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Cm_blast

Fedaykin
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Cm_blast last won the day on March 24

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About Cm_blast

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  1. And because that (that happened to me not so long ago) when I progress on 3-4 maps or I do a really really overcomplicated script (hard to replicate withouth tons of try and error) I do the zip with the map or all the maps and sending to myself to my email. For variety; if all the maps had a direct path will be boring, and on this map you are being assaulted from behind, so I give that much wallkaround so the AI spread his units a bit more. And this map it's already hard enough, you don't want me to do a "only infantry path" to help the AI to merge units better (they don't send as many anyway; it's a heavy vehicles strengh the ones that do the damage. I keep trying. Random drops, enemy harvesters that go into your mining spice areas (un purpose) so if you don't hunt them down you will have tons of trouble, Ais that focus another AIs naturally, even ignoring the player, etc... or just the puzzle maps from the Glory trio campaigns, some barely can be considered "dune 2000" at all. Literally a point and click adventure XD. (but as Sierra games, you can die). well, when the time comes I will ask you which more of them you change it and you will tell me "alright, on mission 1 play version 2, on mission 2 play version 1" and so on. Not now, I will ask when you are finished with your current thing (and I finish mine campaign as well). Making the players starting with no units or VCMs it's easy; forcing then to start with whatever tech/money and use the script to give to them the amount you want at =1 ticks it's also not complex to do; the more trouble you may get it is if playing coop they use the handicaps or not, and if I recall correctly, Ais always make use of the handicap advantage for those type of maps, so you need to also workaround the enemies that are going to overharvest and produce an insane amount of units thanks to your 40 unit build rate or whatever quick number you have. Another problem it's if you place an Imperial side with a few combat tanks, even if later on the lobby you said "that AI should be Ordos" (index Ordos) even if the player add an AI to be Ordos and green, he still will use The Harkonnen combat tank (or at least I remember that happening back in time), affecting your proportions. So yeah; can be done, but it will require lots of thinking. Since executing C&Cnet update my config file that makes my game looks blurry or with two black bands at top and bottom... I totally out from skirmish games (I think there is a way to try skirmish maps withouth going for the forced update, but I don't want to risk my game anymore). Ps: this another reason I wanted to include your skirmish map on the main index, because myself I am not going to click on C&Cnet ever again, so if I ever want to try manually that map, I won't ever know where to find it anymore.
  2. it's more "the order into the chaos"; I have so many zips and folders that my "mission" main folder it's a mess. 1 night it's not enough for the long term. On the RPG Maker I made 1 part of the game more harder (and a bit unfair) due this reason. Let's say that the game progress from the 1/10 difficulty, increasing 1 by 1 through the story (probably not, but for simplicity let's say that I manage to get a perfect balanced); then, where a 5/10 should be, suddenly it's a 9/10; after this scene, games drop to 5/10 again and continue for there. And this happens for a single reason: too many tests. Test you map and see if happens; then test if you step here and there, and the other there, and on there... The scenario has 50 swirls <-- (well, more) so I tested a good amount of them (steping into them and you get a game over); So I was forced to play the same scenario 20-30 times to at least try a good amount to be sure. What happens is, my mechanics on this scenario were so trained that the scene looks too easy, so I make the enemies go faster and faster... 3 month laters; I no longer can be the scene on the first try because you need to be almost perfect (moving non-stop) to not be caught, and all was because of that: tons of testing. May happens the same here on dune (or any game that you play the same thing over and over); In fact you tell me at some point that you are "rusty" and you loose a map that you beated before with no problem, same point. But of course, I talk about lots of repetitions; if you test 2-3 times and wait 1 day after another try that's aceptable. May depend on the map, from time to time I keep doing a slighy modification on the proportions, with 3 for foot units, 3 for light vehicles, 1 for the siege and 2 for the others. Another way it's too generate an initial spaw with 4 siege tanks (and 1 missile, 2 quads, etc...) so you know the AI won't produce the siege until he don't have at least 6 of the other tanks first. Or simply placing them on the map. Yeah; I place the rock areas of the main bases and then I do the details, but sometimes when I try to try a different layout I try to do some details first just to measure how will look together. For example, on this last campaign I are creating there is a rift that goes from the bottom of the map around an enemy base, cross the middle-left part of the map and reach the player's base. So there is 70% of the vertical map covered with a very large rift. Westwood have something like that if I remember well; I just wanted to try something similar, at least it's slighy different; also I tend to let the main path (AI and player) clear, even if I add a small rift or other details here and there; it's hard to me to deliberately block the path (from time to time I do; like a big rift that forces both player and AI to do walkaround; if you remember that hard map of mine with the sietchs behind you, the enemy base to the right and a big mountain in the middle, things like that. I don't think so, there is always room for something new or unique. The Ordos glory campaign implemented the "mower", a totally new and unique "weapon" in a very clever way; in just 1 map he though on something that I didn't ever imagine to achieve. <-- and I don't remember if any other RTS has something like this; maybe similar or maybe more subtle, but not exactly like this, I think. Also this map, with the lauout of the buildings present of the map (the map itself it's an skirmish map, if you know which it is, the one that it's 80% rock where players can conect each other using concretes); all those buildings separated in a big rock area reminds me of the Age of Empires type of games, you know, games that taking a building (withouth siege vehicles) takes an eternity and the map it's filled with 200 buildings or something like that (simulating that you are in a big city). Also, I didn't knew that the deviators had a bug that can make deviated enemies stay forever in an specific situation; with that he achieve something I wanted to do long time ago, a "colecting" enemy vehicles by deviate them, on the map you need to colect like different 10 vehicle units or so; I couldn't beat the map because I didn't understood the part where he explaine it; but it totally works, you can have units deviater forever in a specific situation. And with that, a new door for new ideas opened. The reason I want to play from time to time even the most classic campaign. Alright; I guess I will play the whole stuff again once again xD, when it is done, and since your maps usually takes me a while to beat, you will have plenty of days to redo whatever you found on map 15 or 18 or whatever xD. When the time comes I will ask you which maps changes the most; I mean, if the mission 2 version 1 it's the same as before (or just a slighy change) but the version 2 now use that shock master vehicles then I will prefer to play the version 2 this time just for variety (the new campaign I will play all the levels).
  3. This happens not too long ago, except for the step 4. but yes; I changed things; then I repeat until the game was in a weird state that the AI and the player gets becoming stronger to the point the map totally loose the point. Good thing I like to create a zip with the maps every few days, so I still have the options to recover a more stable state. This heavily depens on the difficulty you are trying to get on a campaign If you are targeting for an easy campaign even if the campaign it's too easy you can just continue (you can even wasted money or kill your own units to compensate) but finishing the map; even if the map wasn't as easy as expected it's not probable that you will make the map hard at all. If you are targeting for a hard map, well, if you don't survive the first 10 minutes you need to try again until you get what you want. Testing too many times a map it's also bad (repetitions will give you the wrong idea of the difficulty of a map, since knowing what/where/who it is coming to your base are values that you don't have if you play it blindy (or replayed it after 1-2 months when you don't remember all that stuff that good). From time to time I like to drop an enemy reinforcement of troopers/siege tanks (other vehicles may work) in a spot that they need to do plenty of walkaround, during that time you have your precious AI produing combat tanks instead the siege tanks. I like that part of the first screen. There is a point that I feel I keep doing the same layout over and over; this is why I want other people to create new maps too. By the way; I know you added new stuff like that Tesla Coil, but also those other units (apart for the modified quad and etc; I mean the electric raider, whatever name you give to him xD); my question it's. Those units will be present on the previous smuggler campaign? Even if they are just to enemies to use, but I wonder if they will appear or you will try to maintain the new units as new stuff for the "expansion".
  4. Sad, the harvester/mower map was very clever; I never could imagine a map like that. If you want some ideas you may want to play the Luminar's Fremen campaign or my own campaign; Fremen only have 2 campaigns, but mine campaign it's a baseless campaign (you don't produce units at all) but you may get ideas for those 2 and mixing togheter. Luminar's make use of "black Fremen" and "rainbow Fremen" as multiple factions, and since you are already using Luminar's binaries to do your own campaigns, you can still reusing to make a Fremen campaign on your style with any ideas you may have for those guys; dunno, AIs deploying bases being allied Fremen factions that help the player; spawns/reinforcements from a near Fremen Tribe that help you or that attack you because reasons. Dunno. Just remember that my campaign don't use moded files (the map will be too easy, since the Fremen are really strong on your modded file); but if you only want to go through the maps easily you still can use it. Overall yeah, playing the Fremen campaigns can give you ideas mixing different campaigns or just 1 idea that Luminar or myself did for a small map you can improve it into a much bigger map or even multiple maps. Ps: You know, the use of deviators to use on enemy units and using them to destroy his own base was something I never think about, and I have 2 maps in which I literally make the deviator the core of the map, but I never through on using them that way.
  5. In the megadrive yes, in the PC versión I don't think so. The best way to really test any difference could be using an editor (I used to have Dune Legacy to do the fast editing, saving the .ini file created and then playing the map in the original game) and place both units in horizontal 4-5 tiles away to shoot each other.
  6. It's fine, you already made tons of stuff to us with the editor and all the options that the old editors couldn't even dream of have. There is a question I want to ask you. Could be any way to translate your editor? If I am not mistaken with the .txt and .ini I can write "soldado" instead Trooper or whatever instead "Light Factory", but can I change "reinforcements" for whatever word I want? or that would require using whatever program you use to create the editor or something like that? (this is more a personal curiosity; like you said in your post, not that many people use the editor to in deep to need a translation, but I was wondering if that can be done; however I doub I ever do it any day). Anyway; thank you for ever trying an initial random map generator. Copy and paste some parts could do wonders to newcomers to create at least their maps partially.
  7. Yeah, more or less I can get an aproximate idea on how strong or weak the AI it's going to be even before pressing the testing button (at least on regular maps); usually later I need to reduce the initial units (because 20 are too much) and/or increase the money (because 5000 credits runs out of money too fast), things like that. Some times I keep changing things until the AI do something really really weird and I need to rever like plenty of changes because the thing it's out of control. I wish some day we learn how to measure the Guard Group size; it's really hard to know if I set 500 on this base or 800 on that base which one will have the biggest amount of units wandering around. I was refering to the player, now I was controling "the units defend too well, you don't need to produce then" so I reduce a bit the initial units; next you totally need the Barracks, so that's fine, but the initial money it's too low, you cannot build the Barracks and some upgrades needed and still building the ref, so I increase that. And now I am on that point, how many starting units and money the player have and maybe delaying a bit the AI attacksto let him group his attack just a bit more (it's a first map, so you know it's a low tech battle); but since it's not exactly a "normal" battle I need to heavy control that the player must build the barrack and use part of the money (while not spending all) to protect instead rushing the objetive. And yes; the oriiginal D2k campaigns do that all the time; it also gives some creativity to send 2-3 missile tanks early as an attack, instead the 1:1 traditional proportion that will come later (and even if you use different proportions, the enemy attacks will always be the same size/value overall; with reinforcements you can send 2 devastators out of nowhere) <-- this is something I miss a bit on my old campaigns, my first Imperial campaign has a %10.000 ticks or something like that on loop to drop 2 sonic tanks for no reason, just that, a 2 sonic tank attack that could decimate your sardaukar if you don't paid attention, but nothing more. Which, by the way; there are so many westwood made dune maps with mistakes... like a few maps with less that 100% of energy (and not only the final maps from the Atreides, but there is another with the same problem) and an Imperial base that buy stuff with the Starport, I guess because the starport delivery it's set to a side with no Starport; I guess Westwood were "ok; we are trying to give stuff to the Imperials but the code doesn't work for some reason... we don't have time for this, I'll simply turn out the AI to just buy his own stuff. Save map. release game". Or the second map tutorial "do upgrades this and that"; I think on 1 map it's missing tha part of the tutorial while on the other version of the same House it's there.
  8. Is always the final draft state and always need a change again xD. Still will take time to finish mine, after multiple plays, the AI is not going the force I was expecting, so now I need to reconsider (and/or make weaker the initial units, or the money, or...) so yeah; so far I am having trouble just because my first two maps are not traditional maps.
  9. ALright, seems that you are not too far for ending this thing (besides the testing part); I Keep reading the overall text on your post but ignoring more the spoilers; I already remember a few maps I tried before but I prefer to wait until everything it's done to finally be able to play the whole thing in one run. "Changed" and "again" are like your two favourite words xD. I also am working hard on my campaign, so we'll see who finish it before :P.
  10. Welcome back. We will see an Imperial/Frmen/Mercenary... Glory campaign in the future?
  11. I can confirm the Fremen have better stats, at least they have much more health than the regular units. They can take a few Rocket Turrets shots before seeing his HP draining. There are moders that created their own campaigns with those factions and giving new/different units, they will know better the inners of the units in the game.
  12. Would be interesting to be able to add custom things also, but I don't know if he ever will finish the proyect. Klofkack it's also doing a random map generator, so you can ask him as well if you want.
  13. Here: https://forum.dune2k.com/topic/27380-coloursbin-research/page/3/?tab=comments#comment-394728 Easy to use, and the lastest version has a "restore" button in case you make a mistake to revert the original state. Oh, you were fasater than me; anyway; I am curious about which new colors are you thinking for your campaign.
  14. Aquí otro español. ¿Cuanto nivel de inglés tienes? por escribir los posts un poco para todos, de todos modos, te echaré una mano por privado.
  15. Yeah, but you still need to add the player; if you make a "4 player map" could be hard to understand to and a fifth, and if there is only 2 human player then won't be possible, I guess. I didn't know that in OpenRA had those different graphics. Rifts that go into rock instead sand could get more interesting layouts withouth breaking the base or things like that, but then you need to remove other part of the tileset. I think at some point I saw the rifth with a way to enter the infantry that, instead on sand, was with rock; I cannot remember where I saw that (or when).
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