowedToFire = Yes"
 -> add: "ForbidInsideKindOf = STEALTH_GARRISON" -> no snipers allowed inside; and btw. despite Super Weapon's snipers having this KindOf they aren't invisible to the enemy (at least to AI) while inside civilian structures
 -> change: "Slots = 3" to "Slots = 2" (so that Valanx' don't become too powerful in ground vs ground combat)
 

SuperweaponsGeneral\Units\Aircraft\StealthJet ("Object SupW_AmericaJetStealthFighter"):

This unit is supposed to be good against enemy defensive structures but it isn't because it's attack range is so low that it gets hit by multiple enemies all the time and because it loses stealth while attacking. The range needs to be increased, the damage to be buffed or stealth needs to be kept up while bombing. Anything of this or anything mixed in a way that it makes sense but otherwise this unit is a pointless waste, except for the Bunker Busters upgrade.

Refernce values:

Airforce General's F16:

ClipReloadTime = 9000; ALL clips are reloaded after this much time, doesn't mean per clip

AttackRange = 550

PrimaryDamage = 180

SecondaryDamage = 10

SecondaryDamageRadius = 10

Bombs: 2

 

Super Weapon General's Stealth Jets:

ClipReloadTime = 8000 ; ALL clips are reloaded after this much time, doesn't mean per clip

AttackRange = 250

PrimaryDamage = 200

SecondaryDamage = 50

SecondaryDamageRadius = 30

Bombs: 1

=> the Super Weapon's Stealth Jet has a longer reload time per bomb, seems to be moving slower, has less than half the attack range and a bit more than half the damage of a F16; all that while supposed to be an anti defense specialized unit

 

-much like Airforce General's jets the Stealth Jets should also have a sell option, eventually even the Auroras because currently I've got to use my own units to kill my own unit to make room on the airfield and that's kind of silly overall

 

All of USA faction bombers but especially Auroras:

-add an "AutoChooseSources = PRIMARY NONE" to these units so that they stop destroying their own Airfields and possibly other things and units around whenever GLA decides to tunnel in or spawn some infantry inside the base; it's really bad unit behaviour if these units blow up everything around, worse than the enemy ever could, including their own Airfield

 

-maybe Airforce General's Pilots could receive a "suicide" weapon usable to "shoot" at flying units that makes the Pilots suicide and causes the "hit" helicopters to fire a reactive weapon that increases their rank as currently the issue with Pave Lows and Pilots is that they're being transported instead of increasing the Pave Low's rank and Comanches can't even benefit from Pilots unless landing for repairs near an Airfield while trying to defend, especially since it's an automated reaction the player didn't order and that never works out well

 

-eventually GLA Black Markets should have a heal & repair aura around them as it somehow fits what they offer: any kind of helpful goods

 

-eventually all GLA factions should also start with a 3 to 5% bounty science for free as faction identity, upgradeable later on a general science (where maybe picking the last rank allows the research of a final upgrade after that at rank 5)

 

Edit:

 

SuperweaponsGeneral\Units\Vehicles\Saturn ("Object SupW_AmericaVehicleSaturn" & "Object SupW_AmericaVehicleSaturn_GC"):

-the price should be reduced 7000 to 5500; the high price just isn't justified by the ability to shoot down super weapons alone or being tanky because repairing the unit is a really bad and clunky issue

-issue: upgrading "Composite Armor" doesn't upgrade the unit's autorepair to keep the total repair time the same

-issue: very slow unit -> expecting the player to use War Factories to repair these is unreasonable because of their low speed; meanwhile their autorepair time is huge: around 11min without "Composite Armor", around 14min with the upgrade

 -> solution: staged repair speeds

 phase#1 repair: 0.2% maxHP/s, always active -> 4600 / 5750 HP without / with "Composite Armor" -> 9 HP/s without / 12 HP/s with the upgrade

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep01
    HealingAmount = 9
    HealingDelay = 1000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep01Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 3
    HealingDelay = 1000
    StartsActive = No
  End

 

 phase#2 repair: 1.0% maxHP/s, active after 20s of having taken no damage (adding +0.8% to the already active 0.2% to have a 1.0% hp reg going):

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep02
    HealingAmount = 37
    HealingDelay = 1000

   StartHealingDelay = 20000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep02Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 9
    HealingDelay = 1000

   StartHealingDelay = 20000
    StartsActive = No
  End

 

 phase#3 repair: 3.0% maxHP/s, active after 60s of having taken no damage (adding +2% to the already active 1.0% to have a 3.0% hp reg going):

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep03
    HealingAmount = 92
    HealingDelay = 1000

   StartHealingDelay = 60000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep03Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 23
    HealingDelay = 1000

   StartHealingDelay = 60000
    StartsActive = No
  End

 

-"Solar Panels" for the Super Weapon General clearly aren't enough to keep the base properly defended or to expand; this unit should have it's own reactor inside it and add some energy to the general's economy: "EnergyProduction = 6"; eventually I'd even add a per Ion Power Plant purchaseable "Solar Panels" upgrade to install such panels on top of the structure, granting it +1 power for 300$, available after the main "Solar Panels" upgrade has been researched at the Strategy center

-income is also a huge issue for the Super Weapon General: defenses cost a lot; Saturns should have a Black Market-like money generating ability, increased by the "Supply Lines" upgrade but of minor effect compared to a Black Market; they should be capable of using Chinese Hackers' "Hack Internet" ability that makes them unable to defend the the base or construct but allows them to generate a bit more money than a Supply Drop Zone would, also benefiting from "Supply Lines" there

 -> that way Saturns wouldn't just drain the economy by their high price while adding nothing but actually be of use other than as missile defense and tanky but badly repairable unit with moderate AA capabilities

-special ability-wise I'd grant the Saturn the option to capture structures the unit is really close to by using a Black Lotus-like ability so that this unit can't just guard things but also take them

-as the unit is helpless against anything that stays stealthed I'd grant it passive stealth detection at half it's sight range; that's a reasonable area; exception should be mines and demo traps

-"Energy Capacitors" is available for research at the Strategy Center, even if the Centurion Tanks it is for haven't been selected as general power; I'd rather put this upgrade to use for the Saturn than removing it: increase the Saturn's move- and turn speed by somewhat between 20 to 40% and it's anti vehicle weapon damage by flatout +20% as it's currently laughable how long it takes the "super unit" to take out a single unupgraded, not propaganda tower buffed Overlord tank -> anti vehicle really needs more damage; anti structure and anti air damage is fine; perhaps it's time for a designated anti vehicle TERTIARY weapon for the Saturn that has more of a punch to it while the explosive damage type anti air weapon may also be used against structures so that the anti structure damage remains the same but just vehicles take more damage than currently from the unit

-the structure repair of the Saturn should also be buffed: It should definately be better at structure repairs than a Heavy Dozer and be the next step in structure repairs: 3% repair

=> this is much I'd modify but I view this as necessary; this unit hardly qualifies as super unit because despite being bulky repairing it is an issue so it's only strength is being able to shoot down general power projectiles, super weapons and missiles; that makes it more of a defense turret than anything else; a badly repairable one that, despite being a super unit, doesn't add much of value the base wouldn't have without it


Edited by UsernameUsername, 24 August 2017 - 06:52 AM.


#278 predator_bg

predator_bg

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Posted 21 August 2017 - 10:49 PM

 

...

...

...

First of all, it's glad to see you back, Username.

 

In my opinion, single attack choice (anti-ground, anti-air) for stealth units would be too much micro management. Once manually switching to another weapon, the glitch of not being able to automatically switch weapons will be noticed by the player, and annoyed by it.

 

-Stealth and Assault AI building issues have been fixed.

-Making GLA AI use Radar Vans to deploy AA Radars is under question because of the implementation method. I can use the AT Mines deploy logic used by the Amphibious Transport, though making it less spammy. I'll have to add Radar Vans to some of the attack ways too. Maybe it's a good solution.

-Laser AI in 009 Beta 2 was confirmed to cause crash and was fixed. Building a Squid Drone crashes the game, and it is also being built by the AI. I've seen the game crash many times when a lot of units die at once (especially after a destructive general's power or super weapon has hit an enemy base full of units). I think this one is not fixable. I experimented with bombarding 1000+ infantry on a test map. The result was huge lag because of the big amount of gib (bloody limbs) creation, but the game didn't crash (tried it 2-3 times).

-Pathfinding is a big issue in Zero Hour. We have very little control of it and we can't prevent it from happening from time to time.

-Are you sure about "OrderIdleEnemiesToAttackMeUponReveal"? Does it cause idle units inside AI bases to move?

-Shockwave Bomb is available to Laser and Super Weapons. It was used by Air Force AI too, but I fixed it some time ago (uses Illusion now). I know about this power's spawning problem. It's only a problem when AI uses it. I still haven't looked into it.

-I already fixed SW AI ignoring invalid construction areas when using Defense Drop by lowering science purchase to level 1 (only 1 Patriot).

-Overlapping structures is a problem in small maps, and often with SW AI. However, SW AI must build lots of power plants, so building space gets used quickly.

 

-USA Drones bug was only with defense structures and was fixed.

-Music track cancellation is affected by game speed.

 

-I already cleaned up ParticleSystem.ini. But I can't tell if there's any difference.

 

-"ShareWeaponReloadTime = [Yes / No]" makes PRIMARY, SECONDARY and TERTIARY weapons share reload time. If a unit fires one of its weapons and switches to another, it will finish the fired weapon's reload before firing the other weapon. It is already used in Contra.

 

-Not sure about the "deep stealth". Perhaps it will be overpowered?

 

-Not sure if allowing Dozers to be built in WF is a good idea. US and Chinese Command Centers have a lot of health and are almost impossible to destroy early game unless you lose your factories before it. Emergency Repair is actually very useful as a power.

 

-Stealth could use an upgrade later in game. Heli-packs (as seen on this unit: http://contra.cncgui...hainRender.jpg)were discussed, but nothing was done yet.

-I like the organic heal idea, but it must be discussed with other Contra players too.

 

-I will add more Pilots.

 

-Comanche feedback is good.

 

-Colossus can be buffed without change of concept.

 

-Pave Low's role is long-ranged artillery again. I agree about braking. Combat Chinook is making a return as a close-ranged helicopter. Are you sure that "PreferredAgainst" holds the following entries in priority and the unit is more likely to choose a target from the specified entries rather than the nearest target?

 

-I agree about mines and mine clearers.

 

-B-52 Chimera will be discussed with players.

 

-Valanx recently got a price decrease ($550). Firing passengers can be a nightmare for the GLA early game.

 

-Stealth Fighters are good as they are. They have less attack range, but they are stealth. Super Weapon general does not need and does not have to break through defenses as much as other USA generals. They are effective in taking out a single defense structure or a tech structure. We haven't had an issue with them.

 

-USA aircraft selling option will be considered.

 

-Did "AutoChooseSources = PRIMARY NONE" do the trick with aircraft attacking enemies by themselves?

 

-Black Market aura will be discussed.

 

-GLA Bounty from start will be discussed.

 

-Staged repairs is a good idea not only for Saturn, but also for all GLA super units. Suggested changes will be considered.

 

In the end, I'd like to invite you to join our Discord chat: https://discord.gg/015E6KXXHmdWFXCtt

We have an active community there. We play online games from time to time, and you may even join us in testing the latest private version if you're a good player. A VPN solution is in development by Teteros and we're using it to connect online. It will be integrated into the Contra Launcher in 009 Final if everything goes as planned.


Edited by predator_bg, 21 August 2017 - 10:51 PM.


#279 UsernameUsername

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Posted 22 August 2017 - 09:55 AM

Are you sure about "OrderIdleEnemiesToAttackMeUponReveal"? Does it cause idle units inside AI bases to move?

It doesn't work as I initially thought: all over the map. Sometimes the AI just reaches a critical mass of units and will begin to move once something triggers it from sleep mode to combat mode. That was that. However: units that use this setting are attacked by more targets than units that don't use this setting. Extra units are called due to this.

 

 

 

ShareWeaponReloadTime (...)

Thanks for info.

 

Deep stealth:

I think this would be good: Normally stealth detectors cover a huge area of vision and stealth detection. If "deep stealth" could only be detected at half the distance regular stealth could be detected stealth detectors would still work but detecting such units would take more anti stealth coverage. That'd require adding an extra stealth detection module to units already using one to specifically detect "deep stealth" only at half the regular stealth detection range.

 

 

 

-Not sure if allowing Dozers to be built in WF is a good idea. US and Chinese Command Centers have a lot of health and are almost impossible to destroy early game unless you lose your factories before it. Emergency Repair is actually very useful as a power.

The problem for me is that I only play vs AI, not vs human players so I lack that knowledge how things work or don't work there. I view Emergency Repair as useless later on due to it's not upgradeable repair amount and high recharge time compared to it's use. It's not strong enough to fully repair Airforce General's tanks, it's not strong enough to safe 3/3 artillery strike targeted structures, even if waiting for some hits to time the repair for full potential. The main use for me later on is just Dozer and Sentry Drone repair. In the early game it's quite useful for saving some time and units but just later it's not.

 

 

 

-Colossus can be buffed without change of concept.

Well... no matter how much the structure or it's unit are buffed: using this defense vs Chemical General will just aid the enemy in creating a wall of "Clogged Engines" so that Airforce General can't use additional air units for defense without taking far more damage than with any other type of defense. The failure rate vs Bomb Trucks, even if detected, would also be unique among base defenses as a Sparrowhawk dies to a single Bomb Trucks explosion, allowing the enemy to push on without getting attacked until the next one is respawned and starts attacking.

 

 

 

Are you sure that "PreferredAgainst" holds the following entries in priority and the unit is more likely to choose a target from the specified entries rather than the nearest target?

I specifically tested this by sending a Pave Low vs some China AI units with all at once in range of the target location: some vehicles, some infantry, some defense structures, some regular structures. The unit would auto select the very first target in order but after that one was destroyed it would just target whatever is close by and fastest to aquire. So this only does it's job upon the first arrival. I haven't tested if using the stop button on the unit would reset the targeting order but moving the unit a little should. The Airforce General's AI started to use Pave Lows better as some of these specifically tried to snipe defense structures more frequently and in groups.

 

 

 

-Did "AutoChooseSources = PRIMARY NONE" do the trick with aircraft attacking enemies by themselves?

Scrap that. "guard area" doesn't work anymore as it should with that setting. But yeah, that stops the unit from attacking anything on it's own.

"AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT" is the desired setting. "Guard area" works, single target clicks work, the unit starts from the Airfield if some enemy close by starts attacking but doesn't attack that enemy until ordered or "guard area" is used; the unit rather circles above the airfield until landing again after some time.

 

SuperweaponsGeneral\Units\Vehicles\Avenger ("Object SupW_AmericaTankAvenger"):

Found 2 issues with that one:

1) Anti air range for the dummy weapon is set to 175 while the actual AA laser range of the PORTABLE_STRUCTURE inside is 250; +75 range difference; that'll make the unit drive closer to enemy aircraft than necessary

2) If enemies close by are attacking any structures the unit constantly leaves it's position in an attempt to use it's laser target designator on any ground units attacking. This causes the unit to get shot as it drives in front of the defense opposed to staying behind it as well as the defense to losing it's anti air support at the desired location due to the unit leaving it's position. Applying the same fix as just used for the Auroras and other bombers to this unit makes it stop using it's laser target designator unless manually selecting a unit or using "guard area" command; otherwise a weapon switch or deploy mode would be a solution to the issue.

 

Discord: I don't know what that is. Maybe I'll show up rarely as there's not much to bla about and text form is required for .ini stuff anyway. I'm pretty sure I'm not a good player as I've played vs AI matches only and that's actually what I prefer. Human vs human battles seem too stressful to me and I enjoy constructing pretty bases human players wouldn't let me have.

 

Edit:

Current progress with Quad Cannon "hold fire" / "fire at will" toggle by using a Crop Duster-like fake special power to apply a RIDER logic:

-salvage crate upgrades work: they affect the model and the model's weapons as intended

-stealth works as it should: no innate stealth, no usage of rider stealth

-issue: whenever toggling the RIDER and thus the WeaponSet the unit loses all of it's experience and starts with 0/3 unit experience again

 -> possible workaround: upgrading the OCL by using UPGRADE_VETERANCY_[VETERAN / ELITE / HEROIC] so that additional objects are spawned -> crates that level up the unit again after toggling the WeaponSet along with the single RIDER that makes the WeaponSet change to the according RIDER used

 

Got it working without upgrading the OCLs but have to test it with experience rank upgraded OCL versions later on.

Experience is an issue: "UpgradeOCL" only accepts Science.ini entries. UPGRADE_VETERANCY_[VETERAN / ELITE / HEROIC] entries make the game crash on startup. I guess CommandSetUpgrade wouldn't work either while any of the riders named in the "RiderChangeContain" module would be present as these apply their own CommandSet and override the unit's default CommandSet. If the "UpgradeOCL" command could be made to work anyhow, using the unit's experience, all would work flawlessly. We would be capable of toggling through WeaponSets and spawn levelup crates on the unit to fix the experience issue after changing riders.

 

Further testing: CommandSetUpgrade works despite RIDER logic with unit experience (tested with "Upgrade_Veterancy_HEROIC"). That's a workaround to the unit experience issue but it doesn't address which rider is currently active so both buttons ("Fire at Will" and "Hold Fire") would still be required opposed to a single button for "Hold Fire" on / off. Additionally for fake unit construction further CommandSetUpgrades (+1 per unit experience rank) would be required.

 

Another try:

Got everything working. Really complicated. Posting later...


Edited by UsernameUsername, 23 August 2017 - 07:02 PM.


#280 UsernameUsername

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Posted 23 August 2017 - 08:31 PM

Sooo... to get a RIDER logic using unit that upgrades it's WeaponSet by using a fake special power to spawn an OCL depending on it's experience level and being able to keep it's experience level while not inheriting the rider's stealth we need...

-3 experience-based CommandSets along with the initial CommandSet the unit uses to be capable of reaching access to other CommandSets than the RIDER or default ones ("CommandSetUpgrade" module entries to the unit)

-8 OCLs that apply the correct RIDER logic and spawn the additional experience crates to re-apply the unit experience that is lost upon RIDER change (8x ObjectCreationList.ini entries)

-8 fake special powers that do nothing at all but must each have a unique name (8x SpecialPower.ini entries)

-4 CommandSets in total (default, veteran, elite, hero) with the fake special powers for "hold fire" / "fire at will" among their CommandButtons (4x CommandSet.ini entries)

-a new type of crate that only grants any unit it touches +1 experience level and nothing else (Crate.ini entry)

-to update the fake unit construction-based CommandSetUpgrade so that it uses the new data (haven't done that yet...)

-8 entries in System.ini for the RIDERs

-a pre-installed StealthUpdate module in the unit that is set to "UseRiderStealth = No" and "InnateStealth = No" so that the GPS Scrambler can work to apply stealth and the RIDER doesn't apply stealth or make the GPS Scrambler not work on the unit

-4 WeaponSets: 1x "hold fire", then "fire at will" (no crate upgrade); "fire at will" (one crate upgrade), "fire at will" (two crate upgrades)

-a "RiderChangeContain" module, with "InitialPayload = OCL_QuadCannonFireAtWillObjectRegular 1" (name I used for the RIDER2 state applying object [RIDER1 is "hold fire" mode] once the unit is built, enabling "fire at will" mode by default) with 8 riders: 4 experience levels (regular / veteran / elite / hero) with each 2 entries (hold fire WeaponSet, fire at will WeaponSet per experience level; necessary only because toggling a RIDER using an OCL removes all experience and UpgradeOCL doesn't support upgrades or unit experience but only Science.ini entries)

-8 new CommandButton.ini copy & paste variants for the 8 fake special powers, displaying them as "hold fire" / "fire at will" for each experience level

 

For the Stealth General's Quad Cannon unit (StealthGeneral.ini) -> "Object Slth_GLAVehicleQuadCannon":

 

-the unit's CommandSet needs to be changed to: "CmdSet_QuadCannon_Regular"

 

  WeaponSet
    Conditions = WEAPON_RIDER1 WEAPON_RIDER3 WEAPON_RIDER5 WEAPON_RIDER7
    Weapon = PRIMARY DummyWeapon
    Weapon = SECONDARY DummyWeapon
  End

  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 ;any of these RIDERS can uses that WeaponSet
    Weapon = PRIMARY QuadCannonGun
    Weapon = SECONDARY QuadCannonGunAir
  End
 
  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 CRATEUPGRADE_ONE ;any of these RIDERS can uses that WeaponSet if the turret was upgraded with a salvage crate once
    Weapon = PRIMARY QuadCannonGunUpgradeOne
    Weapon = SECONDARY QuadCannonGunUpgradeOneAir
  End
 
  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 CRATEUPGRADE_TWO ;any of these RIDERS can uses that WeaponSet if the turret was upgraded with a salvage crate twice
    Weapon = PRIMARY QuadCannonGunUpgradeTwo
    Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
  End
 

;OCL = ObjectCreationList.ini entries, the first named OCL is the unit put inside this unit to apply it's RIDER1 to RIDER8 state with the according CommandSet per RIDER
  Behavior = RiderChangeContain ModuleTag_88
    Rider1 = OCL_QuadCannonHoldFireObjectRegular RIDER1 WEAPON_RIDER1 STATUS_RIDER1 CmdSet_QuadCannon_Regular SET_NORMAL
    Rider2 = OCL_QuadCannonFireAtWillObjectRegular RIDER2 WEAPON_RIDER2 STATUS_RIDER2 CmdSet_QuadCannon_Regular SET_NORMAL
    Rider3 = OCL_QuadCannonHoldFireObjectVeteran RIDER3 WEAPON_RIDER3 STATUS_RIDER3 CmdSet_QuadCannon_Veteran SET_NORMAL
    Rider4 = OCL_QuadCannonFireAtWillObjectVeteran RIDER4 WEAPON_RIDER4 STATUS_RIDER4 CmdSet_QuadCannon_Veteran SET_NORMAL
    Rider5 = OCL_QuadCannonHoldFireObjectElite RIDER5 WEAPON_RIDER5 STATUS_RIDER5 CmdSet_QuadCannon_Elite SET_NORMAL
    Rider6 = OCL_QuadCannonFireAtWillObjectElite RIDER6 WEAPON_RIDER6 STATUS_RIDER6 CmdSet_QuadCannon_Elite SET_NORMAL
    Rider7 = OCL_QuadCannonHoldFireObjectHero RIDER7 WEAPON_RIDER7 STATUS_RIDER7 CmdSet_QuadCannon_Hero SET_NORMAL
    Rider8 = OCL_QuadCannonFireAtWillObjectHero RIDER8 WEAPON_RIDER8 STATUS_RIDER8 CmdSet_QuadCannon_Hero SET_NORMAL
    Slots                = 1
    InitialPayload       = OCL_QuadCannonFireAtWillObjectRegular 1 ;this RIDER is in this unit initially and allows it to use the "fire at will" WeaponSet matching unit experience level 0
    ScatterNearbyOnExit  = No
    HealthRegen%PerSec   = 0
    DamagePercentToUnits = 100%
    BurnedDeathToUnits   = No
    AllowInsideKindOf    = PORTABLE_STRUCTURE
    ExitDelay         = 1
    NumberOfExitPaths = 1
    GoAggressiveOnExit = No
    DoorOpenTime = 0
  End

 

  Behavior           = OCLSpecialPower ModuleTag_SpecialPower01
    SpecialPowerTemplate = SP_QuadCannonFireAtWillRegular ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillRegular ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower02
    SpecialPowerTemplate = SP_QuadCannonFireAtWillVeteran ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillVeteran ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower03
    SpecialPowerTemplate = SP_QuadCannonFireAtWillElite ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillElite ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower04
    SpecialPowerTemplate = SP_QuadCannonFireAtWillHero ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillHero ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower05
    SpecialPowerTemplate = SP_QuadCannonHoldFireRegular ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireRegular ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower06
    SpecialPowerTemplate = SP_QuadCannonHoldFireVeteran ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireVeteran ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower07
    SpecialPowerTemplate = SP_QuadCannonHoldFireElite ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireElite ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower08
    SpecialPowerTemplate = SP_QuadCannonHoldFireHero ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireHero ;ObjectCreationList.ini entry (look it up there)
  End
 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Veteran
    CommandSet = CmdSet_QuadCannon_Veteran
    TriggeredBy = Upgrade_Veterancy_VETERAN
  End

 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Elite
    CommandSet = CmdSet_QuadCannon_Elite
    TriggeredBy = Upgrade_Veterancy_ELITE
  End
 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Hero
    CommandSet = CmdSet_QuadCannon_Hero
    TriggeredBy = Upgrade_Veterancy_HEROIC
  End

 

;this makes the unit interact with stealth without the RIDER conflicting (by either applying it's stealth or not allowing stealth to be applied) and makes the unit visible like other regular units until receiving stealth by a GPS Scrambler or something

  Behavior = StealthUpdate ModuleTag_StealthQuadCannon
    StealthDelay = 2000 ; msec
    UseRiderStealth = No
    InnateStealth = No
    StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
    OrderIdleEnemiesToAttackMeUponReveal = Yes
  End

 

--------------------------------------------------------------------

 

SpecialPower.ini entries for fake special powers:

 

SpecialPower SP_QuadCannonFireAtWillRegular
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillVeteran
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillElite
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillHero
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

;---

SpecialPower SP_QuadCannonHoldFireRegular
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireVeteran
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireElite
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireHero
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

 

--------------------------------------------------------------------

 

CommandSet.ini entries for new CommandSets:

 

CommandSet CmdSet_QuadCannon_Regular
  1 = Command_QuadCannonFireAtWillRegular
  3 = Command_QuadCannonHoldFireRegular
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Veteran
  1 = Command_QuadCannonFireAtWillVeteran
  3 = Command_QuadCannonHoldFireVeteran
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Elite
  1 = Command_QuadCannonFireAtWillElite
  3 = Command_QuadCannonHoldFireElite
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Hero
  1 = Command_QuadCannonFireAtWillHero
  3 = Command_QuadCannonHoldFireHero
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

 

--------------------------------------------------------------------

 

CommandButton.ini entries for new CommandButtons:

 

CommandButton Command_QuadCannonFireAtWillRegular
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillRegular
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillVeteran
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillVeteran
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillElite
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillElite
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillHero
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillHero
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

;---

CommandButton Command_QuadCannonHoldFireRegular
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireRegular
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireVeteran
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireVeteran
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireElite
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireElite
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireHero
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireHero
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

 

--------------------------------------------------------------------

 

ObjectCreationList.ini entries for RIDER objects and experience bonus crates:

 

ObjectCreationList OCL_QuadCannonFireAtWillRegular
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectRegular
    Count = 1
    ContainInsideSourceObject = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillVeteran
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectVeteran
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 1
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillElite
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectElite
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 2
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillHero
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectHero
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 3
    DiesOnBadLand = Yes
  End
End

;----

ObjectCreationList OCL_QuadCannonHoldFireRegular
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectRegular
    Count = 1
    ContainInsideSourceObject = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireVeteran
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectVeteran
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 1
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireElite
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectElite
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 2
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireHero
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectHero
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 3
    DiesOnBadLand = Yes
  End
End

 

--------------------------------------------------------------------

 

Crate.ini entry for experience bonus crate:

 

Object LevelUpTestCrate

  ; *** ART Parameters ***
  Draw = W3DScienceModelDraw ModuleTag_01
    RequiredScience = SCIENCE_GLA ; Only GLA players and observers can see us.
    DefaultConditionState
      Model = PMJnkCrate
    End
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Crate
  EditorSorting   = MISC_MAN_MADE
  TransportSlotCount = 1                 

  ; *** ENGINEERING Parameters ***  
  KindOf = PARACHUTABLE CRATE
  Behavior = SalvageCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE HULK
    ExecuteFX = FX_CratePickup   ; FXList to play when sucessfully picked up
    WeaponChance = 0%          ;If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
    LevelChance = 100%           ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
    MoneyChance = 0%           ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
    MinMoney = 0               ; If we get money, this is how much we get.  Make them different to get a random range.
    MaxMoney = 0
  End      

  Behavior = SquishCollide ModuleTag_03
  End

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 75.0
  End

  Geometry = BOX
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 12.0
  GeometryHeight = 12.0     
  GeometryIsSmall = Yes    
  Shadow = SHADOW_VOLUME
End

 

--------------------------------------------------------------------

 

System.ini entries for RIDERs that apply the WeaponSets:

 

Object OCL_QuadCannonFireAtWillObjectRegular
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectVeteran
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectElite
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectHero
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectRegular
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectVeteran
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectElite
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectHero
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

 

--------------------------------------------------------------------

 

The "hold fire" weapon, called "DummyWeapon" in the Weapon.ini also needs an additional entry:

"PreAttackDelay = -1"

This fixes that issue: Force-attacking the ground, then toggling to "hold fire" would make the unit drive towards the targeted location, stay there, play it's animation for firing weapons while nothing happens and remain unable to gain stealth while performing that firing order.

Actually each unit should use it's own dummy weapon, being a copy of the original weapon in terms of range, physics and target priorities so that units despite "hold fire" will still try to aquire targets but not attack due to the "PreAttackDelay = -1" setting and thus also not reveal themselves while stealthed due to the "StealthUpdate" module's setting.

 

This assumes the setting "AutoAcquireEnemiesWhenIdle = Yes Stealthed" exists for the "AIUpdateInterface" module of the unit, which should be the case so units already have their turrets aligned when dropping stealth opposed to still requiring time for that.

 

Apologies if I forgot something. It's a lot of data...


Edited by UsernameUsername, 24 August 2017 - 06:10 AM.





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