
[EN] Missions 12-15 Legion
Moderator: ArCamp Developer
Re: [EN] Missions 12-15 Legion
Most of this campaingn is like this, you just need to figure mission out
And mission 13

Spoiler:
Spoiler:
Re: [EN] Missions 12-15 Legion
I just meant that hard difficulty should still be a challenge even after you've figured out the trick.
Mission 13.
Mission 13.
Spoiler:
Re: [EN] Missions 12-15 Legion
@Pawlo
I've tried to optimize the code for mission 11. Try and see if it's better now.
By the way, scrolling through the code I realized that this mission must have a lot of waiting until Gensher decides to run for it. Is it too much or? Also, is the crate drop rate ok? Sounds like it may be a bit too high.
I've composed a test mission to see how much lagg 4 AI's attacking simultaneously would produce (so this is like the worst case scenario). Test it out and tell how bad it is. Personally I get some laggs but it's not that bad.
The map has a computer player in each corner and they attack each other clockwise at the same time. There are some units in the middle you can play around with to see how bad the laggs are.
I've tried to optimize the code for mission 11. Try and see if it's better now.
By the way, scrolling through the code I realized that this mission must have a lot of waiting until Gensher decides to run for it. Is it too much or? Also, is the crate drop rate ok? Sounds like it may be a bit too high.
I've composed a test mission to see how much lagg 4 AI's attacking simultaneously would produce (so this is like the worst case scenario). Test it out and tell how bad it is. Personally I get some laggs but it's not that bad.
The map has a computer player in each corner and they attack each other clockwise at the same time. There are some units in the middle you can play around with to see how bad the laggs are.
- Dateianhänge
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- LagTest.rar
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- Antitheus
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Re: [EN] Missions 12-15 Legion
I've tried to test the newest release.
- 14a medium
- We need to find any solution for the "Russian crowd". The game is lagging in the first 30 seconds of the mission (Russians are spawning?). And it's easy to kill Kozlov this way (he's hiding between common soldiers). He should be placed in the lab or depot.
- Isn't it strange, that Farmer is helping the Russians after you've completely destroyed their base? I mean he's teleporting his vehicles into the Ru base area, when my soldiers are near.
- Russians didn't build any turrets (except the computer-controlled time lapsers).
- Ekhm, Camp Barbarossa is superior. Well... AI is well developed - a little too much. First of all, the units are healed in lightening-speed - I think 1-2 scientists designed to healing ppl is quite much (otherwise it's almost impossible to kill the unit - e.g. engineer, which is endless running from the building to scientists). Second, after destroying depot - the whole base rushes on me and after that - they're swarming in one place like Russians. Player got poor manpower (4 experienced soldiers - attacked the base from east flank in order to causing lesser destruction). I think, for the player's sake, they should stay on their places (or exit the turret and stand by).
- Kozlov was mingled with common soldiers, so I've killed him by accident. I've attacked Camp Barbarossa and destroyed 2 bunkers, 1 turret (necessary if I wanted to enter the base from the eastern flank without any losses) and factory (after I realized the fact, it's impossible to enter the main square (rocket launchers everywhere) I needed to destroy the factory in order to getting close to depot) and I didn't got the medal. Does destroying the factory extensions is counted as destroying of the normal building?
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Re: [EN] Missions 12-15 Legion
- Lagg should be almost gone now. It's caused by the AI's units moving to the respective buildings. They are just all spawned in one placed in the beginning of the mission.
- Kozlov stays in a lab.
- Farmer shouldn't teleport vehicles to the Russians if they have been defeated, defined as all human units are dead (not just bleeding).
- 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.
- Number of scientists and engineers reduced for Farmer.
- Soldiers stay near their burning bunker/breastwork.
- Factory extensions count as buildings, yes. Destroying just one of them probably renders the factory unable to produce vehicles.
- ... and some other stuff I found on the way. Check the changelog.
- Kozlov stays in a lab.
- Farmer shouldn't teleport vehicles to the Russians if they have been defeated, defined as all human units are dead (not just bleeding).
- 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.
- Number of scientists and engineers reduced for Farmer.
- Soldiers stay near their burning bunker/breastwork.
- Factory extensions count as buildings, yes. Destroying just one of them probably renders the factory unable to produce vehicles.
- ... and some other stuff I found on the way. Check the changelog.
- Antitheus
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Re: [EN] Missions 12-15 Legion
I don't consider myself being lucky this time - I've checked it few times on medium difficultyMcBenn napísal: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.

I'll check easy difficulty and the newest commit.
Edit:
The newest release is working great. I only got one "range exception" error when _cont2 was loaded at first time. Russian base-developing scripts are working perfect. 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? Great solution anyway. 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.
And yours "extra men" - is it possible to make them more experienced in some secondary skills? They're dying as soon as combat starts.
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Re: [EN] Missions 12-15 Legion
Zastanawiałem się nad fabułą ostatniej misji. Pomyślałem też jakie wątki można by było poruszyć w finałowej rozgrywce. Moje propozycje:
Na chwilę obecną nic nie przychodzi mi nowego do głowy.
Sorry, McBenn, but I have not much time for translation.
Spoiler:
Sorry, McBenn, but I have not much time for translation.
Re: [EN] Missions 12-15 Legion
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 napísal: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 napísal: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 napísal:And yours "extra men" - is it possible to make them more experienced in some secondary skills?

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.
@waz
It's ok. I just hope someone else has because google isn't always that clever

- Antitheus
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Re: [EN] Missions 12-15 Legion
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 napísal: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 napísal: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.
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Re: [EN] Missions 12-15 Legion
Waz's text:
Spoiler:
Re: [EN] Missions 12-15 Legion
When you do, how many turrets/bunkers have the Russians built?Antitheus napísal: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 napísal: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.
@nadwrazliwosc_zebow
Thanks man


- Who could tell Heike about existence of motherlode? (...)
Good idea but it doesn't have to be Ralph specifically. It could be anyone having survived the massacre.
- Issue of Kozlov. (...)
"A gun and nice works are better than nice words alone" (Al Capone)
- If Kozlov is absent, (...)
That's also an option even if you do capture Kozlov. But wouldn't it be ok if the player couldn't built the bomb in 15a? There will probably be many ways to win.
- In both OW campaigns main commanders (...)
Exactly my thought.
- The Alliance. (...)
Absolutely. Legion will probably stab them in the back but negotiations are possible.
- I think we should raise the subject of Kurt & Macmillan. (...)
I'm not sure what you want to say, but sure, I don't expect Kurt to be anything else than loyal to Heike.
- Powell as American main commander would try to renew (...)
And the fact that we foiled his siberite research in the first place probably won't make him any happier

- In Russian base there may be some Behemots (...)
I agree the Russians should have behemoths. And ya Platonov is gonna go crazy if we intercept his bomb.
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Re: [EN] Missions 12-15 Legion
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.

@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.
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Re: [EN] Missions 12-15 Legion
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 napísal:When you do, how many turrets/bunkers have the Russians built?
btw. isn't it strange, that time lapsing turrets are working after the depot is destroyed?
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 napísal: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?
And I was thinking about the Farmer coming into Kozlov's base - I think you could make it a little harder for the player and set up the query box "What should Kozlov say?" - 4 options, only 1 will make Farmer appear in the base

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 napísal:The "extra men" are people from previous missions. I could be an idiot and tell you to just level up your men better yourself.

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Re: [EN] Missions 12-15 Legion
Yeah, he will be thankful like in AM15 when he nukes you if you are slownadwrazliwosc_zebow napísal: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.

Re: [EN] Missions 12-15 Legion
@adwrazliwosc_zebow
- Just after ending Arabian Campaign when our language will be totally useless for you?
There's still 5 missions left and dubbing afterwards. It's not quite done yet
- Ralph - imho it's a good idea to use person that player well knows. (...)
If Ralph is dead we'll just make another main character do the talking. That's why it can be a pain sometimes to write the dialogues. You have to take into consideration that some people may be dead.
- Kurt - what I think waz wanted to say is: (...)
Ah ok like that. I'm kinda with jarmok here. He may be grateful towards JMM but I don't think it's something he feels he has to pay back.
@Antitheus
- btw. isn't it strange, that time lapsing turrets are working after the depot is destroyed?
Yup. Didn't notice that myself. Engine bug.
- My skills are to low to figure out the "base developing" algorithm, but I was thinking about something like that: (...)
Implemented.
- And I was thinking about the Farmer coming into Kozlov's base (...)
I've been considering that myself but I can't come up with any good ideas as to what the options should be.
- Yeah, right. But be aware of the fact, in original campaign your "secondary" (...)
I've boosted the secondary people a little but if you haven't killed many of your primary friends in the previous campaigns no secondary people should spawn (perhaps on easy difficulty though). I'm careful to ensure that ppl are given xp bonuses if they jump missions but I could have missed something.
- Just after ending Arabian Campaign when our language will be totally useless for you?
There's still 5 missions left and dubbing afterwards. It's not quite done yet

- Ralph - imho it's a good idea to use person that player well knows. (...)
If Ralph is dead we'll just make another main character do the talking. That's why it can be a pain sometimes to write the dialogues. You have to take into consideration that some people may be dead.
- Kurt - what I think waz wanted to say is: (...)
Ah ok like that. I'm kinda with jarmok here. He may be grateful towards JMM but I don't think it's something he feels he has to pay back.
@Antitheus
- btw. isn't it strange, that time lapsing turrets are working after the depot is destroyed?
Yup. Didn't notice that myself. Engine bug.
- My skills are to low to figure out the "base developing" algorithm, but I was thinking about something like that: (...)
Implemented.
- And I was thinking about the Farmer coming into Kozlov's base (...)
I've been considering that myself but I can't come up with any good ideas as to what the options should be.
- Yeah, right. But be aware of the fact, in original campaign your "secondary" (...)
I've boosted the secondary people a little but if you haven't killed many of your primary friends in the previous campaigns no secondary people should spawn (perhaps on easy difficulty though). I'm careful to ensure that ppl are given xp bonuses if they jump missions but I could have missed something.