sgtmyers88 Posted September 23, 2016 Author Share Posted September 23, 2016 Here is GDI Mission 11, please note it has only been played thru once. Expect AI and scripting bugs. The AI is a real PITA about not letting you get established and there are also more defenses in place, in contrast to the original. Also the AI will now build or rebuild things if left unchecked. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 23, 2016 Share Posted September 23, 2016 Could you re-upload GDI 10? I have the old version that doesn't allow me to continue after finishing GDI 10. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 23, 2016 Author Share Posted September 23, 2016 Oh I forgot you need the updated .ini files too. My bad. v1.43 changelist: 8 additional campaign missions completed with their respective intro videos Fixed an AI exploit preventing tank machine guns from damaging aircraft M110 Artillery (Nod) speed slightly decreased Assault APC price increased from $500 to $800 (pre-loaded with two Rocket Soldiers now) Airfields (excluding Nod Airstrip) reduced from $2000 to $1000 Grenadiers made more powerful and more accurate (to encourage use over rocket soldiers) Both vehicle missile and machine gun upgrades reduced from $1000 to $600 Power Plant HP increased from 800 to 1000 Tiberium Silo Auto Deposit Amount reduced from $200 to $75 Mammoth Tank Armor and speed slightly decreased (including Adv. Mammoth) Mammoth Tusk Missile Firing Rate slightly decreased Flame Tank Armor slightly increased Helicopter and fighter jet locomotors slowed to reduce graphical and gameplay glitches Tiberium income amounts reduced slightly Tiberium growth rate significantly reduced (to reduce lag and game crashes from overpopulation) Weapons can now fire over low profile structures without exploding over them (Helipad, Repair Bay, .etc) Guard Tower damage and firing rate slightly increased APC machine gun firing burst rate decreased (does not apply to Assault APC) Bradley (Light Tank) speed slightly decreased Grand Canyon Skirmish Map rebalanced and reduced to 3 players to fix AI issues Dynamite Dunes Skirmish Map rebalanced Armored Assault Skirmish Map rebalanced Framerate improvements on the Tiberium Gardens Skirmish Map Framerate improvements to GDI SPEC OPS Mission #1 Framerate improvements to GDI Mission #8 Fixed an issue preventing players from finishing Nod Mission #4 Engineers can now hijack and not simply disable unarmed vehicles (MCV and Harvester) Tank and Missile projectile splash damage reduced Several models have been reworked and retextured Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 25, 2016 Share Posted September 25, 2016 I think GDI 11 is impossible in it's current state. I can't even get off the beach properly. The turrets chew up the grenadiers within seconds, and even if it manage to use them as damage sponges, the MCV gets destroyed by the two eastern turrets at the latest. Video Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 25, 2016 Author Share Posted September 25, 2016 Usually micro managing and scattering the troops into two groups helps and you can knock out that first turret on the right in no time with few losses. And thats with the updated .ini files? The Grenadiers were modified since they proved quite ineffective initially. The firing rate does seem to be too fast for the turrets though which is strange, considering they were not changed. Also when you added the updated .ini files did you put them inside the Data folder? It should be placed as Command & Conquer Generals Zero Hour>Data>INI And here is an updated mission file. I delayed the timing for the Nod tanks to show up at the beach which proved to be annoying when they rush in to crush your troops distracting the turrets from shooting the MCV. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 26, 2016 Author Share Posted September 26, 2016 Okay I went ahead and updated the .ini files again and slowed down the Gun Turret firing rate. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 26, 2016 Share Posted September 26, 2016 I think I applied the new INI correctly because I was able to go from GDI 10 to GDI 11 (instead of getting only the "End Campaign" option). I'll give it a shot with new files later, though. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 26, 2016 Share Posted September 26, 2016 I haven't completed the mission yet, but it's MUCH more bearable with the normal turrets. One oddity I noticed: The initial Bradley followed my MCV, but when I deployed it, it just froze and wouldn't move until I attacked it. Then it fired and moved as normal. Also, I tried to be crafty and use an Orca to contact Delphi, but that didn't work. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 27, 2016 Author Share Posted September 27, 2016 Good to know, and yeah the tank was probably baffled as it probably never seen a MCV deploy before and didn't know what to think. haha But to be serious its a known AI glitch. Just like the sandbag trick on the original game. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 27, 2016 Share Posted September 27, 2016 I beat the mission yesterday. Having access to Orcas makes taking out all those scattered Nod troops and gun turrets so much easier! The mission as such is pretty much bug-free, but I noticed one odd thing: Twice my MCV was unable to build anything after I built the initial obligatory power plant. Both times, this seemed to happen when my MCV was heavily damaged (see clip here). During my second playthrough of GDI 10, I also noticed that, amusingly, Orcas can be shot by gun turrets when they fly over a cliff! :laugh: It seems to happen very rarely, though, and isn't necessarily unrealistic. I mean, an actual airborne vehicle that does fly low enough can be shot by pretty much anything. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 27, 2016 Author Share Posted September 27, 2016 Video is private. But was it or any other building under repair? Sounds like a rare bug from the Generals Dozer AI because in the game code the unit/structure is required to use the KindOf= DOZER code to be able to build buildings and such. Problem is the Dozer AI is automatically programmed to repair buildings next to it if they are damaged making the AI flag itself as "busy" which greys out other commands in the Command Bar. Simply typing "S" on the keyboard fixes it. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 27, 2016 Share Posted September 27, 2016 Video should be watchable now. I never encountered this bug before, so it's probably not a big deal. Using 'S' probably won't work because I mapped the WASD keys to the arrow keys for convenient map scrolling... XD Link to comment Share on other sites More sharing options...
sgtmyers88 Posted September 29, 2016 Author Share Posted September 29, 2016 Its all good. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted September 29, 2016 Share Posted September 29, 2016 The video will go life on Saturday BTW. Link to comment Share on other sites More sharing options...
Nyerguds Posted October 2, 2016 Share Posted October 2, 2016 GDI 11 is supposed to have a backdoor way at the start that makes you avoid all those turrets and only meet the light tank instead. And the light tank shouldn't even come unless you take that backdoor. http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-gdi/scg11ea.png You have the route there, but the two turrets shown here ruin the backdoor. The original mission simply doesn't have those. From what I can see, this isn't a matter of nerfing those turrets; the mission design as you changed it from the original is simply not right, and that's what made the mission impossible. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 3, 2016 Share Posted October 3, 2016 Those guns make it harder, yes, but the ROF was too high as well. I couldn't even reach the additional two guns before the fix. :laugh: Link to comment Share on other sites More sharing options...
Nyerguds Posted October 3, 2016 Share Posted October 3, 2016 Oh, I'm not saying those turrets weren't balanced incorrectly. I was just saying this ruins an interesting part of the mission that adds the possibility of getting your MCV through unharmed. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 3, 2016 Share Posted October 3, 2016 Oh, that's true. There's no way you are getting that MCV off the beach without scratches. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 3, 2016 Author Share Posted October 3, 2016 A few things get changed/added/removed via scripts depending on which of the 3 tier difficulty settings was chosen at the beginning of the campaign which the original game didn't have. More defenses get added on hard. But I will be making a few additional adjustments to the system. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 8, 2016 Author Share Posted October 8, 2016 Those guns make it harder, yes, but the ROF was too high as well. I couldn't even reach the additional two guns before the fix. :laugh: So I just found the reason for this in the GameData.ini code, considering you were playing the campaigns on Hard this explains everything. (unchanged from V-Generals IIRC) WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE = 50% WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE = 100% ; ie, unadjusted WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE = 200% HumanSoloPlayerHealthBonus_Easy = 120% HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted HumanSoloPlayerHealthBonus_Hard = 80% Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 9, 2016 Share Posted October 9, 2016 Wow, I didn't even know those parameters could be changed that way. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 11, 2016 Share Posted October 11, 2016 I just finished a skirmish on Atlantic Boardwalk. One AI worked fine, another one only built a half a base, and the last AI constructed a plant and then nothing. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 11, 2016 Author Share Posted October 11, 2016 Yeah I had discovered that myself and disabled the map. For the record, what factions, difficulty and map location were they in? I also had a similar issue on Grand Canyon and Final Crusade which I fixed. Had to flatten out Final Crusade a bit on the NW side and Grand Canyon is now a 3 player map. (2v1) Most of the problems I had was with the Nod AI on all difficulty settings because their structures are the largest in the game which can give the AI fits and as a result refuses to build anything. (ToN and Airstrip) The AI build system has a predetermined layout for its base construction and if the terrain is too cramped and uneven or there is a lot of clutter it gives it problems building things. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 12, 2016 Share Posted October 12, 2016 I played as regular GDI. The AIs were two regular Nods and the Black Hand, all on Hard. Only the Black Hand behaved normally. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 12, 2016 Author Share Posted October 12, 2016 Here is some updated files along with GDI Mission 12 make sure to unzip the INI and Scripts folders into the main game data folder. I also updated and uploaded all of the campaign videos here http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/addons/tiberian-dawn-redux-full-campaign-cutscenes Link to comment Share on other sites More sharing options...
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