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 [Abandoned] Unmapped Lands 
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Post Re: [WIP] Unmapped Lands B26 R6.1 (Rapid Buy!!!)
Looks like you packed an existing CURRENT.dat into the archive. Not a big deal, but I thought I should point it out so as to hopefully not confuse anyone else too badly about why they are not getting the normal faction selection at the start.


Fri Oct 07, 2011 11:15 pm
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Post Re: [WIP] Unmapped Lands B26 R6.1 (Rapid Buy!!!)
Oops, fixed.


Sat Oct 08, 2011 5:27 am
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Post Re: [WIP] Unmapped Lands B26 R6.1 (Rapid Buy!!!)
Playing as Werchament, first turn, attack no body's land to the top right, end up attackng a base with Werchament inand win...
Coalition occupy it! D:

Odd bug is odd


Sat Oct 08, 2011 1:52 pm
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Post Re: [WIP] Unmapped Lands B26 R6.1 (Rapid Buy!!!)
The new scenes look better.
Gotcha!'s map pack stuff should completely become part of the game.

Anyway, now the mission in which I've got to disable the cloning vats is easier enough to prevent rage quits.


Sat Oct 08, 2011 8:25 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Updated to R7. Custom music, built-in mission pack, more predefined buy presets. Rapid-buy controls changed. Activate - triple down, left-right - select preset, up - confirm, down - cancel.


Sun Oct 09, 2011 5:56 pm
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 Re: Unmapped Lands B26 R7 (Mission pack, Music)
so i've added a quick buy selection to the EAF faction and added the W40K orks as a faction

its in two parts so extract and merge the 2 resulting files

edit: have added original version now.

Sorry about the mess I've created.


Attachments:
1 Race ORKZ.rte.7z [9.59 MiB]
Downloaded 256 times
2 Race ORKZ.rte.7z [8.12 MiB]
Downloaded 124 times


Last edited by SharpenedOnTheDawn on Sat Oct 15, 2011 12:09 pm, edited 1 time in total.

Mon Oct 10, 2011 8:14 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
You can use quotes in names, just put \ in front of it. For example Slugga Boy "Djuiz" in Lua code will be "Slugga Boy \"Djuiz\""


Mon Oct 10, 2011 8:18 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Any info on where to put the music files? There's no info about it in the readme. :???:


Mon Oct 10, 2011 10:24 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Just unzip the archive to your CC folder, the music will get to UnmappedLands.rte/Music.


Tue Oct 11, 2011 3:48 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
The drop AI could do with smartening up on the map where you have to scale the diagonal-ish fortress on the east side of the map, with your team on the west. Guards do eventually get into the main corridor but I'm seeing the hangars getting blocked up by a lot of junk from dropships crashing each other.

Less frequent deliveries and enforcing alternating drops might be in order.


Tue Oct 11, 2011 9:38 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Arcalane, agree. Dropships loose their minds there.


Tue Oct 11, 2011 2:24 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Weegee, did i miss anything or is it not possible to make AI and Quick Buy presets spawn in an ARocket (I'm thinking a DropPod) instead of an AShip?
I prefer my and enemy troops to be delivered in Drop Pods, that way there's less mess on the map and more actual Actor/Actor combat.

EDIT: Attack 1 map is very difficult for vanilla factions, especially dummies. First pillar is way too far to the left to be able to reliably fly to it.


Wed Oct 12, 2011 11:11 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Yeah only ACDropships allowed in quick buy for now. Enemies can be delivered in dropships and rockets it depends on mission. Attack missions use only dropship delivery, while defence use both with I guess about 1:6 doppod:dropship ratio, but it changes for some defence missions.

And dummies. They're just too weak and their limited weapon range makes them even weaker. You can try to takedown AA with scouting rifle and then land a dropship with a swarm of dummies between two first towers. Or try to use teleporter.


Wed Oct 12, 2011 11:48 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
I see. By the way, there's a possible design error that I discovered.
Teleporter is supposed to move units from the place where you can spawn units to a place where your brain is (basically) right now, since you have to be at the place to set destination.
Quick Buy sort of makes Teleporter a bit useless since there's almost no reason to teleport units instead of just ordering an army with quick buy, the results are near identical and teleporting is more dangerous.

P.S. Would it be possible to put "Buy X", "Attack", "Defend", etc. buttons into the pie menu? It would make the whole thing sooo much easier to use.

P.P.S. Current preset icons are quite awful, would you like to have some proper icons in this style? I'd be glad to contribute.
Image


Wed Oct 12, 2011 11:58 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
I took them from Q3 just to have something. Yes, fast buy system made teleport less valuable, but in theory with teleport you can deliver your troops in some safe place and the teleport them closer to the battlefiled. And you don't have to put your brain into action, just give teleport to any other soldier.

Looking at teleport pie-menu I noticed that there's not much space for player's options, icons are small, you can easily miss one and I guess you'll have to hold some device in your hands to order, or attach some script to all units. The former is not convenient, and the latter is not possible, that's why I made it activate with triple down and with seperate UI.

Some other icons would be nice, but I'd like them to be more schematic, like the ones from Q3 but cooler, with say crosshair for sniper instead of railgun icon ))) At first I was going to put actual soldier pictures with weapons there, but who will distinguish them anyway?


Wed Oct 12, 2011 2:00 pm
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