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nariac

Nod - Grand Theft Mammoth (Single Player)

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Hey there, got a Nod mission for you to sink your teeth into!

This is an incredibly punishing mission where you'll have to make the best use of extremely limited resources, as well as pushing your ability to micro manage different units to the max. Believe me, you don't want to play this mission on maximum game speed!

Firstly you have to penetrate a well defended GDI base with your commando team and whatever composition of forces you elected to train. Then you'll need to hold your position until the Nod technicians have stolen the pair of Mammoth tanks and are driving them out. Lastly you'll need to escort the tanks out of the base, through a couple of civilian villages to the waiting hovercraft, all in the teeth of a heavy GDI counter-attack. If either of the Mammoths is destroyed before it gets to the evac point, the mission is failed.

Grand Theft Mammoth

GDI is performing field trials of their latest version of the Mammoth Tank. The

Brotherhood requires that you steal some prototypes so we can evaluate them for

any weaknesses. Destroy the four SAM sites around the base, so we can send in

reinforcements. Capture the Tech Centre, and escort the stolen tanks through the

nearby villages to the evac point. That will prove a more amusing demonstration.

Changelog:

  • Made every building north of the Weapon Factories uncapturable to force the engineers to capture the correct buildings.

Stealing.jpg

Slaughter.jpg

GTM v.2.zip

Edited by nariac
Re-adding attachments.

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...how do you have a grey mammoth coming out of a yellow weapons factory? Or is that just house colour trickery? xD

 

[edit]

 

Ohhh. "Escort". So you don't control them. Right, then you can do such stuff with the house colour controls.

 

That's gotta be tough, though, protecting AI mammoth tanks :yo:

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That's gotta be tough, though, protecting AI mammoth tanks :yo:

 

Yeah, they're dumb as balls. But hey, I guess the Nod drivers aren't familiar with such vehicles!

 

Just adds a little more challenge to the mission. :P Also I didn't think there was any way to have a "bring X unit to Y location in order to win" without the X being its own house. If the player could drive the tanks themselves, they could just rush a recon bike to the evac point and win, or something cheesy like that. :)

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If the player could drive the tanks themselves, they could just rush a recon bike to the evac point and win, or something cheesy like that. :)

Yeah, I remember those crate fetch missions. Straight to the end with one bike, and straight to the crate with the other. Not like the game cares it's not the unit who picked up the crate who gets there :laugh:

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LOL just at the name... can't wait to give this one a try.

You should put your missions together in as an expansion pack, you've got plenty of them up here and you've definitely established yourself as an expert map maker!

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Does not seem that punishing from the first couple of times I played it, but both times I managed to bug it out quite crucially. A) If you uncover the GDI CY and the buildings around it before blowing up the SAM sites, the hijackers will try to go there, because it's to the North, they'll get stuck on the ridge and not go for the factories. B) When GDI goes for the counterattack in the end, you can lose even if the mammoths are intact. The lose triggers for the factories are dead by this time, but if GDI kills one of the factories and men pop out and get killed, you die.

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Does not seem that punishing from the first couple of times I played it, but both times I managed to bug it out quite crucially. A) If you uncover the GDI CY and the buildings around it before blowing up the SAM sites, the hijackers will try to go there, because it's to the North, they'll get stuck on the ridge and not go for the factories. B) When GDI goes for the counterattack in the end, you can lose even if the mammoths are intact. The lose triggers for the factories are dead by this time, but if GDI kills one of the factories and men pop out and get killed, you die.

 

Damn. Well, I hopefully fixed the engineer issue by making everything north of them uncapturable. Not sure how to deal with the other one. Whenever I tested this GDI never attacked the factories, not even once. :/ One of the points of having that captured Tech Centre is that if any GDI happen to go hunting for something, they'll try to kill the Tech Centre because it's further north than the Weapons Factories, and they can't get in range of it, so ... But, meh, guess that didn't work for some reason.

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That may actually be the issue, sometimes when a unit's path is blocked by a tree or hostile building they will try to destroy it, happens to player controlled units too.

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That may actually be the issue, sometimes when a unit's path is blocked by a tree or hostile building they will try to destroy it, happens to player controlled units too.

 

I could hide a player building somewhere at the top of the map where it can never be revealed by the player or reached by the AI, to snag any "loose" units wandering around looking for something to kill. That might help.

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Damn. Well, I hopefully fixed the engineer issue by making everything north of them uncapturable.

Actually, AI engineers don't actually care about stuff being uncapturable when they try to enter it. I've seen them enter SAM sites and gun turrets. They just disappear into them without capturing.

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Damn. Well, I hopefully fixed the engineer issue by making everything north of them uncapturable.

Actually, AI engineers don't actually care about stuff being uncapturable when they try to enter it. I've seen them enter SAM sites and gun turrets. They just disappear into them without capturing.

 

I've seen that too. But I've had issues trying to replicate that. In one map I'm making the engineers walk past all the base defences to capture a refinery. I set [PROC] Capturable=False and they went further south to capture a power plant and a barracks ... ignoring a more northern powerplant and all the north base defenses ... I thought maybe the structure order in the INI file might govern capture priority since how north the building is doesn't seem to be reliable, but it seems it does not, either.

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Blackout is a good mission for testing AI capture - the AI drops off a chinook full of engies in the trench after a while. I used that to test the initial capture bug on the ACC for which I made the Capturable= logic.

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Alright, I just tested it, and they indeed seem to ignore uncapturable buildings :)

 

Maybe it's related to the command they execute, I dunno. Blackout has Attack Base, so that's what I tested.

 

After the 5-engineer incursion: everything is captured from the top down (even though they came from below), and they neatly ignored the ACC and AGT.

  • Upvote 1

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Nice to see that the forum update wiped out every fucking attachment and screenshot I used for all my missions. *slow clap*

 

And I can't edit the OP to re-add them? Wow, that calls for another slow clap.

Edited by nariac

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OK, do you happen to have the attachment name so I can do a search?

 

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8 minutes ago, Grant said:

OK, do you happen to have the attachment name so I can do a search?

 

Stealing.jpeg, Slaughter.jpeg, and GTM v2.zip

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Nariac likely still has them all on his hard drive,  We'll probably have to re-upload every thing if the mods can't undo the damage

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3 hours ago, Darkstar387 said:

Nariac likely still has them all on his hard drive,  We'll probably have to re-upload every thing if the mods can't undo the damage

I do have the missions, but I didn't have the screenshots. Luckily it seems they've all come back for my older missions, so I still had the ones I took for the newest two. And since we can now edit old posts, I could reattach them to the OP. :)

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