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Verdagon
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Location: San Luis Obispo, CA

PostPosted: Thu Apr 01, 2004 5:47 pm    Post subject: Re: Still needs a little tweaking Reply with quote

BSlickOH wrote:
Although I am able to get farther than before in the 5th mission after the latest update, I am still of the conclusion that it is unwinnable. Pre-update, I couldn't even get far enough up the map to see anything other than towers. Post update, I can at least see buildings, and have even destroyed some. I have also destroyed every tower I've seen, but there is still a fair amount of the upper left corner that I can't get to. There is obviously some kind of spawn trigger that is causing far too many enemy units to appear. This mission appears to be cyclical, but even though I'm patiently following the cycle, I can get no farther.

Enemy Units Destroyed: 2735
Enemy Buildings Destroyed: 48
Friendly Units Lost: 2745 (this was lower, but I've been hurling everything I can in an attempt to still survive after the spawning)
Credits Acquired/Spent: 408360/386516
Elapsed Time: 04:24:08

And this is on the easy setting!

I don't mind spawning in a part of the map that I haven't yet uncovered, but once I'm there it should stop. I don't like these missions where enemies just appear out of thin air (general comment, not directed at any specific mission author).

For the 6th mission, I can at least play it now after the update, but as far as I can tell it is also unwinnable, although I haven't given it as much time as I have the 5th one. What good is a Dominion if you don't have any credits to build anything? I've run around long enough hoping that credits would just appear, like in the 5th one, but they don't. And you don't start out with any Raiders, so you can't steal any money.

I like this campaign overall, but I would like to be able to finish it! Wink


Thanks Very Happy
As I said I can't test it, I still cant find my zod... i recently got a new ipaq but i cant play my missions (cant register! they wont send me a ppc file)

I'll fix these...

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Verdagon
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PostPosted: Thu Apr 01, 2004 5:59 pm    Post subject: Reply with quote

Okay the bugs you told me were fixed.

In mission 5 there was an area called "area 3 surprise" to add a little bit of difficulty. You informed me that it added too much difficulty, so it's gone Very Happy
In mission 6 you were right there wasn't any credits. Sorry bout that!
Thanks for testing my mission.

By the way, how was level 4? Hows the story, gameplay, is it challenging? That one took the longest to make.

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BSlickOH
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PostPosted: Thu Apr 01, 2004 8:30 pm    Post subject: Reply with quote

Oh, mission 4. Forgot that I hadn't won that one yet.

The premise is fine, although when the level begins initially, I thought you were joking regarding how much I would have to do with so little forces available. Seems like I lost nearly everything against the first set of towers and vehicles that I had nothing left with which to go after the pads. Tried again, more carefully this time, succeeding in taking a pad, and then the reinforcements started arriving. Once that happened, I figured the level was winnable.

But the reason I haven't won yet is that the level pretty much ends at the 20-minute mark. I can takeover all 6 pads within 20 minutes without too much difficulty. Once it hits 20 minutes, it runs through a whole series of dialogs that basically ends up with "oh my god, they're everywhere" or something like that, and instantly ends the level. The first time this happened, I thought an enemy had taken over a pad when I wasn't paying attention. I've played it two or three more times since then, and each time it quits at 20 minutes.

So, since I haven't gotten to the point of trying to destroy the base yet, I can't quite comment on whether or not I have sufficient firepower remaining to do so. I don't know if there will be anymore reinforcements coming, but I'm guessing it will be cutting it close.

As far as your "area 3 surprise" goes, it's ok for it to be there...once. Once I've discovered the surprise, it becomes simply unfair after that point. Heh. Yeah, I'm a whiner. I can see having cloaked or hidden forces, that's fine. But once they are uncovered and destroyed, they shouldn't be there anymore.

Oh, one other comment I had for misison 5 is that it seems to almost play itself. I guess that isn't a bad thing inherently, but it does remove a lot of involvement from the player. One of the consequences of this though is that the computer-generated reinforcements don't take orders very well. Sometimes I'll try to hold them back, or deliberately route them around a group of enemies, but sometimes no matter what I do, they plunge headfirst into battle. In some cases, their goal is so far away that they don't realize they are being shot at right now. (Actually, this is a complaint I have about WI in general...enemy forces on patrol are smart enough to start shooting when they encounter foes....friendly forces are not as smart. A sizeable force can be slaughtered by a very tiny one just by virtue of walking past and never firing a shot. This isn't a huge deal with the sound on, since the sounds of battle can alert you that something is going on, but I typically play with the sound muted.) You actually provide a good quantity of computer-generated reinforcements, but since they don't take orders very well, you can't consistently reroute them and try to build up their numbers over time.

I'll think of some more comments, I'm sure. I've spent some quality time with mission 5. Very Happy
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Verdagon
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PostPosted: Fri Apr 02, 2004 8:06 am    Post subject: Reply with quote

Yes I have noticed that about mission 5... Ever played my map Tides of War? It's exactly like that. I don't know why they don't take orders, I wish they would.

Any suggestions you might have on how to make the player more involved would be helpful Very Happy

The error in level 4 is probably just a misplaced win action. I'll get to it on sunday (I'm not at home right now, ill get back then)

Thank you for your help!

Quote:
...that point. Heh. Yeah, I'm a whiner. I can see...

That's okay. Whiners are helpful. They tell whats good and what needs improvement.

Keep whining! Smile

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BSlickOH
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PostPosted: Fri Apr 02, 2004 3:05 pm    Post subject: Still can't win Mission 5 Reply with quote

Ok, if there is a trick to winning mission 5, I can't figure it out. I am able to wipe out all of the towers (that I can see and get to), a few power generators, and one vehicle factory. I can see one HQ, and a half dozen more power generators. But every time I get close to them, probably 100 or so enemies appear and just overwhelm my forces. I have tried throwing small fast armies at them, I have tried throwing large slow armies at them. It's like forcing a pencil into an electric sharpener too hard/fast.

There really is very little I can do while this mass of enemies trickles down the map. I've only found one nook along the canyon where I can tuck 5 or 6 vehicles and they don't get molested by the passing hoardes. So I slide some Broadswords up there, wait for the tail end of the army to pass by, and then send them rushing upwards to the nearest structure. This is easily a 10-minute-plus rotation, and frankly it starts to get old. But it does work, at least until you get up near the top of the map. There seems to be another spawn trigger up near the enemy HQ, and that's fine, but the number of enemies spawned needs to be a LOT smaller. There also needs to be a point after which they don't spawn anymore.

The "area 3 surprise" that I notice is gone, really wasn't a big deal...maybe 10 vehicles or so. I can deal with them, even if it means parking a huge army halfway up the canyon just to have forces remaining. But I am simply unable to defeat the massive enemy army in a strategic location. Even if I build every unit I possibly can, right up to the limit, get this army set up in the canyon, and then begin advancing on the enemy base, the enemy army is still able to wipe out every last vehicle I brought, and still have a sizeable force remaining. I've even tried sending 20 or so Eagles straight up the canyon on a kamikaze run, but they get ripped apart by newly-spawned enemies without so much as scratching any of the buildings. Too many enemies!

I have even tried setting up a 2nd HQ in the nook, so that my forces wouldn't have as far to travel. Makes no difference, and that HQ typically gets wiped out pretty quickly.

The spawned friendlies can keep this massive army at bay, typically without any intervention from me. So as far as I can tell, the only trick is to make sure to get vehicles up into that nook while the computer-driven folks battle it out. But once that trick quits working, there is nothing left for the user to do except ride it out and wait for the next cycle. I am at an impasse.

Possible bug: forces I create don't always show up on the mini-map right away. Once I get them moving, they appear, but not initially.

Comment: You actually start out with too much money. I set up the Dominion in the little cul-de-sac in the lower left corner. There is - just barely - enough room for the Dominion, one power generator, and one Galaxite processor. But as soon as the Bulpup comes back full, he can't unload because there isn't enough storage. No problem, I gots plenty o' cash, but sadly no real estate. You need the Bulpup to clear out the Galaxite to make room for more structures, but he can't work because you don't have enough storage, but you can't build more storage because there isn't room, and there won't be more room until the Bulpup does his thing, and .... and ..... and.... It works eventually, but it takes a LONG time to set up. So, I either need less money initially (not a problem, considering the rate it accumulates), or I need less Galaxite so I have room to build.

Incidentally, while I am worrying over getting all of this set up, the computer-generated friendlies are able to pave their way halfway up the map, including destroying numerous towers, without any intervention from me. I literally touch only Andy and the Dominion/HQ/Bulpup for the first 10 or 15 minutes.

I'm trying to answer your question regarding how to increase user involvement, and it's tricky. The first thought I have is to have the spawned friendlies remain in place at the edge of the map, instead of rushing off to fight, possibly with some alert like "reinforcements have arrived!" or something. And rather than 3 or 4 units every 30 seconds, make it 20 units every 2 minutes or something. But, if they are going to be stationary, then you definitely need to cut the number of enemies easily in half. It will be far too much to manage otherwise.

I'm getting a little burned out on this mission, so I'm going to play with #6 for a while. I'll wait for you to fix #4 before trying that one again. By the way, I think it is a lose action being triggered, not a win action. Or at least the dialogs don't seem very happy, anyway. Actually, I may just start the whole campaign over again and pay more attention to details.
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BSlickOH
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PostPosted: Sat Apr 03, 2004 1:40 pm    Post subject: Completed Mission 6 Reply with quote

Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy.

Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available.

There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that.

When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base.

So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting.
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BSlickOH
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PostPosted: Mon Apr 05, 2004 8:39 am    Post subject: Reply with quote

Ok, I have started the campaign over. I just completed mission 1 on the easy setting. The only issue I found is one that was already mentioned...

Pounce wrote:
I like it very much as faar i was able to play the first mission, but theres something strange, the bullypubs stop to unload into the factory after about 10 minutes into the game so i am simply running out of funds...
Is that an bug or is there an limit how much galaxite one can harvest??
.
Sucks to have three bullys fully loaded with galaxite and funds are ZERO..


I did find a workaround. Say that the processor occupies a 3x3 grid of space. So, it would look like this:
1 2 3
4 5 6
7 8 9
...with the "building" part sitting in 1 through 6, and there is empty space in 7 through 9. A bulpup normally enters the building from space #8.

The problem occuring is that the bulpup will go to space #9 and just sit there. Even if you direct the bulpup away from the processor, then click on the processor again, the bulpup will return to #9 and continue sitting there.

The workaround I have found, once the bulpup is sitting in #9, is to click on #8. Once the bulpup has moved to #8, but before he comes to a stop, I click on the processor again. 8 times out of 10, he'll enter the processor and all is good. The other two, he'll return to #9, and you have to try again. After I do this a couple of times, things seem to run smoothly for several more minutes. Just seems like the process needs a little kick-start every now and then.

Overall, I like mission 1. Good story line, nice map, reasonably challenging.

My one little complaint is the spawning of the enemies. I've paved through all of the vehicles, destroyed all of his buildings, and he'd run out of money before then anyway. I'm pretty much in "mop-up" mode, destroying the rest of his towers. He has no resources at all, when poof, here's a sizeable army in the middle of the map.

If there are going to be new enemies throughout the mission, aside from what the factories can produce, they should enter from the sides of the map, I think. It's a more realistic "reinforcement" scenario. Maybe do like you did in the river defense one, with messages warning that reinforcements are on the way. You could do something like trigger a message, once all mobile forces have been defeated, that says something like "good job, now get that base destroyed and get out of there. OMNI reinforcements will arrive in 5 minutes" or something like that. That way if I don't have the base destroyed in the allotted time, it's my own fault, and I know what is coming. Actually, since some of the forces sit and guard buildings, maybe trigger the message when only 5% of the enemy force is remaining.

Nice job overall. I think I'm spending more time with this campaign than I did with the mission that shipped with the game. Heh.
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hpmoon
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Joined: 12 Apr 2004
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PostPosted: Mon Apr 12, 2004 10:38 am    Post subject: Level Two never ends Reply with quote

It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more.

In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending.
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joshlerman
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PostPosted: Sat Apr 17, 2004 10:39 am    Post subject: Reply with quote

I am in agreement with all that has been said about level 5 -- it really does seem unwinnable, not matter what strategy I have tried. Not that a difficult challenge can't be fun, but it seems to me as if lightening the load would make it a more enjoyable, and winnable, level.

On a side note, I find that whenever I exit the game after playing this level, I get a fatal exception. Don't know what this is related to, but wanted you to know.
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Verdagon
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PostPosted: Mon Apr 19, 2004 11:00 pm    Post subject: Reply with quote

Okay here's the deal. I'm having a lot of trouble with my schoolwork and making my site, and I really don't want to spend any more effort on fixing this level.

around level 4 or so, I was so tired of making Warfare maps that I had to force myself through it just to be finished.

This happened in starcraft a few times too... I eventually got back to making maps. Maybe I just need a break. Razz

I'm sick of this campaign Embarassed , so if you guys want, I can make it open source Very Happy and everyone can join in on fixing it. But please... DONT MAKE ME DO ANY MORE!

- Evan Very Happy

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Verdagon
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PostPosted: Mon Apr 19, 2004 11:01 pm    Post subject: Re: Level Two never ends Reply with quote

hpmoon wrote:
It seems that you can play Level Two for hours on end without any progress. I've set up lots of rocket towers at the first river and have held off the last, biggest raid for an hour or more.

In short, does anybody know what the goal of this level is? Normally you try to destroy an opponent's base or, at minimum, to deplete their forces, but this is never-ending.


Try playing the latest version. I beat it quite a few times.

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kayaker
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PostPosted: Tue Apr 20, 2004 8:42 am    Post subject: I have the latest version, but still... Reply with quote

Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?
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Verdagon
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PostPosted: Tue Apr 20, 2004 7:37 pm    Post subject: Re: I have the latest version, but still... Reply with quote

kayaker wrote:
Is there an end to the generation of the Free Rads? Is there a "switch" I've missed, or are there a set number of waves?


I'm not really sure what you mean. If you're asking about the attacks on level 2, here's how it works:

There are groups that continue spawning forever, they spawn maybe ten to twenty men, in large intervals. Then there are the infantries, they come endlessly.
Then there are the two big waves. The first one is just past the river, very big attack, and the second one comes from all sides.

If you use Andy and hydras right, it's no problem. Tip: Set up rocket towers IN the river chokepoint, not behind, and have Andy nearby to shoot down cyclopses.

As painful as it is, I will look into this.

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Verdagon
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PostPosted: Tue Apr 20, 2004 7:57 pm    Post subject: Re: Completed Mission 6 Reply with quote

BSlickOH wrote:
Ok, after slugging away at mission 5 for quite some time, mission 6 was actually pretty easy.

Same comment regarding money as I made previously...you're starting off with too much. $5000 is probably the max you want to start out with on a map with this much Galaxite/this little real estate available.

There aren't too many mobile enemy forces running around, so they are pretty easily dispatched. Andy alone could probably take care of them. When I first encountered towers, I noticed that they have low power. I almost went to destroy them, but I have played on levels before where destroying towers (or any structure) lowers the power requirements, thereby giving the other towers the power to work. So, I just left them alone, and walked my forces right past them. I then made a point of destroying only power generators to make sure that the towers didn't work ever. If this is deliberate, it's easy to beat. If this is a bug, might want to correct that.

When I discovered Fox, I didn't even know that's who it was. I just happened to have a few vehicles with me, so I sent them in front of Andy so Fox would shoot at them instead, and let Andy blow him away. Suddenly the level was over, and I hadn't even uncovered half the map yet. Maybe in addition to killing Fox, make the objectives change after that point to include destroying the entire base.

So, you probably have a fair amount of room to increase the difficulty on mission 6. Seeing as it is the "final battle," I would expect it to be more challenging than the others. I would guess that simply giving the enemy forces enough power from the get-go would increase the difficulty quite a bit. Although come to think of it, I did play this on "Easy." Maybe I should try again with a harder setting.


Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.).

What's your email?

I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said.

Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later.

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BSlickOH
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PostPosted: Wed Apr 21, 2004 3:41 am    Post subject: Re: Completed Mission 6 Reply with quote

Verdagon wrote:


Level 6... If I remember correctly, that was a very complicated level. A lot of things don't work, I'd reckon. The main thing you were supposed to do was go to the two sides, take out the surveillence things, then rush them. Sometimes, little surprises would pop up, but only once... I called them traps. Okay here's the deal. I'll email the level to you and you can fix it, email it back to me, I'll take a look, and I'll post the new version. You will get credit (maybe a "fixed by BSlickOH" or a "4% by BSlickOH" something like that.).

What's your email?

I've fixed level 5 but I can't play it, reason is above. I'll post it right now, please check it out. I modified level 2 (i think i found the "endless mission" bug in it... not sure) and I made the Level 5 reinfs stationary and chopped the enemies in half, like you said.

Please, test out, and make a list for me of what needs to be done, and I will try to do it. I'm not sure when (I might be in a bad mood, like last time) but I'll definitely get to it sooner or later.


I appreciate the response. I would be happy to help out, but the only place I can run the map editor is at work, and I'm not going to do that. Sorry. Wink

I'm happy to test out these levels and offer my suggestions on how things could/should work, but I'm afraid that's about all I can offer. I'll download your newest update here shortly.

And hey, I saw your earlier message, and know you have a lot on your plate. Take care of that other stuff first, and maybe later you'll be in a better frame of mind to come back and make us some more great levels. Cool
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