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    • In preparation for the sequel, I made some balance changes to the original campaign to make it not feel as hard on certain parts that didn´t mean to, the main post has a summary, but here there are some detailes. -First, I added coloring into the Atreides, it is hard to know if that quad is yours of theirs, same with combat tanks, so I gave them a taint of blue. They only appear on 3 missions, so feel free to not apply if you are using the online color path. The launcher will say a file is missing but it will be playable. -Mission 4: I gave the player some reinforcements, they are rather small as the mission wasn´t too hard to start with, but this will give you a bit room of error in case you under-perform. Also, near the completion of the timer, you will get a harvester for free, which either will speed up the production of tanks on the 2º part (to make the mission less tedious) or replenish the harvester that the sandworm ate, thus making the mission more bearable and not having to restart if you loose one. -Mission 5: the enemy dropped lots of reinforcements, so I removed and reduced some of them; but also the enemy at the top was really defensive. Now the amount of units defending it is smaller, and instead it will build more focused on sending attacks. The attack will be slighly stronger, but it will consist on more quads and less combat tanks and with the reduced/removed enemy reinforcements it won´t feel as bad to try to attack them now. -Mission 6: mission is untouched. Now, due having some buildings as part of a "cutscene", you could always deploy structures there. I never did for testing-balancing purposes, but the thing is that by using it, the mission is easier. Some people may not even be aware that you could do that, so now the game will trigger a message reminding that that area is available so every player has an evenly knowledge of it. This alone speed up the mission so it takes less time to win. Also, there are no longer fake concrete, so now there are more room for extra buildings on that spot. -Mission 7: The mission present a High Tech factory that deliver reinforcements in loops on the Mercenaries, and later on the player if you capture the structure. However, those reinforcements were into used to defend, making the mercenaries to gather an insane amount of units every time they attack. Now they get the same amount of units but those will attack as soon as they land, so the player will have to deal with 4-8 units every once in a while instead of a big 30-40 unit wave (much stronger than the Harkonnen sends on this same mission). Since now the mercs no longer hold the units, they will be less defensive too, so easier to destroy. Overall these are the changes done, done to make some missions less punishing, and enemies less defensive. Maybe a little more aggresive but better to face minor waves often than a massive wave later that may destroy you if you are not expecting it.
    • The creator of the Launcher is Feda, so he is the only one that knows exactly how it works, but just to be clear, the files that are going to be overwriten are named as ".bak", so for example you have the file "template.bin" which contain the units on the game. If my mod make that the raider now cost 5000 credits, that file is already modded. when you play my mission with the that modded file, the launcher first pick up the original "template.bin" and named it as "template.bin.bak", so in the worse case of a pc shutting down, you at least still have the original missions and you can proceed to renamed your self. But also, on the main folder on the game installed, a folder called "MissionLauncherBackups" is going to send the original files that were about to be overwritten, so if the Pc just "break", the best solution is going to that folder and copy everything on it. It probably will contain files that weren´t part of the group copied with this mod but previous mods, but at least you know that copying these files into the proper folder (usually is "\data") is the safest way to recuperate the original state on the game. And to be even more safe, if I am not wrong that mission folder back up copy the file only the very first time, so with the example of the raider, it will copy the template.bin there before applying the modded version, but later, whatever is replaying this mod or 5 other campaigns that modified the cost of other units, it won´t matter, the "template.bin" on the back up folder still will be the one that was originally before loading any mod.
    • Did you download from this post or the all in one installer? (or any other site). Also, if you played other custom campaign/mission prior to my campaign, your game may have loaded wrong stuff on it. The butlerian is a vanilla campaign, which means it doesn´t use any mods, so you know for sure that it is not a mod of mine wrong applied (this campaign showcase intel and tactical map, but it is not modded in anyway). So what may be happening is that you applied whatever mod from other mission, and now the mercenaries (ordos) structures no longer exist, maybe whatever mod reused those structures for a different side, or removed from existing to the ordos/mercs side and, when trying to play my mission, they don´t exist to beging with, thus failing the mission, as mercs loosing any of the heavy/light factories or barracks is what make you loose. So at the end, a random mod removed any of those 3 building from the ordos/mercenaries and because of that you "fail" the mission instatly. Only way is to recuperate the game to the original state, either using files from the "MissionLauncherBackups" folder (if you have it), or reinstalling the game. I know the mission works fine as the previous user just played it right, hard, but right.
    • Yeah I've repeated it on Heartland as well. If anyone wants to see, make sure you wait one month after building the second station and the passenger demand (and other house demands e.g. mail) drops at the primary station.    I ran some tests and the passenger demand recuperation is also worse at the primary station when a secondary covers houses in that same area (even when no trains are delivered to the second station)   only one primary station 11 houses 5 demand initially Jan 2029 3 demand after 6 pax car delivery in Mar 2029 Recuperates to 5 demand in May 2030     one primary station and one secondary station 5 demand initially Jan 2029 drops to 4 demand one month later Feb 2029 2 demand after 6 pax car delivery in Mar 2029 Recuperates to 4 in Apr 2031 Recuperates to 5 in Dec 2031   I think for most of the game it's probably better to have just one station because passengers are the main revenue in the game. Maybe consider a second station if highly congested.     Minor: How does this affect competing stations with AI? You can build stations at where the AI is located. Just by building stations in the same cities as the AI (not even taking cargos) I reduced one AI company's yearly revenue from 2,542,000 to 1,833,000.   Minor: what about 2 stations in one city from a merger? I also found that deleting the primary station and leaving the secondary station will cause the secondary station demand to rise to what a primary alone station would have had. The secondary station now functions the same as if the primary station was there alone. It probably is best to delete AI stations (from mergers) that are in the same cities that you have.
    • I can't recall seeing that before. I've made a note to check on it (might be weeks before I play though). Let us know if the effect is repeatable, especially on other maps.
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