BZ2 SP Mission Fixes

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MrTwosheds
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Re: BZ2 SP Mission Fixes

Postby MrTwosheds » Thu Dec 24, 2015 7:58 pm

There does not seem to be an Ambush point anymore.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Thu Dec 24, 2015 8:02 pm

looks like that link didn't have the updated map in it; try this:

Scion02 Update

Edit: updated previous link, too.
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Re: BZ2 SP Mission Fixes

Postby MrTwosheds » Fri Dec 25, 2015 1:19 am

Doesn't unzip to addon.
But ambush point is back, first run successful.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Thu Jan 07, 2016 11:23 pm

Thanks; i updated the Scion02RD zip linked above so it'll unzip to addon and i added it to the main zip in the first post.
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Re: BZ2 SP Mission Fixes

Postby Spacecomber » Tue Jan 12, 2016 10:58 pm

For what it is worth, this is my experience with the second Scion Mission, Ambush. I am running just the current alpha build, 1.3.7.0a130j (no additional single mission tweaks, at this point). My first try, I was too slow and had my base discovered while I was still in the process of preparing for the ambush (base discovered by the scout that comes down the side of the map that the rocket tanks will follow). "Set up Jammer" still shows as a goal, but I was unable to meet it. Therefore, none of the other goals were accessible, and I considered the mission a stalemate.

The second try, I was more conscious of getting the jammer in place quickly, which requires building up a base with an overseer, first. Having read through these notes more carefully, I tried to avoid potential bugs by using the original builder and letting the builder get to the ambush nav, first. I don't know if these two factors are essential, but the rest of the mission went smoothly from this point on.

I also don't know what triggers that scout coming down the other side of the map, but this seems to be the critical factor to avoid, since he seems to turn tail and clear out quickly, making a beeline back to his base. Once that happens, the mission is essentially failed, though it lets you continue playing indefinitely.

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Re: BZ2 SP Mission Fixes

Postby Red Devil » Tue Jan 12, 2016 11:09 pm

yup, if he gets back to his base, they just keep sending attackers to defeat you and the mission only ends when/iff your recycler is destroyed. i should probably add some other conditions to that.

reminds me; i need to modify that dll so it will accept any builder, not just the one that spawns first.
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Re: BZ2 SP Mission Fixes

Postby jack775544 » Tue Jan 12, 2016 11:39 pm

Red Devil wrote:yup, if he gets back to his base, they just keep sending attackers to defeat you and the mission only ends when/iff your recycler is destroyed. i should probably add some other conditions to that.


Personally I don't mind the recycler being destroyed as the only losing condition, the only real change that is probably needed for that would be to make the attack waves alot stronger so that you have no hope of defending against it. I quite like that is a unique way of failing a mission, just with the attacks the way they are right now, it is easy not to get overwhelmed as intended.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Tue Jan 12, 2016 11:48 pm

agreed :-)
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Re: BZ2 SP Mission Fixes

Postby Zero Angel » Tue Jan 12, 2016 11:53 pm

jack775544 wrote:
Red Devil wrote:yup, if he gets back to his base, they just keep sending attackers to defeat you and the mission only ends when/iff your recycler is destroyed. i should probably add some other conditions to that.


Personally I don't mind the recycler being destroyed as the only losing condition, the only real change that is probably needed for that would be to make the attack waves alot stronger so that you have no hope of defending against it. I quite like that is a unique way of failing a mission, just with the attacks the way they are right now, it is easy not to get overwhelmed as intended.

How about a delayed triggering of some offmap maulers? Like as if the panicked scout retreats back to base and they call in reinforcements. A minute later a big pack of maulers (and perhaps titans) arrive from another nearby scion base and make a bee line for the rec.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Wed Jan 13, 2016 12:02 am

sounds good, but they would need to be isdf units; or maybe just spawn DaBomb above your base. :o :D
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Re: BZ2 SP Mission Fixes

Postby MrTwosheds » Wed Jan 13, 2016 1:59 am

Fail the mission when the player destroys the isdf base.
Spawn more units if you want (bomber too please) It's fun trying to stay alive, but on that map little short of the DaBomb is going to ensure an AI victory.
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Re: BZ2 SP Mission Fixes

Postby DarkCobra262 » Wed Jan 13, 2016 11:06 pm

I keep getting a crash on the mission "Counterattack", the game just says it can not load the .BZN
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Wed Jan 13, 2016 11:51 pm

copy
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Re: BZ2 SP Mission Fixes

Postby Spacecomber » Thu Jan 14, 2016 12:00 am

I used bzfree to replay the Ambush mission (since the time is pretty tight to get the ambush set up properly, otherwise), and I confirmed that only the original builder (and his jammer? I should have paid more attention to that) will satisfy the mission's expectations. I had time to try a builder from the matriarch, and it built a jammer, but the mission script continued to wait. I then brought up the original builder and it triggered the proper script, and building a jammer with it allowed me to complete the next step of luring the mobile forces into an ambush. I don't think there is any need to get the builder there ahead of the player (since I was already there with the first builder). The player does need to arrive at the ambush nav point to trigger the more complete orders on setting up the ambush. Again this is with the current alpha build, 1.3.7.0a130j (no additional single mission tweaks).

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Re: BZ2 SP Mission Fixes

Postby Spacecomber » Thu Jan 14, 2016 12:09 am

DarkCobra262 wrote:I keep getting a crash on the mission "Counterattack", the game just says it can not load the .BZN


Nathan has posted a fix for this problem.

viewtopic.php?f=7&t=2271

And, it looks like this fix has been folded into the latest alpha release, as well.

"- Restore ODFs needed to load isdf12.bzn ("Counterattack") [NM]"


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