'M1', 'M2', 'M3',... is clear enough.
- ^^^
^^
^
BZ2 Campaign, bugspotting.
BZ2 Version: PB 1.3.6.2
Installed mods (not activated): BZC, last itterations of VSR, Icecream race
Difficulty setting: Hard
Note: I haven't played the missions in 1.2 for some years now, and also am not looking at what the code actually is trying to do. All I am doing is playing the missions, write down what I think is not in sync with the v1.2 campaign and write down what comes arcross to me as incorrect, lacking, or unexpected.
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ISDF Campaign:
M1 - This is Not a Drill
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== Friendly scouts are named after the player, there isnt a Shabayev at start. The name of one scout does change later on to reflect the commander but it does as illustrated below, still leaving the playername on top of it:
__Red Spot__
Cmd. Shabayev
If possible make us all part of our own Squad
_Orange Squad_
Cmd. Shabayev
== Mits mines are targetable, in this case I wouldnt allow this and make them untargetable.
== Lt. Sims? Name the poor bugger.
Orange Squad
__Lt. Sims__
== Red Squad. Name them so when they appear on the map, not just 'red 1' after the talk with Shabayev.
Red Squad
__Red 1__
== Shabayev does not turn to face 'red 1' when the ladies do the chatting.
== The alien gets shot at the spot, it doesnt even get a chance to deploy which makes the mission skip some dialog, iirc.
== 'Scout 2' gets crippled, but takes out both 'enemy craft', there is nothing left for me to target when Shabayev and me arrive at 'Scout 2''s location.
== I can't seem to be able to save both (remaining) 'red squad' scouts
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M2 - A Simple S & R
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== As in M1, Shabayev is named after the player.
== No dialog when we meet the builder
== No dialog when we face the first wave, after taking down the jammer. I do get the 'good job, now help me with the other' dialog after I kill the first enemy craft.
== 'Watch that crossfire!' dialog long after the battle, when Shabayev takes control of the service truck.
== builder is untargetable, as it has always been, but it just doesnt feel right, I can see it so I should be able to target it, imo.
++ Bonus; I like the now correct dialog of being able to service yourself by getting near the S-truck, but it wouldnt hurt if the S-trucks ability to repair Shabayev gets hampered so a new player can 'test' this feature a bit better.
== 'Its getting away, lets follow it' dialog, with the builder being 20mtr in front of us ... delay above and this may be a bit less 'off'.
== Radar: I can spot a lot of what is on the map cause of the 'friendly stuff' on the map. Alter this by spawning foes in or setting 'stuff' to neutral untill it actually comes into play (preferable spawn them at a distance and move them in).
== No dialog before we engage the 3 enemy craft near the 2nd jammer? Remove pilotspawn from those craft as it just takes your focus away from listening to Shabayev.
== Near the downed scavengers, make Shabayev wait for the player to repair his/her ship. (I had 95% health at this stage, if the lower limit for a mandatory stop would be ~85% health than ignore this)
== 3 enemy craft spawn outside the base when Shabayev is playing constructor, and 1 more spawns inside the base. Should this not be 3 & 2?
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M3 - We Have Hostiles
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== Shabayev is named after the player.
== Tunnels you get ordered to investigate are broken.
== Something is colleding and making the 'bump' noise, fairly annoying stuff.
== Armory options:
- Dont allow for the building of a weapon untill the dialog hints it
- Stop the dialog from playing if you already build a weapon
- Make the actual missile actually cost some scrap so it is at least somewhat correct dialog/armory behaviour (costing scrap, rockets?)
^ I actually prefer the last option.
== Last dialog 'meet me at the armory complex'. OK sweet! I'm sitting next to the armory for 30 minutes only to find out Shabayev is waiting for me at the opposite side and its actually proximity to her to finish the mission. (Not quite sure if tempering is needed here, but I remember once literally sitting near the armory untill I get fed up waiting for Shabayev..)
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M4 - Too Hot
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== Shabayev is named after the player.
== Shabayev may be called away in dialog, in reality she hoggs the recy and never leaves you.
== At the alien dust off site the alien craft remain behind, remove it/them at lift off.
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M5 - The Dark Planet
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== Shabayev is named after the player.
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M6 - The Wormhole
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== Missionscript can easilly be fooled.
- First build a Relay Bunker near the Scion base, you'll get a red warning and thats all.
- Now build 2 GT's near that Relay Bunker, 2nd stage of the objectives now turns green.
- Demolish the Relay Bunker.
- Move the cons towards the pool
- All dialog will play, the mission sends 2 enemy scouts to attack when the cons is near the pool, both are taken out by the forward GT's, and that part of the mission is completed succesfully.
== Give the player control over the scavenger as it seems to always get stuck on route.
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M7 - Through the Looking Glass
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== Please lighten up the on the loop telling you what to do, it is just too darn frequent!
== When the player has both pools taken and a freeroaming scavenger on the loose, you should no longer be told to get more scavengers in the field.
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M8 - Get Help
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==
I'll add more ...