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Mission File Discussion


mvi

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Anyone fancy doing some testing of the mission editor before I release it into the wild?

As always, thats me ;)

As far as I know, the carryalls that make harvester or reinforcement delivery are NOT destructible at all. For example one carryall delivered me a harvester and while it was leaving the map, many enemy rocket tanks and turrets shot at it but it was not destroyed.

Like I said, they are invulnerable. No matter how many rockets are fired, they are undamaged untill after the delivery is complete. After it is complete, they can be shot down normally.

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lGEd9.png

Sneak peak of the current state of event/condition editing, not finished yet and I still need to re-add the stuff from the old mission editor (starting money, tech levels, diplomacy etc)

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lGEd9.png

Sneak peak of the current state of event/condition editing, not finished yet and I still need to re-add the stuff from the old mission editor (starting money, tech levels, diplomacy etc)

Good job, it's a good idea to release it even it is unfinished. There are still features that can help us to make missions. I remade the Ordos campaign (a new story, new alliances) but I really need the .MIS editor for objectives and other stuff. I'll wait for it

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Thanks. Looks like drop down boxes work a little differently in Win 7, I plan on adding coloured icons next to the text as a replacement, though that may be in 0.2 rather than 0.1.

Entering preliminary testing for 0.1 now for the build before the release candidate, I've still got a couple of things to do before I'm on the release candidate.

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Gruntlord6 has already found the unit indexes, however next we need to work out the building indexes:

Currently I know:

2 construction yard

12 windtrap

22 refinery

40 silo

All the above are mentioned in conditions in A1V1

I've also seen other indexes elsewhere that include:

1

11

14

21

39

47

48

49

I imagine there's a lot of indexes and many may be house dependent

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