Alpha NP production fix #4519
Comments
alfred007 commented Also the Collective in Beta campaign. |
Berserk Cyborg changed _comment0 which not transferred by tractive |
Berserk Cyborg commented This took longer than I expected (since almost all campaign missions were affected), but I was able to stop all instances of #4459. Also prevents #4479 happening as well. I did a lot of testing myself, but if anyone wants to do a quick run through to make sure I did not forget something or break anything that would be much appreciated. Because of #4459 I tweaked some of the units that the enemy AI may produce and some levels build trucks to build defenses. Also some levels have their factory production times lowered if appropriate since waiting anywhere from 3 to 15 minutes seems under-powered. So for 3.2.2 or whatever the campaign should not feel as broken as before. EDIT: Removed unnecessary changes in cam1c and cam1ca |
NoQ commented Woohoo, thanks for the huge patch!
Before i forget: The goal is to maintain campaign as close to the original campaign as possible. Many people complain that the campaign has become more difficult (eg. ripple rocket accuracy has changed), so while i wholeheartedly agree that difficult campaign is fun, we cannot afford modifying it for simply increasing difficulty.
I do not quite understand this change, what is the reason to enable the central factory by timer rather than by player's reaching a zone?
Whoops nice.
Also typo, thanks!
Hmm. The recent changes in sync / anti-cheat checks might have been the root cause for that; earlier, we just didn't check that stuff needs to be researched, and now AI scripts are covered by this check, maybe campaign scripts as well.
Do these tanks see anything with this sensor? |
Berserk Cyborg commented By difficulty I meant that the enemy can produce units since all wzscript levels can not produce anything in 3.2.1 anyway. And using some units the enemy could use, but were commented out in the .vlo files. I used the ZNullSensor(which the enemies can see with) because gamma enemy units were considered 'illegal droids' with the navGunSensor. Then again, If its sync/anti-cheat checks then it would certainly be a better fix. I guess I made a potential campaign mod then, lol. |
NoQ commented
Well, the result must be identical, ideally, anyway. It's just that huge and possibly-buggy (i trust you but who knows where a mistake may dig into) changes in campaign scripts that will be thrown away anyway during js rewrite (which i'm damn happy to see revived btw) might be not quite worth the effort compared to making a single-line-of-code exception. So i think this needs an opinion
You can switch to another player through cheat=>ctrl+o, and see if these units are actually seeing anything. If that's tested, i'm ok with the change; not expert in sensors though. |
Berserk Cyborg commented Ticket can be closed. Obsoleted by campaign script conversions I am doing now. |
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resolution_closed
type_patch (an actual patch, not a request for one)
| by Berserk CyborgAlpha campaign missions sub1_5 and later were somewhat broken in the aspect that the New Paradigm could not build/produce certain cyborgs, tanks, or structures. This was simply due to a few missing research stats.
I tested each affected level and there were no adverse effects from my changes, so I don't think I broke anything. This should at least make those levels somewhat more difficult now.
branch: https://github.com/KJeff01/warzone2100/tree/CampaignFixes
Issue migrated from trac:4519 at 2022-04-16 12:37:45 -0700
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