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 [Abandoned] Unmapped Lands 
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Joined: Mon Jun 29, 2009 2:40 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
You need to order more guys at all?
jk.
I use a teleporter, as it is faster than the game's checks to see if the ship is allowed.
If you want to use that same thing it's over in the minor mod dump.


Fri Jul 23, 2010 6:21 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Oh I thought you weren't allowed to order more guys at all.


Sat Jul 24, 2010 1:02 am
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Location: Kartasura, Indonesia. Sit in front of my computer
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Yeah, with last update, It is never crashing. It's good. But, I think, I need an easier enemy. You know, the attack mission. Enemy base defended by those rocket launcher. Without any mod, do you think it is possible? But for defence mission, it's easy although I just having 5 person max.

So, I mean, do you can enabling some mods or make enemy base with a litlle army and turrets?


Sat Jul 24, 2010 6:46 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
The campaign menu doesn't show up right on my PC. It looks like this:

Image

Is this a known issue? Any way to fix it?


Sat Jul 24, 2010 8:22 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
You might have selected too low resolution. You can select higher (I don't remember, I guess we tested it for 800x600) or edit StrategyScreen/Scenes/Scripts/StrategyScreen.lua

find:
Code:
self.ElsPos[11] = self.Mid + Vector(320,-17);
self.ElsPos[12] = self.Mid + Vector(296,53);
self.ElsPos[13] = self.Mid + Vector(333,53);
self.ElsPos[14] = self.Mid + Vector(333,2);
self.ElsPos[15] = self.Mid + Vector(333,21);
self.ElsPos[16] = self.Mid + Vector(294,-35);


and reduce every X value for 50-70 pixels


Last edited by weegee on Sat Jul 24, 2010 8:51 pm, edited 1 time in total.



Sat Jul 24, 2010 8:30 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Are you open for suggestions and balance stuff? I can think of something, but if you have already enough, it will be useless. Same with balance :)


Sat Jul 24, 2010 8:45 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Sure. But don't forget that changes = bugs :)


Sat Jul 24, 2010 9:23 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
weegee wrote:
find:
Code:
self.ElsPos[11] = self.Mid + Vector(320,-17);
self.ElsPos[12] = self.Mid + Vector(296,53);
self.ElsPos[13] = self.Mid + Vector(333,53);
self.ElsPos[14] = self.Mid + Vector(333,2);
self.ElsPos[15] = self.Mid + Vector(333,21);
self.ElsPos[16] = self.Mid + Vector(294,-35);


and reduce every X value for 50-70 pixels


I moved everything left by 70, and it kinda worked:

Image

Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned.

800x600 would probably make the bigger missions unplayable on my craptop, unfortunately. Thanks for the help, by the way! This is by far the coolest CC mod I've ever seen.


Sat Jul 24, 2010 9:36 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
I've played in very high resolutions without the game's lag factor really changing. Try it out first.


Sat Jul 24, 2010 10:17 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Footkerchief wrote:
Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned.


Code:
self.ActionPointsBackDrop.Pos = self.PlanetMid + Vector(389 , -53);


Sat Jul 24, 2010 10:32 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
weegee wrote:
Footkerchief wrote:
Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned.


Code:
self.ActionPointsBackDrop.Pos = self.PlanetMid + Vector(389 , -53);


That, plus

Code:
self.TurnPointPlate.Pos = self.Mid + Vector(321 , -53);

did the trick. Thanks again!


Sun Jul 25, 2010 12:24 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Found a bug, apologies if it was already mentioned... when you're defending against an attack, you don't have to kill the last enemy to win. The mission ends once there's only one enemy left.


Sun Jul 25, 2010 3:43 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Footkerchief wrote:
Found a bug, apologies if it was already mentioned... when you're defending against an attack, you don't have to kill the last enemy to win. The mission ends once there's only one enemy left.


It's not a bug but a feature to avoid "last aquatoid hunt" problem :)


Sun Jul 25, 2010 9:23 am
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Updated with one more final mission. For Ronins this time. Only 5 missions left.


Sun Jul 25, 2010 12:06 pm
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Post Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Okay, as promised some balance issues. Well, i am limited to 6-minutes demo, so no mission-beating stuff.
Ronin.
1. They seem only ones to have no grenade-launcher weapon.
2. All their close-combat weapon is nearly useless.(shotguns)
3. Of all the weapons you might need only uzi, m-16(00), and dont remeber the name gatling. The rest just fails in comparison.
Generally they have the feeling of full-offence race, but vulnurable. But need more offensive weapon if you want them to have such motto.

Dummies.
1. I can wield a freaking blaster offhand? Its like pwnage x10. a 290 worth dummy is almost unbeatable(dummy, blaster, shield, shielder to use while reload, any nade)
2. Where is their rocket launcher from one of the missions? They were sooo cool.
3. Annihilator is still as freaking useless as vanilla(or is it unchanged?).
Weegee, i know that you love them, but they are soo OP in comparison, that i have nothing to say, really. They are only ones to have towers, tanks, and moreover a powerfull and pretty cheap army. A feeling is of elite army, not cheap one.

Coalition
Nothing really wrong with these guys, if to forget useless medic drones :)
A sturdy, well rounded military force, as they are. Weapons for any situation, and nice armor.

General stuff.
1. Is there a way to add mines/shields? Maybe from unitec, they have really good ones. It would add variety for attack/defence. Now its pretty stupid to use 1-handed weapon with shield. Heavy weapon for same price is better. And mines would help defending.
2. Well, it's not a bug, and it's not like i want it fixed, but the timer resets every time i start a new mission/go to mission select screen.

Offensive missions.
1. Is there a way to make materials harder for this only modification? Some missions(att. 04) can be easily beaten by digging to the target. Took me 4 minutes to dig.
2. Please, check if you use correct commander for the same mission. I get my commander there(ronin for ronin, dummy for dummy)

Defensive missions
1. Who the hell builds such bases? I lost a couple of times even before ordering anything. These are military bunkers, who makes 4-6 ways to enter and no well-protected brainchamber? :shock:
2. Maybe some more (if possible-random) surprises? Like meteor rain etc.
3. Maybe some miner-guys? Because i have 5 mines.. and no miners?

Intermission.
1. If possible, please, make a way to see what mission is assigned to what territory. Because attacking blindly is a pain.
2. Do mines bring less profit later on? Could not hold long enough to see.

Buying.
1. Can there be some preset to buy same stuff in every mission?
2. If i can buy tradestar weapons/ships, why cannot i buy robots?

I tried to be objective, but you are free to ignore all this sh*t :)


Sun Jul 25, 2010 7:23 pm
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