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A Secret Plot - Mercenary Campaign by Domaithianus


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Posted (edited)

OK, I think I'm now ready for the first proper release of my Mercenary Campaign.
In this 9 mission campaign, played as the Mercenary's, you are hired to assist a small harvesting operation under threat.  As time goes on, you gradually discover more about your new employers, and the plans they're hiding.  As the war rages across the planet, your employers scramble to find private and safe locations in which to conduct their operations.  But soon it seems every last corner of Arrakis is spoken for, be it the greedy Ordos, laying claim to everything they can get their hands on, arrogant Atreides, passing judgement from on high, confiscating what they regard to be contraband, or ruthless Harkonnen, reveling in the bloodshed, no dusty stone remains to hide beneath as smaller factions try to conduct their affairs.  But the weak are cunning, and soon the great houses will regret making enemies of you.

Initial release details:
- 9 missions, all created by me, plus an option B for mission 9.  Additional B missions will be released in the near future.
- Plenty of base building missions, but some original C&C inspired use-the-units-your-given missions in there for variety.
- AI allies to protect and assist.  Quite a bit of working together with your comrades.
- Follows the story of the Original Campaign, but with a twist ending.  Most of the events in this story follow lesser factions, as they scramble to respond to events much bigger than themselves.

This is my first foray into any kind of game design, but I'm very pleased with the results.  I greatly look forward to hearing what you all think of it.

 

 

V3.7zFetching info...

Edited by Domaithianus
Posted (edited)
  On 7/22/2017 at 11:05 PM, Jasper1993 said:

Hey man, i reinstalled in and mission 4 is still doing the same thing. i dont no whats wrong with it

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I just start the map and nothing wrong happens to me, so probably is your game.

If you used modified files with Tibed (like playing another map which change price of X building, etc), then try to get the original files "ARMOUR.BIN, SPEED.BIN"; if not, then maybe you need to reinstall the game.

Did you deleted all the files or just reinstalled over the game? uninstall, check for some files that may remain (and delete those manually) and try to install again.

Edited by Cm_blast
Posted
  On 7/22/2017 at 11:05 PM, Jasper1993 said:

Hey man, i reinstalled in and mission 4 is still doing the same thing. i dont no whats wrong with it

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  On 7/22/2017 at 11:49 PM, Cm_blast said:

I just start the map and nothing wrong happens to me, so probably is your game.

If you used modified files with Tibed (like playing another map which change price of X building, etc), then try to get the original files "ARMOUR.BIN, SPEED.BIN"; if not, then maybe you need to reinstall the game.

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That could be it...  The only mission fail trigger in that mission is if you don't have a Starport (It gets destroyed, or you sell it).  If you've modded your game, it may be failing to recognise your Starport as existing...

Posted

Yo! I played through some of the maps in your campaign. I'll give you my feedback below. I may bring up my own work for the sake of comparison, but please don't take it the wrong way! I'm not trying to say, "this is how it SHOULD be done, my work is the golden standard," it's more like, "I suppose this is what you're trying to do, but here are the problems I ran into with it, or my opinion about what doesn't feel right. Here's how I did it in my maps, in case you'd like an example." I also may have a lot to say, but just because I pick apart the details doesn't mean I don't like the map! I just want to do my best to improve it, the same way I pick apart my own work. :)

M1V1:

  Reveal hidden contents


M2V1:

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M3V1:

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M4V1:

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M5V1:

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Well, that's all I can write for now. I'll get back to you on the later maps when I get around to playing 'em, and when I get the chance to write about 'em at length, of course. It seems the later maps are better than the early ones, so I look forward to seeing what comes next. :D

Posted
  On 7/22/2017 at 11:49 PM, Cm_blast said:

Did you deleted all the files or just reinstalled over the game? uninstall, check for some files that may remain (and delete those manually) and try to install again.

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reinstalled the game and it works fine. hard to believe it only stopped working when i had two mods installed :(

Posted (edited)
  On 7/23/2017 at 4:47 AM, Fey said:

Yo! I played through some of the maps in your campaign. I'll give you my feedback below. I may bring up my own work for the sake of comparison, but please don't take it the wrong way! I'm not trying to say, "this is how it SHOULD be done, my work is the golden standard," it's more like, "I suppose this is what you're trying to do, but here are the problems I ran into with it, or my opinion about what doesn't feel right. Here's how I did it in my maps, in case you'd like an example." I also may have a lot to say, but just because I pick apart the details doesn't mean I don't like the map! I just want to do my best to improve it, the same way I pick apart my own work. :)

M1V1:

  Reveal hidden contents


M2V1:

  Reveal hidden contents


M3V1:

  Reveal hidden contents


M4V1:

  Reveal hidden contents


M5V1:

  Reveal hidden contents

Well, that's all I can write for now. I'll get back to you on the later maps when I get around to playing 'em, and when I get the chance to write about 'em at length, of course. It seems the later maps are better than the early ones, so I look forward to seeing what comes next. :D

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Thanks for analysis.  Quite a lot there, but useful for preparing for v1.02.  Some stuff in there didn't surprise me much, but a lot the stuff about mission 2 did.  Strangely, it's actually the one I play-tested the most, and those problems never came up for me.
v1.02 will be up sometime this evening, once I've finished play-testing.

MS1:
Though this mission is meant to be quite a gentle warm-up, I'd agree, I did go kinda overboard with the reinforcements, and didn't take advantage of specific unit balancing to keep the Ordos base safe until the right time.
As far as giving the Mercs their own structures, that would go against the whole premise.  It's meant to give the feeling of rushing to the location ASAP, with no time to set up, arriving in the midst of the attack.  The capture the base objective is meant to come as a surprise, and keep the player on their toes, but I agree, I didn't do enough to deter the player from attacking it before-hand.
Personally, under the circumstances, I think reinforcements make sense, and I don't think I have the same issue with reinforcements in general.
I've also now delayed the victory condition and staggered the Ordos reinforcements slightly.
For the update, I've removed all troopers and quads form the reinforcements until it comes to time to capture the base.  The troops you have a far less numerous (though still pretty substantial) and the mission is now significantly harder work.

MS2:
The point about the second outpost was a good one.  I've increased the defenses there, though it's still fairly light.  Enough that assaulting it with your initial scout force would be a bad idea, but not enough that the reinforcements should have too much trouble.
The tank problem very much surprised me.  In all my normal difficulty tests, I found as long as I prioritised getting turrets up, and put my troopers behind them, it was all quite cope-withable.  However, I do think you made a fair point about the enemy reinforcements.  When I first put that in, the idea was that the heavy factory would indicate a certain level of readiness, but I did fail to account for different choices.  I've added a couple of additional conditions which should help with that.  The number of tanks coming at one time was always five per wave for me on normal difficulty, so I'm not sure what's going on there, but I've gimped them up a little none-the-less.  That AI only has one harvester now, slower build-rate, and lower attack strength.  I also opened up one more path out of the base, though it's the least useful one possible.
In addition, as an economy boost, a free harvester arrives along with the carryall.
As far as tech goes, I don't see much problem with it. The previous mission was full trikes and quads, and the campaign is meant  for people who have played the original campaign already, and are familiar with the units.  Including turrets and carryalls is one extra tech jump, but since both players are Ordos, I felt without the missile tanks, it worked.  The mission concept would have been a lot more tedious without them I think.

MS3:
The explosions are meant to be widespread, but yes, the wall was excessive.  I've now altered what goes, and the infantry have some potential extra use now.  The stealth raiders were supposed to be a nice thing to rescue once you've got carryalls, while emphasising the blockade. but admittedly, mechanically, it didn't work very well.  The start isn't meant to take very long, more meant to provide a sense of urgency in trying to reach the base before that large battle going on starts to turn the wrong way.
Unfortunately, I did need to keep the Merc base tucked a way slightly so the initial attack wouldn't hit it while it's undefended.  However, I've made sure the wall is removable once it's served it's purpose.
The reinforcements are set to stop eventually, but moved the end of them up a bit.
Otherwise, the mission is meant to be reasonably gentle, as it's still early campaign.

MS4:
Glad you enjoyed something.  Yeah, possibly the Smugglers did go a little overboard.  To some extent I wanted to turn the tables for the Mercs for one mission, but I possibly went a little too far.

MS5: In all honesty, this mission was riddled with problems, and I should have fixed them a lot sooner.  The pacing was pretty messed up, and I'm giving this one a pretty huge overhaul.

Edited by Domaithianus
Posted
  On 7/23/2017 at 6:58 PM, Domaithianus said:

Thanks for analysis.  Quite a lot there, but useful for preparing for v1.02.  Some stuff in there didn't surprise me much, but a lot the stuff about mission 2 did.  Strangely, it's actually the one I play-tested the most, and those problems never came up for me.
v1.02 will be up sometime this evening, once I've finished play-testing.

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Ironically, testing more can result in worse balancing issues :P I'll explain when I get to that reply.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS1:
Though this mission is meant to be quite a gentle warm-up, I'd agree, I did go kinda overboard with the reinforcements, and didn't take advantage of specific unit balancing to keep the Ordos base safe until the right time.

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Kinda? :P

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS1:
As far as giving the Mercs their own structures, that would go against the whole premise.  It's meant to give the feeling of rushing to the location ASAP, with no time to set up, arriving in the midst of the attack.  The capture the base objective is meant to come as a surprise, and keep the player on their toes, but I agree, I didn't do enough to deter the player from attacking it before-hand.

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Oh, I see. Then that's quite fair, but like you said, the Ordos doesn't have enough deterrence early on. Do you like the idea of Light Infantry and Raiders alone, or something, and then stronger stuff to take out the turrets shows up when the engineers arrive?

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS1:
Personally, under the circumstances, I think reinforcements make sense, and I don't think I have the same issue with reinforcements in general.

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I agree with the circumstances on this map making reinforcements an ideal choice for map progression. I just think reinforcements tend to be misused, often overused, in general. And speaking of reinforcements, did you consider the suggestions about the Harvesters?

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS1:
I've also now delayed the victory condition and staggered the Ordos reinforcements slightly.

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Great! Did you also consider dropping a transmission in for the second set of reinforcements, or do you suppose that's superfluous?

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS1:
For the update, I've removed all troopers and quads form the reinforcements until it comes to time to capture the base.  The troops you have a far less numerous (though still pretty substantial) and the mission is now significantly harder work.

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Fair enough. I'm not sure ramping up the difficulty is a great idea, since it's level 1, after all... but having less Troopers will certainly discourage an early attack, and at the very least it could prevent the absolute destruction of the enemy base before the transmission and reinforcements show up.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS2:
The point about the second outpost was a good one.  I've increased the defenses there, though it's still fairly light.  Enough that assaulting it with your initial scout force would be a bad idea, but not enough that the reinforcements should have too much trouble.

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Point about the second outpost? You mean... when I noted there was just one Raider there, and otherwise the same amount of forces as the first outpost? I thought that was fine. 'It's a fine increase in difficulty from the last outpost, slightly more, nothing substantial.' I guess one more Raider couldn't hurt, though.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS2:
The tank problem very much surprised me.  In all my normal difficulty tests, I found as long as I prioritised getting turrets up, and put my troopers behind them, it was all quite cope-withable.  However, I do think you made a fair point about the enemy reinforcements.  When I first put that in, the idea was that the heavy factory would indicate a certain level of readiness, but I did fail to account for different choices.  I've added a couple of additional conditions which should help with that.  The number of tanks coming at one time was always five per wave for me on normal difficulty, so I'm not sure what's going on there, but I've gimped them up a little none-the-less.  That AI only has one harvester now, slower build-rate, and lower attack strength.  I also opened up one more path out of the base, though it's the least useful one possible.

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That sounds much better. Yeah, I dunno what the heck happened if you were only getting five tanks. I wish I got a better screenshot, because even when I bumped the difficulty down to normal (since you tested it on normal, I figured it would be balanced for normal), I still got rolled over. It became overwhelmingly obvious something was broken, which is when I looked at the map settings, and identified the problems I mentioned. What you did to nerf them should help a lot.

You could also set the AI to build two Harvesters for each Refinery. If they don't start with any Harvester, they'll spend Solaris and time pumping out a Harvester first, rather than an early Combat Tank.

The additional path could still be helpful. If I can get a few Raiders behind their attacking units and use them to chew up enemy infantry in the back, it makes a difference. You may notice that my maps tend to be really open in some places. This reduces the issues with unit pathing, allows the player to maneuver their units better... one good example of a non-linear map is S5V1. There are several unclaimed rock islands you can deploy your MCV(s) on, there are some obstructive cliff walls, but there are multiple paths around them too. And, there are quite a few ways to approach the enemy base, both literally and figuratively. I go into more detail in one of my replies to Cm on your other thread :P And I even dropped a link to some raw footage of a hard mode run there.

Oh, yeah, and remember when I said earlier that testing more may result in worse balancing issues? Speaking from experience, after I've designed a map that's meant to be tough and I put it out, other folks are like "MEHHH OVERTUNED" and I'm like "but this and this and this." Since we need to test our maps often while designing them to debug and fine-tune the AI, we naturally learn a strategy for that map very well. It's therefore a good idea to 1. get more opinions, 2. tune the map so it's a little easier for you, 3. consider carefully the various choices you may imply the player should make, or compel the player to make, and 4. come back a while after you've made the map and try to beat it again with a foggy memory. Cm does that last thing too, it's useful to check against preknowledge, especially if your memory is crappy like mine.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS2:
In addition, as an economy boost, a free harvester arrives along with the carryall.

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That will help a lot, especially if the path you opened exposes more Spice.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS2:
As far as tech goes, I don't see much problem with it. The previous mission was full trikes and quads, and the campaign is meant  for people who have played the original campaign already, and are familiar with the units.  Including turrets and carryalls is one extra tech jump, but since both players are Ordos, I felt without the missile tanks, it worked.  The mission concept would have been a lot more tedious without them I think.

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I figured that was the reason behind the high tech on such a low level. I figure that folks who play my own maps will already be familiar with D2k, but I try to ease the tech level up anyway. It gives the player time to adjust to my mapping style and AI tuning, allows them to adjust to my mod's different settings, and I feel more comfortable with the map progression pacing as technology slowly rises. The Combat Tanks added on their own by S4V1 bring the player into a new state of mind after the previous few missions containing light vehicles and infantry, and then on S5V1, I throw all sorts of non-combat units or support structures like Carryalls, Engineers, MCVs, Repair Pads, or Medium Gun Turrets into the mix. It's nice setting up a proxy base someplace inconvenient for the enemy, and then pumping out those armored tanks to both defend the location and assault their forces. I also design the maps with attention to the tech level, like S5V1's Spice fields are spread out or behind cliffs, but you can build Carryalls on that level. There's a Spice field that should last nearly the whole map, if not the whole map, right next to your base on S1V2. And on S3V2, you can't build Carryalls, but you start with a couple because the mission takes place in a smuggler Spice mining base.

I digress. I totally agree with the adjustment of map design, tech level, or whatever you must change to reduce tedium.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS3:
The explosions are meant to be widespread, but yes, the wall was excessive.  I've now altered what goes, and the infantry have some potential extra use now.  The stealth raiders were supposed to be a nice thing to rescue once you've got carryalls, while emphasising the blockade. but admittedly, mechanically, it didn't work very well.  The start isn't meant to take very long, more meant to provide a sense of urgency in trying to reach the base before that large battle going on starts to turn the wrong way.

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Sounds good. So, no more walls are gonna blow up? :P

Oh, really? I just kinda slipped them on through the Atreides units. There was a spot where they lacked infantry, so I could get them through no problem. They just kinda seemed like random units without any other purpose. I think you could remove them, they won't be missed.

Speaking of Stealth Raiders, I notice you place a couple of stealthies on several levels. There are two on level 2, two on level 3, you even get two Fedaykin on the 5th level. What's up with that pattern? Not that I don't use patterns, myself, the starting squad of light vehicles in the smugglers campaign is usually four Raiders and two Quads... but Stealth Raiders in particular aren't commonplace units like those, they're pretty special and really overpowered in the early game for scouting. So, I was wondering about them.

Yeah, the beginning was surprising and I did feel a sense of urgency. Good job on that one.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS3:
Unfortunately, I did need to keep the Merc base tucked a way slightly so the initial attack wouldn't hit it while it's undefended.  However, I've made sure the wall is removable once it's served it's purpose.

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Right. Well, as long as it's cleared away eventually, it should make the base structure better and more open. Does this mean you also added a little bit more room in the smuggler base?

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS3:
The reinforcements are set to stop eventually, but moved the end of them up a bit.
Otherwise, the mission is meant to be reasonably gentle, as it's still early campaign.

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"I'll be gentle," he says, as he rolls over me with eighteen tanks on level 2.

:D

Okay, that sounds good. The initial deterrence will provide some fun and stuff to blow up while we're building up, and then we'll have some leeway to go and blow up the Atreides base.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS4:
Glad you enjoyed something.  Yeah, possibly the Smugglers did go a little overboard.  To some extent I wanted to turn the tables for the Mercs for one mission, but I possibly went a little too far.

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Ayy. Like I said, just because I pick apart the details doesn't mean I don't like the map or have fun. Stuff like the three worms on BJ4 (I think it was level 4) is annoying, and level 2 being broken was pretty disappointing, but otherwise stuff's been fun to varying extents.

A little too far? XD The reinforcement spam is totally OP. Like, I didn't even have to build anything anymore. I'm not recommending this, this is just an example, but sometimes all it takes to 'turn the tables' is a decent amount of reinforcements for the player coupled with some diminished enemy strength, like all their reinforcements from that point on are somewhat weaker, or they get into a fight with another faction, which wears them down somewhat.

  On 7/23/2017 at 6:58 PM, Domaithianus said:

MS5: In all honesty, this mission was riddled with problems, and I should have fixed them a lot sooner.  The pacing was pretty messed up, and I'm giving this one a pretty huge overhaul.

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An overhaul, huh? Sounds serious. Did you already notice and plan to implement certain things I recommended? :o

Posted
  On 7/23/2017 at 9:44 PM, Fey said:

(A lot of stuff)

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Don't worry, MS1 is still pretty easy.  Just need to actually pay attention now.  I did add a free harvester when you get the refinery.

As far as stealth stuff goes, I kinda just have a soft spot for it.  With MS2, I wanted the player to be able to have a proper look around, and get the feeling of a pretty big Ordos operation, and see how the map falls into a valley on both sides.  MS5, I felt it would be good for the player to be able to get a look at everything that's there before they spend their engineers, so they can plan what to capture and avoid repetitive restarts...  that worked out well eigh.

By turn the tables, I was referring more to the Smugglers protecting the Mercs for once.  Give the feeling of being the depleted faction you are.  It is meant to be pretty easy once your own reinforcements start coming in.

Overhaul turned into more just majour tweaking, but I'm still not convinced I'm happy, so overhaul could still happen.  Yeah, most of what you said about 5 was already bugging me.

Posted
  On 7/23/2017 at 10:37 PM, Domaithianus said:

OK, Version 1.02 is now ready.  Further updates will happen soon though.

Plot102.zipFetching info...

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I'll pass to read all the text writen before this post because I want to start playing tomorrow; so for now I download this update and move on :P.

Or the campaign is in general short, or Fey plays too much, because in one day he is talking about several maps xD. Anyway, I play at normal speed, so I'll go more slowly than him.

 

Posted
  On 7/23/2017 at 10:36 PM, Domaithianus said:

Don't worry, MS1 is still pretty easy.  Just need to actually pay attention now.  I did add a free harvester when you get the refinery.

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Oh, okay.

  On 7/23/2017 at 10:36 PM, Domaithianus said:

As far as stealth stuff goes, I kinda just have a soft spot for it.  With MS2, I wanted the player to be able to have a proper look around, and get the feeling of a pretty big Ordos operation, and see how the map falls into a valley on both sides.  MS5, I felt it would be good for the player to be able to get a look at everything that's there before they spend their engineers, so they can plan what to capture and avoid repetitive restarts...  that worked out well eigh.

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Lol, that was your intent on M5? :P Didn't really work out, eh? I just wanted to group everything up, wreck whatever was in my way with focused fire, and capture anything in sight. For the second half of the map, I did a little scouting with them and found the Siege Tanks on the cliffs, but that was it. That's all I really feel the need to scout - the base perimeter. After I've found a point of entry, I start attacking things.

You can see a lot of my scouting behavior in the raw footage I put up of either S3V2 or S5V1... in S3V2, most of the map was explored in about a minute, and when I had a stronger force, I went a little further east as I narrowed down where the enemy might be. I stopped at a suspicious break in the cliff. In S5V1, one party scouts the Harkonnen base to the north. Although not included in the raw footage, said base was mentioned in the briefing, and the Harkonnen are implied to be neutral for starts. The other party checked around the map and navigated a few rock islands before stumbling across the Ixian base.

Under both circumstances, I had some structures to place or units to build in the meantime, and a fairly fortified starting position, so my units were expendable (though preferably they would be kept alive) and, importantly, some of the most effective scouts in the game. Raiders. Fast and light. In M5, I had no Outpost to keep a better eye on uncovered terrain or my scouts (alt + unit group bind is nice, but only goes so far), my units were extremely valuable since I didn't know if the AI was building up while I was capturing things, I had no way to replace them, and I had even more important units - the engineers - I needed to get into the enemy base presumably as quickly as possible. The stealthies were much more important, I figured, fortifying my main attacking force.

I still sent the Fedaykin slightly ahead of the fremen warriors, for the record, but only far enough to identify threats to my strike force just before they found themselves engaged. By doing this, I managed to keep most of them alive through quick micro-management (scatters and focused fire, mostly) while taking out the Medium Gun Turrets, the Imperial Light Infantry, and the Imperial Trikes. Unfortunately, this combat-focused scouting method did not clue me in to the existence of a Refinery so far to the east.

On a related note, I attempted to use the Stealth Raiders on M2 to scout on my first attempt, but the spaces they had to navigate were tight and quite close to Ordos turrets or infantry, meaning I had to pay much more attention to them or they would no doubt attract the attention of Ordos forces and be destroyed. After the excessive Combat Tanks wrecked the hell outta me, I kept them in my base on all subsequent attempts, but they did no good there anyway. M3, on the other hand, was quite open and I had a few locations to leave the Stealth Raiders without needing to worry about enemy infantry likely passing by them... but getting them out of the little corner in the southwest was something of a pointless hassle.

I like to act with precision of my own volition, but forcing the player to be so precise as a prerequisite for the map, or some part of it, is easy to make... annoying. Like, for instance, you can see I'm precise in my unit group management just before the Harkonnen arrive in the S3V2 run. I pick off Grenadiers in particular with my Raiders and have my Troopers take down the Medium Gun Turrets and Quads defending the Atreides proxy base. When they start sending a few vehicles my way, I do something counter-intuitive by using my Troopers to cover my Raiders from vengeful Atreides forces while my Raiders chew up the production structures. Normally it's the other way around! That was an attack I prepared for; I covered my Troopers as they crossed the map, and the units coming my way were staggered for the most part on account of being produced from factories. I had enough leeway to focus my fire on priority targets, and the successful destruction of the proxy base was the result.

Now here's a hypothetical example of annoying precision. Let's say instead of Medium Gun Turrets, I placed some Large Gun Turrets around the Atreides base. Then, instead of Raiders, I started out with Quads. First of all, Quads are slower and less effective scouts than Raiders. I finished a lot of scouting of the edges of cliff walls and the midfield battleground by the time the Atreides started attacking, but with Quads, I probably would not have uncovered so much. Secondly, you may have noticed at one point during my scouting, I take one or two shots from a Medium Gun Turret when I wander a little too close to the northern cliff edge... if it were a Large Gun Turret versus a Quad, it would have killed or severely damaged the scout. Since it's a Raider's explosive-resistant armor taking fire from a Medium Gun Turret, it doesn't deter me from scouting in the slightest, provided I relocate my vehicles quickly enough. Reasonable. More importantly, the scout survives with a nice amount of HP so I can use it to defend my perimeter from Atreides patrols a couple of minutes later. I wasn't at risk of very easily losing or almost losing a unit by scouting, and if I were even less reactive, I still wouldn't have taken TOO much damage.

Here's another example. On S9V1, the player begins with an Outpost, power for that Outpost, and six Stealth Raiders. Summers is tasked with scouting out the enemy positions. Four specific locations are revealed. Moriaen and Durant have units all around their bases and the cliffs surrounding their bases, so much of the friendly corner of the map is visible... the four locations that are revealed include the Atreides, Harkonnen, and Imperial Construction Yards, and one Spice field. The briefing makes it clear you can lose your Stealth Raiders while scouting as much of the enemy territory as possible. The objectives pertaining to scouting are listed here:
1. Scout the Atreides and Harkonnen positions.
2. Discover any weaknesses in the Imperial defenses.
Bonus: Scout a suitable location for Durant to expand.

The AI's build speed should account for the time it takes to scout. Several events can be found while exploring... find a certain unclaimed rock island, and Summers will comment, 'This looks like a good place to set up my own base.' Explore near the revealed Spice field, and Durant is like, 'I can expand here.' Checking just inside the main base entrances will result in Summers relaying information back to her allies about the enemy positions. The entrances are very close to the Construction Yards that are revealed on the minimap. The final location that can be found is outside the walls surrounding the Imperials' main base.

There are a lot of ways it could have been done in an annoying sort of way. Discovering all the events could be mandatory, but it's not. The Stealth Raiders can be destroyed, and you'll get your MCV; you'll just lack some information. The map could consist of much tighter paths, or you could start with only a couple of Stealth Raiders... there are infantry that move around enemy territory, there are some turrets and infantry in the way of the base entrances, but your Stealth Raiders are expendable, fast, and easy to get around enemy territory. And, there less events to discover than there are Stealth Raiders.

I think you get the idea by now for how I approach scouting and scouting design. I could bring up some combat examples, but I don't want to yammer on too long and it's kind of irrelevant. Getting back to M3, there were three Missile Tanks among the numerous Atreides forces in the way of the Stealth Raiders we start with. Getting some Carryalls through to pick them up and bring them back to base would require the construction of a High Tech Factory, a Repair Pad, the purchase of the Heavy Factory upgrade... the Missile Tanks might need to be peeled away from the group and destroyed, too. Meanwhile, some combat units arrived with the MCV and I had my whole base perimeter scouted by the time I put up a Heavy Factory. I guess it wasn't so much precision as it was simply a hassle. So much so that I actually discarded the Stealth Raiders at the start of the map! I just put them in an inconspicuous corner of the tiny area they were confined to. The only reason I got them out is because after my infantry blew up the required Wind Traps, several Atreides units came after them, causing the S2 units crowding the choke point to scatter. A path was cleared where no infantry would detect the Stealth Raiders, so I navigated them on through. That must be what brought "precision" to mind - navigating the Stealth Raiders through after the way had been inadvertently cleared.

That could probably use some adjustment if you want to encourage scouting... or you could nix 'em entirely and give the player a few Raiders to scout with when the MCV lands. That could work too.

  On 7/23/2017 at 10:36 PM, Domaithianus said:

By turn the tables, I was referring more to the Smugglers protecting the Mercs for once.  Give the feeling of being the depleted faction you are.  It is meant to be pretty easy once your own reinforcements start coming in.

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Oh. Umm... given how level 3 went, I guess I didn't really get that impression. I get that maps don't really need to have continuity, context can be given in the briefing, but I figure I should mention that. Maybe some more fierce attacks on level 3 would rectify that? You know, make the Atreides seem more imposing. Despite the smugglers being quite productive on level 4, the Atreides attacks felt a lot more impactful there. Way more than level 3.

  On 7/23/2017 at 10:36 PM, Domaithianus said:

Overhaul turned into more just majour tweaking, but I'm still not convinced I'm happy, so overhaul could still happen.  Yeah, most of what you said about 5 was already bugging me.

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Major tweaking, overhaul, whatever works! What you may call major tweaking, I may call an overhaul. :)

  On 7/23/2017 at 10:37 PM, Domaithianus said:

OK, Version 1.02 is now ready.  Further updates will happen soon though.

Plot102.zipFetching info...

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Yay. I'll check this out when I get the chance, if only to beat level 2!

  On 7/23/2017 at 11:31 PM, Cm_blast said:

I'll pass to read all the text writen before this post because I want to start playing tomorrow; so for now I download this update and move on :P.

Or the campaign is in general short, or Fey plays too much, because in one day he is talking about several maps xD. Anyway, I play at normal speed, so I'll go more slowly than him.

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Good idea, don't spoil yourself.

:( I don't play too much! 3-5 maps could take an hour, hour and a half, easily. Not much time at all!

Posted (edited)

Ok, I played first two missions: Before anything I suggest to post the updated version on the first post too (except if a new update is going to come quickly). With all the Fey's text anyone from the outside is not going to find it (or bothering in searching it).

First, You don't need to create an event "play music", in the mission settings (F10) you can write in the "Music: " box the name of the file and that's it; It's not mandatory, but you'll save 1 space for another event.

Maybe this is personal, but I think is better if you separate some paragraph with two intros, a bit of separation on the lines makes easy to read, but this is just personal, so it's up to you. Isn't needed to separate every single line, but for example in the first mission separate that long text in at least two paragraphs it will make it easier to read.

At the end maybe you may add a final line containing the main point of the mission. I mean, I could misunderstood the briefing (because reasons), but if in the last line you write "objetive: destroy the ordos", There is no possibility of error; I kill Ordos, I win. As easy as it sounds (how you write it it's up to you, if you really want to write it).

Now, speaking of the mission itself. Your new v1.02 broke the game. As soon as I capture the Ref, the game crash and "too many deliveries" error appears.

This is because you have the flag number 21 to become true after having 1 building and the time is 400%, but later you have a small reinforcement of light infantry and raiders to appears if you have the same building AND the flag is not true, so the game trigger this events too much times and the game crashed.

You have two solutions: you make the light/infantry reinforcements to have the same conditions as the flag (having the building and time 400%), or just create a new flaw to only trigger once after you have the building.

Did you know that the game allow to create harverster remplacements and events to trigger only once automatically? (right click in an empty space for the remplacement and on a specific event to create the flag to trigger that event only once).

Just want to remember that if you add eengineers around the enemy refs (and devastators, why not) and pressing the test button the map is not saved, so you can do the quick test to be sure that the event work fine and when you are sure, you exit the editor (or hit load) to recover the previous state, so don't need to worry about unwanted engineers.

Second mission:
Not too much to said; I relaxed a little and then that wave of tanks put me under pressure xD, but that was my fault, I underestimated the level a bit.

Good to know that your mission win is about destroying buildings and not units. Although At first I through that the condition was wrong. I destroyed every single building and search to attack all the harversters, and after a while I "cheat" using debbug mode to search that lonely harverster that prevented me from winning... but in reality was an enemy silo, since I capture 5 of them, so I was missing a single silo that I confused with one of mine X_X. I feel stupid xD.

Edited by Cm_blast
Posted
  On 7/24/2017 at 2:23 PM, Cm_blast said:

Now, speaking of the mission itself. Your new v1.02 broke the game. As soon as I capture the Ref, the game crash and "too many deliveries" error appears.

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That was clumsy of me.  OK, fixed that now.  If you re-download Plot102 it should all be the same except that one specific fix.

 

 

  On 7/24/2017 at 2:23 PM, Cm_blast said:

Ok, I played first two missions: Before anything I suggest to post the updated version on the first post too (except if a new update is going to come quickly). With all the Fey's text anyone from the outside is not going to find it (or bothering in searching it).

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Good point, though the next update will probably be soon, it's worth doing that now.
The B missions are coming along nicely by this point, so depending on whether add another edit between now and then, 1.05 may be the next, with B missions included.

 

 

  On 7/24/2017 at 2:23 PM, Cm_blast said:

Good to know that your mission win is about destroying buildings and not units. Although At first I through that the condition was wrong. I destroyed every single building and search to attack all the harversters, and after a while I "cheat" using debbug mode to search that lonely harverster that prevented me from winning... but in reality was an enemy silo, since I capture 5 of them, so I was missing a single silo that I confused with one of mine X_X. I feel stupid xD.

Expand  

Very easily done.  Did you capture the middle base?  Can help with taking the rest of the map, but silos can easily get muddles then.
 

 

  On 7/24/2017 at 2:23 PM, Cm_blast said:

Second mission:
Not too much to said; I relaxed a little and then that wave of tanks put me under pressure xD, but that was my fault, I underestimated the level a bit.
 

Expand  

Originally Fey found the tanks were too much, and the mission unbeatable, so I reduced them a bit.  But they'd never been as bad as he found them in my play-tests, so it was hard to estimate how much to reduce them by...  Were they overpowered, or just keep you on your toes kind of level?

Posted

Ok, downloaded. Next time I will play mission 1 again.

  On 7/24/2017 at 4:12 PM, Domaithianus said:

Very easily done.  Did you capture the middle base?  Can help with taking the rest of the map, but silos can easily get muddles then.

Expand  

I capture the silos, lots of money and for there attacking the others was easier than I expected. I was worried because all those bases, but then I saw that they barely have units wandering the base, so good.

  On 7/24/2017 at 4:12 PM, Domaithianus said:

Were they overpowered, or just keep you on your toes kind of level?

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For me they are ok. By the time the last tank died I had 2 combat tanks and a few infantry/troopers alive only (I lost the 2 turrets I place), but like I said. I was like "mmm... I have enough tanks and infantry/units... let's continue with other buildings: like the light factory, the upgrades, the high tech...". I had like 2000 credits before doing that, and the wave appears when I was placing the concretes for the high tech (was saving some money to build all that more a carryall or two for later).

Posted
  On 7/23/2017 at 7:25 AM, Jasper1993 said:

Things

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  On 7/24/2017 at 7:34 PM, Cm_blast said:

Stuff

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  On 7/24/2017 at 1:44 AM, Fey said:

Nipples

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Sorry about the high concentration of updates.  I wasn't gonna put another up until I had the B missions done, and I was gonna include the next debugs and rebalances with that, but I noticed a big error in MS7, so, here's v1.03
 

Plot103.zip

Posted (edited)
  On 7/24/2017 at 10:03 PM, Fey said:

Oh no, I'm really constipated!

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  On 7/24/2017 at 7:34 PM, Cm_blast said:

Things

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  On 7/23/2017 at 7:25 AM, Jasper1993 said:

Where's my hat?

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  On 7/22/2017 at 2:40 AM, Domaithianus said:

Additional B missions will be released in the near future.

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The B missions are finally ready for their initial release!
There are now B missions for MS4, MS5, MS7 and MS9.
Here is v2.00

Plot200.zipFetching info...

Edited by Domaithianus
Posted (edited)

Well, Download it, Will unzip and apply later, just in case that in between another update comes XD.

I didn't play any more maps yet, but I want to warn tou about the event "Set cash": if you create an event to change the credits from the player, the game may crash if at the same time the harverster is dropping the spice on the refinery and the player builds something (a combat tank, a trooper).

Don't need to worry for the first map, is safe. But just in case for future maps. That event + harv dropping spice + building something = game crash.

I learn this a bit to later, I already have 2 maps which may crash if the three conditions are met.

Oh, and if you want to remove completely the sandworm, you can place it in any rock area. placing it there and will be as if the sandworm doesn't even exit on the map. 

Edited by Cm_blast
Posted
  On 7/25/2017 at 7:56 PM, Cm_blast said:

Well, Download it, Will unzip and apply later, just in case that in between another update comes XD.

I didn't play any more maps yet, but I want to warn tou about the event "Set cash": if you create an event to change the credits from the player, the game may crash if at the same time the harverster is dropping the spice on the refinery and the player builds something (a combat tank, a trooper).

Don't need to worry for the first map, is safe. But just in case for future maps. That event + harv dropping spice + building something = game crash.

I learn this a bit to later, I already have 2 maps which may crash if the three conditions are met.

Oh, and if you want to remove completely the sandworm, you can place it in any rock area. placing it there and will be as if the sandworm doesn't even exit on the map. 

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Those are both useful to know, thanks.  I can see how cash flowing both ways while set cash hits could mess the game up.
Hopefully that'll be the last update for a while.  Probably gonna work on other stuff for a while now.  But if the new missions turn up major bugs, that could change.  My own play-testing seems all good though.

Posted
  On 7/25/2017 at 9:09 PM, Domaithianus said:

Probably gonna work on other stuff for a while now.

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Hey, don't forget to check out my smugglers campaign and/or the new Harkonnen maps! I still need feedback on those, especially the Harkonnen maps. They're the newest :)

Be as hard on 'em as you want. The better I fix 'em up, the better quality campaign it'll be when it's done.

Posted (edited)
  On 7/25/2017 at 9:09 PM, Domaithianus said:

Those are both useful to know, thanks.  I can see how cash flowing both ways while set cash hits could mess the game up.

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Oh no, Make no mistake. If you have refs but you don't build anything the game doesn't crash.

The game only crash when three things happens at the same time: Triggering the event + building  + gaining spice.

With internal test to trigger that event every 5 seconds building didn't make the game crash OR gaining spice didn't make the game crash, only happens if you gain money AND build something.

So if you make a map with a set cash+refs but nothing to build the game is fine. In fact, I almost forgot it, but I have a map with a set cash event to trigger several times during the game, having a ref and a harverster for that.

Everytime the player's money reach 150, then goes to 0 and 1 Fremen is spawned for the player. You can't build anything else, so this works as a "training 1 fremen for 150 credits" without recurring to Tibed.

  On 7/25/2017 at 9:09 PM, Domaithianus said:

Hopefully that'll be the last update for a while.  Probably gonna work on other stuff for a while now.  But if the new missions turn up major bugs, that could change.  My own play-testing seems all good though.

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And ok, I will play the campaign then. Maybe I go for the second mission once more. If I encounter something wrong I will report you.

Ps: and stealing some of your ideas in the process :ph34r:.

Edited by Cm_blast
Posted
  On 7/25/2017 at 9:48 PM, Fey said:

Hey, don't forget to check out my smugglers campaign and/or the new Harkonnen maps! I still need feedback on those, especially the Harkonnen maps. They're the newest :)

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Good idea, probably about time I tried them out.

 

  On 7/25/2017 at 9:48 PM, Fey said:

I have syphilis.

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Sounds painful.
(Sorry, I'll stop now)

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