What's the current status/thinking - do you know if anything is likely to be done about this?Berserk Cyborg wrote:I do not know the exact logic behind it. I think it was because of them not having clear descriptions about what they should do as I believe that is the underlying reason why those three got removed.-Philosopher- wrote: That's a good way of explaining it and I second all of this. Removing these from the game removed a level of sophistication it used to have. I also think they worked better and more people used them than perhaps was understood... but all of this has been covered already in the thread viewtopic.php?f=6&t=12197. @Beserk Cyborg, don't suppose you know the current state and thinking is on this?
Excellent. I'll give it another try after the next master lands. No rush on that by the way (not on my account anyway) I've got plenty of things I want to check before I run out of things to test. Unless they're level breakers I agree it makes sense to collate a bunch of fixes before pushing another build. Hope this is all helping by the wayBerserk Cyborg wrote:Done.-Philosopher- wrote: Beta 04
Can the Commander's exit point be restored to the south end of the road?
Ah. That's a gap in my understanding. I was under the impression it's timed, but actually I'm triggering it. OK - understood. I did notice the long horizontal trigger area and wondered what it was about.Berserk Cyborg wrote:I use the original trigger area (long horizontal rectangle seen in debug mode). The commander does take a simplified path to the NW base as otherwise path issue arise from my testing. Usually by the time you enter the trigger the commander can exit the map in ~8 minutes.-Philosopher- wrote: I'm also wondering about the timing of events on this level - does the commander make a break for it earlier than he used to? I'd have to look at how it plays out in an old version to be sure, but it seemed that way to me... it felt like there was less time to get set up for his run south than I remember.
That's not always true actually. Sometimes objectives are marked from the start of the stage or as soon as the related video cut scene has announced it e.g. the red dot marking the valley floor in (old) Alpha 11 was visible from the outset (I'll check when I get back up to it, but I think it's missing altogether from new Alpha 11), and (e.g.) the red dot marking the "mysterious power source" in Alpha 02 (cf. the next post I'm about to make) is also visible from the start of the stage.Berserk Cyborg wrote:I do not see missing blips. They activate once the player sees one of the base structures.-Philosopher- wrote: Alpha 11... old version
I also spent some time continuing my parallel campaign in 2.3.8. I noticed a lot of things about Alpha 11 that seem to have gotten lost in the current version. It's all small-detail stuff, but I think the difference to the experience mounts up when they're considered in aggregate.
In the latest examples of such things, I spotted more missing/changed red dots,
there's an incoming intelligence report that cuts in when the NP pick up the HC tech (is that working currently? I don't remember it...), any unit, not just the heavy tank, picks up the HC tech, and if that unit gets destroyed and drops it, another unit will pick it up, etc. (so their differing movement speeds is less of an issue as a result)
and the tank traps blocking the "mountain-top" path to the enemy LZ (the one with the nasty choke point) are actually part of the Scav base to the NE, so when all the scav structures are destroyed those walls blow up with it - suddenly freeing attacking enemy to come via this route:
Hmm. If you copied over the original area faithfully I wouldn't expect you'd have to do that. The only thing special about tank traps and walls is they blow up automatically when the rest of the base is cleared (as I'm sure you know), otherwise, I would expect there to be nothing special about them. Hold off on doing anything with this one until I check it again. It's possible I did something in a different order and made myself think there was a difference where there wasn't one.Berserk Cyborg wrote: I used the original cleanup area for the northern scavenger base so I would probably have to move it seeing as there is no way to distinguish walls and tank traps as far as I know.
Not in the beta stages, but I guess it's possible it was a hangover from an earlier stage. Don't think so so though. Once I got the problem I did try the diety cheat twice, however. It only sort of worked - the fog of war came back correctly, but all the enemy units and structures remained visible on the minimap. I'll keep playing with this in case it's something I did.Berserk Cyborg wrote: Fixed the cleanup coordinates for the NW base in Alpha 12. At the time I did not know where they were so I more or less went in game, clicked on the map, and created new ones.
So you never went in debug mode and can see everything in Beta? What happens if you use the "deity" cheat twice and does everything go back to normal?