Magier Posted June 7, 2013 Share Posted June 7, 2013 Hello all,after seeing some video tutorials about the D2K toolkit I decided to create a new mission myself. It will be a hard mission, where you play as atreidis and fight against allied harkonnen, emperor and ordos. Now I got some questions.1. When you create a timed event, when will it trigger? I don't understand what those numbers (1000, 5000 10000...) are in real time.2. When I create a unit spawn event for the AI and set "deploy action" to 2, the units should defend the base, but they immediately go to attack the human player. What am I doing wrong? 1 Quote Link to comment Share on other sites More sharing options...
shai Posted June 8, 2013 Share Posted June 8, 2013 Hello all,after seeing some video tutorials about the D2K toolkit I decided to create a new mission myself. It will be a hard mission, where you play as atreidis and fight against allied harkonnen, emperor and ordos. Now I got some questions.1. When you create a timed event, when will it trigger? I don't understand what those numbers (1000, 5000 10000...) are in real time.2. When I create a unit spawn event for the AI and set "deploy action" to 2, the units should defend the base, but they immediately go to attack the human player. What am I doing wrong?1. 1 second = 60 game ticks, so if you want a trigger to go after 2 seconds type 1202. They might be spawning to close to the player, or the AI is made the send them there Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted June 8, 2013 Share Posted June 8, 2013 1. 1 second = 60 game ticks, so if you want a trigger to go after 2 seconds type 1202. They might be spawning to close to the player, or the AI is made the send them thereThat is a rough number, but its close enough. Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted June 8, 2013 Share Posted June 8, 2013 gruntlord do you know any SOUTION? the house 7 aka sandworm get mcv via carryal then deploy it and sell , ever if adding them tins of cash, they dont build base transferring ai from other house does not help - how to force them to build base not selll their conyard? Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 8, 2013 Share Posted June 8, 2013 gruntlord do you know any SOUTION? the house 7 aka sandworm get mcv via carryal then deploy it and sell , ever if adding them tins of cash, they dont build base transferring ai from other house does not help - how to force them to build base not selll their conyard?i had the same problem.. it seems you should give them a base to start of.. or else they'll sell the construction yard at the beginning.. Quote Link to comment Share on other sites More sharing options...
Feda Posted June 8, 2013 Share Posted June 8, 2013 @magier, DeployAction = 2 should enable free roam for those units, thats the normal behavior. Now who knows why they attack; probably some part in the AI file that sends them to attack. So you set them to spawn at the beginning of the mission? I would recommend to use timer = 1 as it spawns them as soon as the game starts.Now i think that i once tried to use spawn units at a time different than 1 and they hadn't worked correctly,.so try setting the time to 1 and tell us the result. If they still go hunt mode, try using another .misai file for that house. 3 Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted June 8, 2013 Share Posted June 8, 2013 i had the same problem.. it seems you should give them a base to start of.. or else they'll sell the construction yard at the beginning..well actual mission editor "prohibits" from adding "sandworm" house buldings or units as it support only 7 houses , we will need extending the map editor to place buldings for 8th house otherwise they willl keep selling. Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 8, 2013 Share Posted June 8, 2013 well actual mission editor "prohibits" from adding "sandworm" house buldings or units as it support only 7 houses , we will need extending the map editor to place buldings for 8th house otherwise they willl keep selling.for me it happened when i did it for both emeror house and mercenaries house nt sandworm.. Quote Link to comment Share on other sites More sharing options...
Feda Posted June 8, 2013 Share Posted June 8, 2013 Why do u guys start posting things irrelevant to the author's question? Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 8, 2013 Share Posted June 8, 2013 Why do u guys start posting things irrelevant to the author's question?which question?? Quote Link to comment Share on other sites More sharing options...
Feda Posted June 8, 2013 Share Posted June 8, 2013 His first post I mean. Quote Link to comment Share on other sites More sharing options...
Magier Posted June 9, 2013 Author Share Posted June 9, 2013 Thanks for the fast responses.@magier, DeployAction = 2 should enable free roam for those units, thats the normal behavior. Now who knows why they attack; probably some part in the AI file that sends them to attack. So you set them to spawn at the beginning of the mission? I would recommend to use timer = 1 as it spawns them as soon as the game starts.Now i think that i once tried to use spawn units at a time different than 1 and they hadn't worked correctly,.so try setting the time to 1 and tell us the result. If they still go hunt mode, try using another .misai file for that house.You're right, it's probably something in the .misai file because 2 of the enemies immediately attack while the third plays more defensive. Else I did everything like you said. I gave the human player now enough troops to survive that first attack. I think I almost finished the mission now, so it would be great if someone could test it and report bugs or difficulty problems (it should be hard but doable) or give other suggestions how to improve the mission. :-) Edit: deleted the unplayable mission 2 Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 10, 2013 Share Posted June 10, 2013 Thanks for the fast responses.You're right, it's probably something in the .misai file because 2 of the enemies immediately attack while the third plays more defensive. Else I did everything like you said. I gave the human player now enough troops to survive that first attack. I think I almost finished the mission now, so it would be great if someone could test it and report bugs or difficulty problems (it should be hard but doable) or give other suggestions how to improve the mission. :-)I shall test it and if i feel it's good i'll put it up on my website after you give the permission.. 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted June 10, 2013 Share Posted June 10, 2013 Wow, now that's a tough mission! I actually got owned on medium. I couldn't defend both my base and mercenaries' and the thing is that enemies are coming without stop and from all sides. I could upload it on d2kplus.com if you want, but firstly we have to make sure it is doable. :D 1 Quote Link to comment Share on other sites More sharing options...
Galaxy Posted June 10, 2013 Share Posted June 10, 2013 gruntlord do you know any SOUTION? the house 7 aka sandworm get mcv via carryal then deploy it and sell , ever if adding them tins of cash, they dont build base transferring ai from other house does not help - how to force them to build base not selll their conyard? for me it happened when i did it for both emeror house and mercenaries house nt sandworm.. Have you actually gave them practice AI? Missions AI only build back, nothing new... 2 Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 10, 2013 Share Posted June 10, 2013 Have you actually gave them practice AI? Missions AI only build back, nothing new... well ofcourse.. thn wht else shuld we give it?? Quote Link to comment Share on other sites More sharing options...
Feda Posted June 10, 2013 Share Posted June 10, 2013 It shouldn't sell the CY, whatever AI you assign it to. So it's something regarding the Sandworm House index. 1 Quote Link to comment Share on other sites More sharing options...
Magier Posted June 10, 2013 Author Share Posted June 10, 2013 I shall test it and if i feel it's good i'll put it up on my website after you give the permission.. Wow, now that's a tough mission! I actually got owned on medium. I couldn't defend both my base and mercenaries' and the thing is that enemies are coming without stop and from all sides. I could upload it on d2kplus.com if you want, but firstly we have to make sure it is doable. :DWould be great if you would upload the final version :-) I changed a few things, so now it's a little easier. When I tested it, the AI mostly left the mercenaries alone. Edit: deleted the unplayable mission Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 10, 2013 Share Posted June 10, 2013 It shouldn't sell the CY, whatever AI you assign it to. So it's something regarding the Sandworm House index.well i'm telling it once again..I had the same problem with index < 7 also.. Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted June 10, 2013 Share Posted June 10, 2013 Sorry for double posting..The mission was hard to play..I had to bail out but i found error in the Tileset Data so i fixed it and put it up here.. Magier's Mission Fixed.zip As Feda said it was hard even on medium level.. But mercenaries seem more stronger than what Feda Told.. Wow, now that's a tough mission! I actually got owned on medium. I couldn't defend both my base and mercenaries' and the thing is that enemies are coming without stop and from all sides. I could upload it on d2kplus.com if you want, but firstly we have to make sure it is doable. :DIts like survival mode..But this one has been set to extreme..Even i got owned..Try lowering enemy reinforcements so that a player in hard mode can play it and win it even though he might lose his base.. 8)Otherwise a great idea, Magier.. Quote Link to comment Share on other sites More sharing options...
Feda Posted June 10, 2013 Share Posted June 10, 2013 Magier, on what difficulty level did u test it? 2 Quote Link to comment Share on other sites More sharing options...
Magier Posted June 10, 2013 Author Share Posted June 10, 2013 @THE AQIBThanks for the fix. Seems I'll have to work a bit more :D @ aKaFedaYkinI tested it on medium difficulty. Quote Link to comment Share on other sites More sharing options...
Feda Posted June 10, 2013 Share Posted June 10, 2013 Ok. I would also not recommend to use bridges as they are kinda buggy. The ones from BLOXXMAS tileset have some issues for sure. 1 Quote Link to comment Share on other sites More sharing options...
shai Posted June 10, 2013 Share Posted June 10, 2013 Ok. I would also not recommend to use bridges as they are kinda buggy. The ones from BLOXXMAS tileset have some issues for sure.They are buggy because you need to use the right tile data file. Quote Link to comment Share on other sites More sharing options...
athanasios Posted June 11, 2013 Share Posted June 11, 2013 Original one is unplayable. The reinforcements you receive from Starport are peanuts compared to the massive Ordos attack with so may deviators the few deviators you get are devaited uin a snap. You cannot do anything. I managed to survive the massive attack of Ordos but then I was left without any units and no more reinforcements whereas the enemies continue to receive reinforcements. Unplayable. Also mercenaries get wiped out very easily. You have to give them a couple of Carryalls if you want them to be of any use. Their second refinery is terribly misplaced and the harvester takes centuries to travel. I have to check your newer release and see. What did you change? Quote Link to comment Share on other sites More sharing options...
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