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Fey

[Release] Smugglers Campaign

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43 minutes ago, Fey said:

Hey @Runtowin , thanks for the heads-up. Do you suppose I should remove the Medium Gun Turret at the front of the base?

I'm already up to S8V1 in the campaign revamp and I think y'all are gonna like the changes! Following your advice and Cm's, I've added new terrain and boosted aesthetics and practicality of various areas on the map, upped the difficulty leading up to S7V1, S3V1 has received a time limit for making friends, and more.

That one got destroyed quite early in my game, removing it won't make any impact, I think. A viable option imo is reduce no-crush zone in front of your base.

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Good idea. Thanks!

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Ayy lmao the new update's out. Lots of bug fixing, aesthetic improvements, uhh... stuff. Here's a changelog:

CHANGELOG:

Spoiler

General:
 - Objectives relocated to the top of every briefing.
 - Strategy section of OP updated.

S1V1:

Spoiler

 - Sumadi's evaluation must be completed within 8 minutes.
 - Worm now ignores its starting corner.
 - Imperials build and attack more often.
 - Imperials' initial attack pushed further back.
 - Imperial emergency build rate nerfed.
 - Imperial unit composition adjusted.
 - Imperial reinforcements adjusted.
 - Starting units reduced.
 - Minor terrain changes.
 - New dialogue.

S1V2:

Spoiler

 - Sumadi now only trains Light Infantry in defense.
 - Sumadi's reinforcements have been removed.
 - Large Gun Turret added for Imperials.
 - East Imperial defense zone expanded.
 - Medium Gun Turret added for Sumadi.
 - Imperial unit composition adjusted.
 - Imperial reinforcements added.
 - Imperial starting units added.
 - Imperial build rates buffed.
 - Minor terrain changes.
 - Smuggler Grenadiers added.

S2V1:

Spoiler

- Fixed a glitch causing Imperial forces to wander aimlessly.
 - Gathering objective increased to 15,000 Solaris.
 - Imperial AIs will attack sooner and more frequently.
 - Imperial AIs will now build more light vehicles.
 - Imperial AIs will build units more often.
 - Imperial AIs have less starting credits.
 - Adjusted enemy unit composition.
 - Added possible Imperial reinforcements.
 - Removed all infantry rock at the smuggler base entrance.
 - Smuggler starting units nerfed and spread out.
 - Added possible smuggler reinforcements.
 - Existing smuggler reinforcements changed.
 - Starting credits increased.
 - Starting Carryall removed.
 - Moderate terrain changes.

S2V2:

Spoiler

 - Smugglers now receive credits for any structure captured.
 - Fixed a glitch where the Imperial MCV would not respawn.
 - Fixed a glitch where weird Imperial units would appear.
 - Fixed a glitch where the mission became unbeatable.
 - Buffed Fremen light vehicle build rate slightly.
 - Added a countdown timer at 5 mins left.
 - Imperials build and attack more often.
 - Adjusted enemy unit composition.
 - Player begins with zero Solaris.
 - Player receives 15,000 Solaris.
 - Added Fremen starting units.
 - Minor terrain changes.

S3B1:

Spoiler

 - Fixed an issue causing a long pause at the end of the mission.
 - The two enemy Trikes should appear simultaneously more often.
 - Two enemy Sardaukar elites now impede Summers' progress.
 - Added two Imperial Grenadiers.
 - Minor terrain changes.

S3V1:

Spoiler

 - Map renamed to "Deal with the Devil."
 - Can no longer beat Atreides before allying with Harkonnen.
 - Ten-minute time limit added for negotiation phase.
 - Atreides reinforcements adjusted.
 - AIs' unit compositions modified.
 - One smuggler Wind Trap removed.
 - Smuggler Silos relocated.
 - AIs buffed in general.
 - Major terrain changes.
 - New dialogue.

S3V2:

Spoiler

 - Map renamed to "Hawk's Glare."
 - Atreides AIs have more starting Harvesters.
 - Atreides AIs have less starting credits.
 - Harkonnen AI builds more Harvesters.
 - Harkonnen AI reserves more credits.
 - AIs build more light vehicles.
 - AI unit compositions adjusted.
 - AI defense areas adjusted.
 - Moderate terrain changes.
 - Two new Spice Blooms.
 - Atreides AIs buffed.
 - Mercenary AI buffed slightly.

S4V1:

Spoiler

 - Harkonnen and Ordos build more light vehicles.
 - Harkonnen Refinery swapped with Repair Pad.
 - Harkonnen have 3 more starting Harvesters.
 - Harkonnen become hostile 5 mins sooner.
 - Harkonnen starting units changed.
 - Ordos have 4 more starting Harvesters.
 - Ordos and Mercenary Carryalls removed.
 - House Ordos will call for you sooner.
 - Time limit to reply to Ordos reduced.
 - Ratio for Ordos casualties lowered to 1.1.
 - Additional turrets added in enemy bases.
 - Harkonnen and Ordos AIs attack more often.
 - Durant gifts Rowe a Harvester at map start.
 - Durant can rebuild structures.
 - Durant now trains Grenadiers.
 - Mercenary base relocated.
 - Major terrain changes.

S5V1:

Spoiler

 - Harkonnen unit composition slightly adjusted.
 - Harkonnen attack priorities adjusted.
 - Harkonnen initial build rate nerfed.
 - Harkonnen later build rate buffed.
 - Harkonnen build rate increases sooner.
 - Harkonnen emergency build rate nerfed.
 - Starting smuggler Harvester and Carryall removed.
 - Smuggler starting credits reduced.
 - Smuggler starting units increased.
 - Smuggler reinforcements decreased.
 - Harvesters added for Harkonnen.
 - Smugglers receive a Harvester on initial Starport delivery.
 - Harkonnen spending thresholds raised.
 - Reduced Ixian reinforcements.
 - Moderate terrain changes.
 - New dialogue added.

S6V1:

Spoiler

 - Added starting Harvesters for Atreides, Harkonnen, and Mercenaries.
 - Dunes added around Durant's base.
 - Moderate terrain changes.
 - Spice blooms relocated.
 - Spice fields added.
 - AI unit compositions adjusted.
 - AI build rates adjusted.
 - Harkonnen and Atreides attack sooner.
 - Imperials attack later.
 - Enemies attack more often.
 - Starting Carryall removed.
 - Slightly increased Ordos reinforcements.

S6V2:

Spoiler

 - Added starting Harvesters for Imperials, Atreides and Mercenaries.
 - A battle is already underway at the start of this map.
 - Atreides will deploy Sonic Tanks once in a while.
 - Minor Atreides reinforcements added.
 - Build rate for enemy AIs improved.
 - Major terrain changes.
 - Additional production structures added for Imperial AIs.
 - Starport added for Atreides AI.
 - AI unit compositions adjusted.
 - Additional defenses added around target HTFs.
 - Various structures moved around.
 - Some Imperial base defenses removed.
 - Mercenary base layout adjusted.
 - Starting Carryalls removed.
 - Spice fields added.

S7V1:

Spoiler

 - Fixed an issue causing weird Imperial units to appear.
 - New bases and defenses added for Sumadi.
 - Summers' MGT replaced with LGT.
 - Summers' starting units reduced.
 - Sumadi's starting units reduced.
 - Summers' Starport delivery added.
 - Sumadi's defense zones adjusted.
 - Sumadi's reserve cash increased.
 - Enemy unit composition adjusted.
 - Enemy AI build rates adjusted.
 - Enemy AIs attack less often.
 - More Spice fields added.
 - Major terrain changes.
 - New dialogue.

S8V1:

Spoiler

 - Atreides and Imperial starting credits decreased.
 - Atreides and Imperial starting Harvesters added.
 - House Ordos starting credits increased.
 - All AI unit compositions adjusted.
 - House Atreides has 3 Palaces now.
 - The Fremen will have more tanks.
 - Imperial turrets added or moved.
 - Spice fields and blooms changed.
 - Friendly reinforcements added.
 - Atreides base layout modified.
 - House Ordos attacks sooner.
 - Enemy reinforcements added.
 - Enemies attack more often.
 - Major terrain changes.
 - New dialogue.

S9V1:

Spoiler

 - Player no longer needs to lose all Stealth Raiders to progress.
 - The death of the local Fremen Naib is announced.
 - House Ordos now builds up from nothing.
 - House Ordos now has an optimized AI.
 - Mercenaries now build a few tanks.
 - Spice fields and blooms changed.
 - All AIs' unit compositions adjusted.
 - All AIs use more Harvesters.
 - Enemy base layout changed.
 - Enemy AIs build faster.
 - Major terrain changes.
 - Dialogue changed.

S9V2:

Spoiler

 - The death of the local Fremen Naib is announced.
 - Fixed a glitch causing issues with allied AIs.
 - Enemy AIs' unit compositions adjusted.
 - Enemies' build rates increased.
 - Enemy starting credits reduced.
 - Enemy AIs use more Harvesters.
 - Enemy cash reserves increased.
 - Imperial defenses adjusted.
 - Enemy base layout changed.
 - Imperial Repair Pad swapped with Starport.
 - Possible smuggler reinforcements added.
 - Starting engineers increased to 10.
 - Modified allied reinforcements.
 - Spice fields and blooms changed.
 - Major terrain changes.

FULL MAP IMAGES: https://imgur.com/a/6uRhL79

Huge thanks to @Cm_blast and @Runtowin for playing through and giving me the vital feedback I needed to make this campaign even better. If you play through the campaign again, I hope it's even more fun! As you can see under the spoiler above, there were a lot of changes made.

On 5/7/2018 at 8:17 AM, Runtowin said:

ping. sorry, @Runtowin wasn't working :P

I did quite a lot of testing, so the campaign should be more or less bug-free now assuming something else didn't get screwed up. It's also tuned for a higher difficulty, and I made sure things were still possible on hard mode. S2V1 middle strat, S7V1 in general, S9V2 in general, it's all been cleared. In good times, no less! S9V2 was cleared in like 40 minutes on normal mode, S2V1 on hard was cleared in 15 minutes, so it's about what I'd expect. There's just more action on a lot of maps.

If you guys wanna test again, or if anyone else is reading this, here's a list of extra stuff you could attempt on each level aside from anything you guys might come up with to try and break the maps somehow. For levels with multiple categories, you do not need to attempt both challenges on the same run of the map. I will provide context for each challenge.

Spoiler

S1V1:
 - Beat it on Hard Mode.
 --- According to my calculations, the new Hard Mode version of S1V1 should give you enough time to complete Sumadi's evaluation, but not quite enough time to build up enough troops to take out the Imperials as soon as they arrive. It should be a legit 1v1. In the case that it is, I want to hear how it goes!

S2V1:
 - Defend the ridge in the center of the map.
 --- I've removed the infantry rock at the main base and put expandable rock on the ridge, so I want to know if this seems like a more viable strategy now. If you want tips for holding the ridge, see the strategy section in the OP for this map.
 - Defeat the Fremen and destroy their Sietch.
 --- The Fedaykin warriors show up at the same time as some Imperial reinforcements and, as you surely know, Fedaykin are powerful infantry units. Even though only 10 Fedaykin attack, it should make things more difficult to kill the Fremen and then deal with that later.

S2V2:
 - Beat it on Hard Mode.
 -- This map has a timed component and a Spice component. With the more expensive units on Hard Mode, more time to train them, and more aggressive Imperials than the previous update, defending the Sietch to the time limit should feel like a struggle. Let me know how dealing with those Siege Tanks goes, guys!

S3V2:
 - Become enemies with the Harkonnen.
 --- Not only do you have another opponent to contend with, if only briefly, but you also don't get help fighting the Atreides.
 - Attack the Atreides before the Harkonnen arrive and successfully destroy a non-turret structure.
 --- This map should still cater to aggressive playstyles despite the increase in Atreides production.
 - Do not allow any of Durant's turrets to fall.
 --- Given the stronger enemy attacks, I want to know how it goes trying to keep all the perimeter turrets intact.

S4V1:
 - Ally with House Harkonnen against the Ordos on Hard Mode.
 --- House Ordos becomes your enemy if they suffer enough casualties AND if they lose a certain amount more units than their enemies have. The Ordos and Harkonnen attack each-other in such a way that it should never result in Harkonnen alliance without your interference, and your interference is made much more difficult on Hard Mode. Can you deal enough damage to the Ordos with such limited units to impress the Harkonnen and maintain your alliance with them?
 - Expand to the location just southwest of the Harkonnen base, then use it to fight the Harkonnen.
 --- The Ordos shouldn't show up and get into a fight in the middle of your expansion after the first time they attack before the time limit is reached. Probably. If they do, not for long before the time limit is hit. You should be able to set up there early, during the phase of the map where alliance is still dubious, and fight the Harkonnen before the Ordos are officially your ally.

S5V1:
 - Defend your initial position against the Harkonnen.
 --- It's very easy to just want to give this location up, but with a few extra turrets, keeping it can speed along your production and construction.
 - Expand to at least two locations.
 --- The rock islands are decently sized, but another island or two can help spread Refineries around. Feel free to use Medium Gun Turrets as much as you'd like.

S6V1:
 - Expand to the southern rock island.
 --- There's more Spice there, but you don't have the Ordos to defend you.
 - Build and upgrade a Light Factory before building your Heavy Factory.
 --- Upside? Cheaper units, quicker responses to attacks anywhere on the map, and Durant gets 6 tanks instead of the 6 light vehicles he'd get if you got a Heavy Factory first. Downside, you can't pump out Harvesters so soon and you'll lack heavy armor. This should be an equally viable strat to defend midfield, assuming those light vehicles are supporting infantry in the rocks and flanking enemy forces around the turrets.
 - Do not allow any of Durant's turrets to fall prior to the Atreides or Harkonnen bases being destroyed.
 --- Good luck. It's unlikely this is even possible but I'd love to hear what happens when someone tries.

S6V2:
 - Penetrate the Imperial perimeter and destroy a non-turret structure within the first 20 minutes.
 --- They really try their best to defend now. Try attacking with your mercenary allies and expanding to the rocks northeast of your starting position.

S8V1:
 - Keep Durant's base operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive until he can become strong.

S9V1:
 - Keep Durant's starting Wind Traps operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive against powerful enemies.
 - Do not disable the Large Gun Turrets in the main Imperial base during your assault on it.
 --- The main Imperial base has a couple of isolated Wind Traps southwest of it, just outside the wall. Destroying them takes down the power if you've taken out their expansion as well, but I want to know if it's that much more a hassle killing them without disabling the turrets.

S9V2:
 - Keep Durant's base operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive until he can become strong.

That should be all for now. Can't wait to hear what folks think of this update!

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On my backlog together with Cm_bast's new mission, I'm going to replay this after the next update of my campaign.

6 hours ago, Fey said:

S9V1: Keep Durant's starting Wind Traps operational.

Lol.

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Posted (edited)
2 hours ago, Runtowin said:

On my backlog together with Cm_bast's new mission, I'm going to replay this after the next update of my campaign.

Sweet! :D I hope you find it much, much more enjoyable than the previous update. I took yours and Cm's advice to heart! What do you think of the changelog? How about the full map images? 😮

2 hours ago, Runtowin said:

Lol.

Hey, I managed to do it! :P Although in case they do fall, Durant now has a good deal more space on his expansion island. Hopefully enough to replace the Wind Traps AND build that fancy new Heavy Factory!

No worries if you skip out on or fail one of the above challenges; those are just for testing purposes. "Is this a plausible strategy," what can be done to make it better, you know. Perfection is always a step away, so one must keep developing his craft. :)

Edited by Fey

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Posted (edited)

Minor update: A critical error was discovered with one of the event reduction methods. It turned out that the player would not receive more Harvesters if they ran out on S3V2 due to how that worked. That's been fixed now. I also made a few more changes since I needed to update that anyway:

CHANGELOG:

Spoiler

General:
 - New text and mod files added to OP.
 - Imperial Palace renamed to Golden Lion Throne.
 - Ix Research Center renamed to, simply, Research Centre.
 - Non-stealth Fremen re-named to Fremen Warrior.
 - Stealth Fremen re-named to Fremen Fedaykin.
 - Sardaukar renamed to Sardaukar Elite.
 - When an Airstrike is ready, the announcement states that Ornithopters are ready.
 - Fremen Warriors are trained faster.
 - Fremen Warriors deal slightly less damage to vehicles.
 - Fremen Warriors deal slightly more damage to infantry.
 - Fremen Warriors and Fedaykin are tougher.
 - Grenadiers are trained at the same rate as Troopers.
 - Engineers are equipped significantly slower.
 - Fixed an error involving Sardaukar.

S2V1:
 - Imperials now use more of their starting units to attack sooner, with greater ferocity.
 - Imperials' base layout changed. The new positioning has a minor effect on gameplay.
 - Imperials train more infantry.

S2V2:
 - Fremen will receive passive reinforcements when the situation gets desperate.
 - The unit you must escort will now read "Rowe Summers" when moused over.
 - The Sietch will appear as Sietch El-Sayal if you mouse over it.
 - Player begins with 5,000 credits and receives another 10,000 later.
 - Imperials' unit composition changed on Easy mode only.
 - Imperial reinforcements arrive sooner and slightly less often.
 - Imperial reinforcements arrive closer to the Sietch.
 - Imperials receive one Siege Tank on their final reinforcement.
 - The infantry rock at the starting location can now be used.
 - Fixed a terrain error where tiles were mistakenly unshaped.
 - Saud Nagi's death is announced.
 - Imperials set up two MCVs.
 - Starting units changed.
 - Sandworm relocated.

S3B1:
 - The Sietch will appear as Sietch Mushtamal if you mouse over it.
 - Rowe Summers once again appears if you mouse over the unit you must escort.
 - The Fremen Fedaykin now appears as "Issam Nehara" if moused over.

S3V1:
 - Primary objective clarified.
 - Atreides base has additional fortification.
 - Some walls in the smuggler base removed.
 - Harkonnen build and attack more often.
 - Reduced timer by 5 minutes.
 - Smuggler Harvester added.

S3V2:
 - Atreides base has a Large Gun Turret.
 - Atreides defense zones adjusted.
 - Mercs have a Large Gun Turret.
 - Mercs train Grenadiers now.
 - Minor terrain changes.

 - Fatal error rectified.

S6V1:

 - Very few Large Gun Turrets on the outskirts of enemy bases.
 - All enemy bases have additional Large Gun Turrets within their perimeters.
 - House Harkonnen has a second Heavy Factory instead of a second Barracks.
 - Additional infantry rock added in the Atreides and Harkonnen bases.
 - Durant's Outpost will now appear as such if moused over.

S6V2:
 - The Imperial Air Towers are now named properly. One must be captured to view the name.
 - Durant's Outpost will now appear as such if moused over.

S7V1:
 - Your opponent's Outpost will now appear as such if moused over. It must be captured to view the name.

S9V1:

 - Giraud's Outpost will now appear as such if moused over. It must be captured to view the name.

S9V2:
 - Fixed a glitch causing Atreides infantry to be trained from the Fremen Sietch.
 - Opened up the terrain on the northwest end of the first Imperial base.

Sorry about that. :) If anyone finds any more errors, please report them so I can continue to try and improve this campaign. Thankfully, no other maps had that error but I still needed to update to fix it on S3V2 since I consider that a major error. And, that other glitch on S9V2 that just looked silly, I simply had to fix that...

Edited by Fey

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Hey guys! New major update for this campaign. The map files and stuff have different names, so you can delete the old files. The new DL is in the OP.

Why suddenly a major change, especially one that incorporates something as potentially annoying as changing names and necessitating the deletion of old files? Well, I'm thinking of doing an expansion for this campaign. The new map files, like S01V1, will appear before S10V1. Not afterwards.

I already have three new maps worked up, so I'll be posting another WIP thread once I'm happy with the second drafts (thanks to Cm and Run for testing on the first drafts). For now, if you're looking to re-play this campaign or you have yet to try it, the latest update is there now, so, enjoy. If you want to know what kinds of new stuff the changes to the mod bring, see a summary below:

Spoiler

Most of the changes were for turrets. They are now much more functional as support structures than standing on their own. Higher range, higher damage, but lower ROF and more expensive. Gun Turrets can now be powered down too and require a ConYard upgrade to place.

There were several changes to the tech tree that I think will help to open up new strategies. Now that the Repair Pad can be built off a ConYard upgrade, you can use light vehicles with Repair Pads without needing that expensive Heavy Factory upgrade. An Outpost can be built off a Wind Trap, so even though it will benefit a Barracks the most by unlocking Grenadiers and Engineers, a player can still go for a Heavy Factory or Light Factory and place a Starport without needing to drop a Barracks on the field. The changes to turrets will necessitate mobile support and make punching through enemy defenses easier, but also more of a commitment since pulling out early isn't so easy with the enhanced range. Turrets are also more of an investment now, not supplementary to all other units but rather another branch of units to be used in their own strategies.

A ConYard now generates 100 power on its own, half a Wind Trap, and a Barracks can be built directly off the ConYard. This allows for much more quick responses from AIs that arrive late into a game, such as the merc AI on S9V2 which now places a Barracks and three Gun Turrets before its Refinery since it's in such a dangerous location. Its quick build-up will assist you in your defense of its base!

Some changes to unit tech prerequisites also help to open strategies. From the Heavy Factory and High Tech Factory, you can either upgrade the Heavy Factory to build Siege Tanks for 2k credits, upgrade the HTF and then build a Research Centre to unlock Missile Tanks for a total of 2k credits, or you could place a Starport for 2k credits and all those routes lead to the endgame tanks. ConYards simply require an upgraded Heavy Factory while Engineers only require an Outpost. Devastators do a little more damage, Deviators have had their sight radius corrected... some other minor changes like that.

For changes to the maps themselves... I changed dialogue on S1V1 for the new build order. Some more dialogue was added or changed across the other maps. New unit / structure / upgrade categories were adjusted as needed. All "practice" type AIs have been adjusted for new build orders accounting for the ConYard's extra power, which expedites base construction. The Fremen have more of a presence on S2V1 and S5V1... and some turrets have been moved or added on a bunch of maps. The Ordos base on S6V1 and the Imperial base on S8V1 have had their layouts adjusted, some aesthetic changes were added to terrain, and the Atreides have three airstrikes on S8V1, but you start with four Missile Tanks. The Starport on S4V1 is now a Heavy Factory, and you start with an extra MCV. Maps where Gun Turrets were placed for sides with low power have had those sides corrected.

If you're giving the maps a try now that they have been updated like this, I'm eager for feedback on the changes to the maps and to the mod itself. Let me know what you think! I'll keep working on the expansion maps in the meantime and see if I can't come out with that WIP thread sooner rather than later. :)

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Gotta play them, I lost track of your smuggler campaign and I really enjoyed it :D Unfortunately time is killing me for a long period already. Once I'm done with the graduation stuff, I'll play the campaign. Glad to see you guys still pumping out new missions.

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Posted (edited)
9 hours ago, FedaYkin said:

Gotta play them, I lost track of your smuggler campaign and I really enjoyed it :D Unfortunately time is killing me for a long period already. Once I'm done with the graduation stuff, I'll play the campaign. Glad to see you guys still pumping out new missions.

No rush, Feda! If you haven't finished this campaign, I hope you really enjoy S7-S9 :P S7's where you stopped, right? Although I'd recommend playing from the start again since quite a lot has changed since the first drafts lol

I'm quite happy with the latest update to the mod although I think it screws with the AIs ordering units from the Starport for some reason. If anyone knows how to fix that, I'd love to hear what you find! But yeah, things are feeling pretty good right now, including with the three new maps I mentioned. Still working on polishing them up for release in a WIP thread. Soon! :D

Edited by Fey

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Posted (edited)

Came out with a minor update today after discovering a glitch on S04V1 causing the first Harvester not to appear. I've done more testing across the whole campaign and made a few more changes, some bug-fixing and some re-balancing. Changes are listed below:

Spoiler

 - Sardaukar Elites no longer require a Barracks upgrade to train, only an HTF.
 - Fremen Warriors no longer require a Barracks upgrade to train, only a Sietch.
 - Stealth Raiders no longer require a Light Factory upgrade to build, only an HTF.
 - Adjusted power of Modified Outpost to 125 to match the normal Outpost.
 - Re-adjusted power balance on any levels where a Modified Outpost was placed.
 - Adjusted turret placement and surrounding Concrete Walls on several levels in line with the new changes.
 - Smuggler base on Hawk's Glare has had its layout changed minorly, and one Wind Trap removed.
 - Harkonnen and Ordos base layouts on Strictly Business have been changed slightly.
 - Fixed a bug on Strictly Business where the starting secondary Harvester would not appear.
 - Harkonnen base on Meat Grinder is more productive over time and less aggressive at the start.
 - Harkonnen base on Meat Grinder has more stationary defenses and defense forces.
 - Smuggler turrets moved forward on Shipping and Handling and one additional turret added.
 - EDIT: Also fixed a grammatical error on Shipping and Handling just now. Whoops. :P
 - Fixed a bug on Mercenary where Moriaen and Durant would never order units from their Starports.
 - Fixed a bug on Mercenary where Summers and Durant would still be mad at each-other.
 - Fixed a bug on Mercenary where Durant would announce his strategy a little late.
 - Added friendly reinforcements on Mercenary.
 - EDIT 2: Attempted to fix a glitch where the Harkonnen on S9V2 would never build Devastators... hopefully that's sorted now. Please let me know if it still occurs. x_x

The turret changes continue to prove better for balancing as enemy base defenses are less difficult to penetrate with a dedicated attack, and strategic placement and mobile support becomes more important for friendly turret survivability.

Testing on Meat Grinder yielded more balanced results. The map was completed on Hard mode in less than 30 minutes real-time. This is within acceptable estimations.

Going forward with the second smugglers campaign, the changes can be expected to be more fine-tuned than before. Yay! :)

Edited by Fey

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