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Moderator: ArCamp Developer
I don't consider myself being lucky this time - I've checked it few times on medium difficulty . And every time - same situation (even when I was waiting for them to develop it - they started attacking me with rockets and time lapsers, but there was no sign of their defences).McBenn wrote:You were probably lucky. Which buildings the Russians build first is completely random. But it could also have been because of a bug I found.
Partly, yes. They are only told to be within a limited distance of a certain hex and are ordered back to the hex if they get too far away with an AgressiveMove command. That can produce the effect you describe but honestly I never thought of itAntitheus wrote:The Russians are still crawling in the one place, but when I'm shooting at the buildings, some of them (2 or 3 soldiers) are trying to stop me ("reducing the crowd") - is it intentional?
Hm ya maybe you could do that. I just don't like to insinuate that the Russians are getting reinforcements. They are only them. Way behind enemy (American) lines.Antitheus wrote:But imho some of the Russians may appear after their building is completed (less characters on the map at the beginning and the biodetection spots wouldn't be so funny.
The "extra men" are people from previous missions. I could be an idiot and tell you to just level up your men better yourselfAntitheus wrote:And yours "extra men" - is it possible to make them more experienced in some secondary skills?
I'm attacking Russians with combined forces of my man and vehicles. Thankfully, when I'm starting my attack on Russians, Farmer stops the attacks on my base and switch to defense of the Russian base. When attacking Farmer's base, I'm forced to use man only - attacking with vehicles would be equal with destroying them (my vehicles) after few seconds.McBenn wrote:By the way I have been considering if we should prolong the time it takes for Farmers/Russians attacks to become stronger, at least on medium and easy. To make it possible to complete the mission using forces of vehicles too, not just forces of primarily mortars.
I'm not thinking about this solution as "reinforcements". It's a manipulation used by Altar to reduce the number of "unoccupied" men. I think it would be proper here. Eventually, you can build some armory for them.McBenn wrote:Hm ya maybe you could do that. I just don't like to insinuate that the Russians are getting reinforcements. They are only them. Way behind enemy (American) lines.
When you do, how many turrets/bunkers have the Russians built?Antitheus wrote:I'm attacking Russians with combined forces of my man and vehicles.
Hm alright. So how should it go exactly? Keep the unoccupied men at a fixed number by spawning one more when a bunker/breastwork is built? And where to spawn the guy/gal? Just near the border or among the other folks?Antitheus wrote:I'm not thinking about this solution as "reinforcements". It's a manipulation used by Altar to reduce the number of "unoccupied" men. I think it would be proper here. Eventually, you can build some armory for them.
Just after ending Arabian Campaign when our language will be totally useless for you?Perhaps I should take a course in Polish some time
I think I was giving them lots of time to develop their base (playing about 45 min, where +/- 15 min for attack). It's hard to tell; they got about 3 time lapsers, Bunker with bazooker on the north, 3 long distance rockets, 2 canons, 1 Gatling gun - on medium difficulty.McBenn wrote:When you do, how many turrets/bunkers have the Russians built?
My skills are to low to figure out the "base developing" algorithm, but I was thinking about something like that: turret or bunker is being under construction (or after it's construction) - soldier is spawning (on the base's western edge of the map). You could set up some starting party (e.g. 5 soldiers for defending the hill) and the rest would be spawned, when their buildings are completed.McBenn wrote:Hm alright. So how should it go exactly? Keep the unoccupied men at a fixed number by spawning one more when a bunker/breastwork is built? And where to spawn the guy/gal? Just near the border or among the other folks?
Yeah, right. But be aware of the fact, in original campaign your "secondary" man receive a nice boost. They're weaker than your "primary" friends, but they're able to do somethingMcBenn wrote:The "extra men" are people from previous missions. I could be an idiot and tell you to just level up your men better yourself.
Yeah, he will be thankful like in AM15 when he nukes you if you are slownadwrazliwosc_zebow wrote:Just after ending Arabian Campaign when our language will be totally useless for you?Perhaps I should take a course in Polish some time
@Ralph - imho it's a good idea to use person that player well knows. Ralph appears in Ar02, so very fast, and it's easy to remember him. But if we decide on this version, we have to think what if he's dead. Use other character? Create other version of Ar15a (because Heike can check, what's up, after defeating Farmer&Kozlov - so she loses some time and in Ar15a opponents are stronger)?
@Kurt - what I think waz wanted to say is: Kurt is loyal to Heike, but also thankful to Macmillan, because he saved his life. If Legion co-operates with the Alliance, in some moment only those 2 sides will stay. This is the moment when Heike probably betrays them. Kurt may have some objections to this, because he doesn't want to betray Macmillan - he has a debt of gratitude and this is a time when he can pay off.