TaxOwlbear Posted October 13, 2016 Share Posted October 13, 2016 I just finished the mission and didn't notice any issues. Very minor nitpick: Once the last SAM site is gone, you can access to the Warthog airstrike. I don't think that's supposed to happen in this mission. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 13, 2016 Author Share Posted October 13, 2016 The airstrike is part of the automated scripting system template I have set up that is copy/pasted from the previous missions. It can easily be disabled and it just happened to be overlooked since the mission automatically concludes with the Chinook picking up Moebius before you can use it anyways. I have saved the entire scripting system from each map and imported it into the subsequent maps with slight edits to fit the mission parameters. This is why I have managed to increase the production of the campaign missions so quickly in contrast to years past when I would have to layout and script each and every mission from scratch and then play through and debug it which was an immense pain as a solo editor. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 15, 2016 Author Share Posted October 15, 2016 I have some updates posted here that fixes the broken Nod/Black Hand AI and some map rebalancing work was also done, you will need to delete the INI, maps, and scripts folder in the game directory to use the new .tdr files. https://www.dropbox.com/sh/x2vly8rj1yx81ep/AAD4FvwJ38lhtTWM5_xHGflHa?dl=0 I also did a few minor code and GUI adjustments which you will notice when you open up to play a game. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 16, 2016 Share Posted October 16, 2016 I'll check it out. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 21, 2016 Share Posted October 21, 2016 I played another match against two hard Nod AIs on Tiberium Nightmare. No major AI issues this time, but a couple of things I noticed: - the AI does occupy tech bunkers, but not tech fire bases - both AIs built a Chinook which just stood there next to their helipad doing nothing - both AIs built an extra MCV but didn't expand, at least not before I below them up - the AI upgrades about 25% of its basic power plant to APPs Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 25, 2016 Author Share Posted October 25, 2016 Thanks for the report. Make sure to reset your file directory for future games as I just uploaded a major update in the following link: https://www.dropbox.com/sh/x2vly8rj1yx81ep/AAD4FvwJ38lhtTWM5_xHGflHa?dl=0 I have fixed the broken music track that cuts off Act On Instinct (I also included "I Am" aka Destructible Times to play in the in-game soundtrack) and fixed the GUI's and revised a few models. Particularly the Guard Tower lacking a muzzleflash when shooting and the Adv Comm Center had some bone and animation issues for its special animation sequence when it is prepping the array to fire the Ion Cannon. I have been meaning to fix these for a while, of course these things are barely noticeable for most people but its the little details that bug me like that. After reviewing all of your gameplay videos I also reworked some of the campaign missions and the AI again. Again, I appreciate you for making the Lets Play series as it helps me visually see things that potentially need debugging. (even if most people wouldn't really notice) Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 25, 2016 Share Posted October 25, 2016 No problem. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 28, 2016 Author Share Posted October 28, 2016 Nod 11 is now available. Make sure to update all of your .tdr files if you have not already. (see link in above post) Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 28, 2016 Share Posted October 28, 2016 I gave it a shot just now. The mission is incredibly frustrating, just like original. A couple notes: 1. Keeping the southern team alive is really difficult because the Mammoth won't stand still and will instead waltz over your infantry. 2. The artillery can't reach the Guard Towers, so you have to take them out with Bazooka Soldiers while dodging air strikes and the Gun Boat. 3. I don't have access to the Obelisk of Light. 4. Capturing the Tech Centre doesn't unlock the Stealth Tank, though there is one in the base. No technically possible? Link to comment Share on other sites More sharing options...
Nyerguds Posted October 28, 2016 Share Posted October 28, 2016 Ah yes... the point of the artillery in the south is actually to give artillery support across the river. I honestly never figured that out until it was pointed out to me, heh. Also note that in C&C1, gunboats are especially vulnerable to the Obelisks laser. It kills them in a single shot. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 28, 2016 Author Share Posted October 28, 2016 Ironically I am working on the hotfix right now after discovering the issues myself. The tech tree settings were not updated from the last mission. Stand By Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 28, 2016 Author Share Posted October 28, 2016 MAPS.tdr and INI.tdr is updated to reflect the changes. Had to also update the .ini's for the tech tree settings and adjust the armor settings for the Gunboat. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 28, 2016 Share Posted October 28, 2016 Nevermind, I finished the mission anyway. Notes: 1. The two Orcas in the GDI base are passive and don't harass units that come too close, not even when attacked. 2. The end screen is still borked. It shows that I built one build and GDI 21 buildings, which is off. 3. No victory theme ("Great shot!") on the victory screen. 4. GDI wasn't all that aggressive. I did go after them early, which could be why. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 28, 2016 Author Share Posted October 28, 2016 There is some AI issues on the map that will need to be further looked into apparently. I am in the process of building a more advanced AI to use for the final missions and this mission map was a test bed for it. As for the score screen issues I know it is hardcoded to not play music on a campaign mission score screen. Why? You will have to ask EA. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 28, 2016 Share Posted October 28, 2016 Why? You will have to ask EA. Why, EA, why? Anyway, the video will be up tomorrow. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 28, 2016 Author Share Posted October 28, 2016 So were you saying the AI was pretty much inactive? I just played thru the mission again and about a couple minutes into recapturing the base and the Tech Center GDI pretty much threw everything they had at me. While they were assaulting the base and I was busy trying to throw together some defenses I didn't notice an APC that rushed in and dumped Engineers into my base. Yes I actually got defeated by an Engineer rush from the AI. The fixed map is uploaded btw. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 28, 2016 Share Posted October 28, 2016 No, not inactive. They did sent Medium Tanks after me as well as some Hummers and infantry right after I re-captured the base. They didn't sent too much after that, but that could be because I move over to their base early and intercepted their units. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 29, 2016 Author Share Posted October 29, 2016 I updated the files again but for some reason I am getting that the Nod and Black Hand AI's have become broken somehow in skirmish. They build bases but not much in the way of attack forces. Just infantry and helicopters. Anyone confirm? Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 29, 2016 Share Posted October 29, 2016 I'll check it out. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 29, 2016 Author Share Posted October 29, 2016 If you wish to torture yourself again with that mission I just uploaded the files again and updated all the campaign missions with the revamped AI implemented. I also noticed it appears you are missing the two custom shader config files. Your visuals looked a bit washed out in the video. Here are the files, just extract and copy into the root game folder where the generals.exe file is located and you are set. shaders.zip Link to comment Share on other sites More sharing options...
TaxOwlbear Posted October 31, 2016 Share Posted October 31, 2016 Sure, I'll give it another go. Expect me t save scum the hell out of the first part, though. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 31, 2016 Author Share Posted October 31, 2016 I do know the AI is much more responsive. Even the Orcas which you mentioned were previously inactive. lol Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 31, 2016 Author Share Posted October 31, 2016 Multiplayer seems to be stable now with the latest updates too. The bottom screenshot is from another players view. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted November 7, 2016 Author Share Posted November 7, 2016 FYI just done another complete file update. Affects the campaign missions too. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted November 7, 2016 Share Posted November 7, 2016 Okay. Any progress on the next missions? Link to comment Share on other sites More sharing options...
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