Help needed testing 3.2.x Campaign games!

Discuss the future of Warzone 2100 with us.
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Do you still have a save with that error showing up and were you able to complete that mission despite the error?
To answer your first question yeah I made a save for alpha 05 just before I launch the air ship, I also made a save at the end of alpha 05 with about 60 seconds left on the clock.

To answer your second question yeah despite the errors the level completed as expected.

I've attached both saves for alpha 05
Alpha 05.7z
(66.17 KiB) Downloaded 205 times
I looked at the timer at alpha 3 and 6 and it would be possible too win those levels in half the time. I finished alpha 3 in 6:40 including getting prepared for alpha 4. And also in alpha six it would be able to win and get prepared for upcoming levels in half the time. In alpha 4 and 5 I had no look to the timer, I just used the time I have. Even if half the time is too tough I think 75 Percent is not tough enough for insane difficulty. A compromise would be to set the modifier on 2/3. Nevertheless we should hold back this discussion until we tested all the stages. Possibly I change my mind, when I move on to the tougher stages (for example alpha 11).
While I understand where you are coming from and your not wrong when you say that the levels can be completed quicker the problem with setting really tight timers like that is that you force the player to play the level 1 way and only 1 way, and that’s not a good way to balance things, because you aren't catering for different play styles.

Alpha 06 is a case and point while it is possible to just steam roll your way through that with a couple of squads of lancers and do it in a fraction of the time what if you decide that you want to take the slower but safer route of using artillery ? Well with the sort of time limit you are advocating you are out of luck because artillery is to slow, so given that I would think it would be far better to be a little more lenient with the timers and simply increase the opposition, but as you say this is a discussion for another time.
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Those mapTile warnings happen in the unconverted missions as well. Maybe the transporter is out of the map bounds for a small amount of time?
Ok so I've been playing around with alpha 03 trying to figure out what was causing the notifications and I think you might be right about it being something to do with the transporter.

I've noticed that if I turn on debug mode, load up the transport, launch, wait till the transporter drops my troops and vanishes off screen and then quit the game and check the log here is what it shows.

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0806_140351.txt]---
info    |02:04:16: [mapTile:431] mapTile: x value is too big (45,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (45,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (46,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (46,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (47,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (47,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (48,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (48,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (49,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (49,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (50,23) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A'
info    |02:04:16: [mapTile:431] mapTile: x value is too big (50,24) in 44x93
info    |02:04:16: [mapTile:431] Assert in Warzone: map.h:431 (x < mapWidth + 1), last script event: 'N/A' 
If I don't turn on debug mode and I just load up the transport, launch, wait till it drops my troops and then vanishes off the screen and then quit the game and check the log here is what it shows.

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0806_140154.txt]---
info    |02:02:18: [triggerEventSeen:1287] Scripts not initialized yet
info    |02:02:18: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |02:02:18: [triggerEventSeen:1287] Scripts not initialized yet
info    |02:02:18: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A' 
So it would seem to suggest that maybe there something that needs fixing in the script that governs the transporter in alpha 03, certainly it doesn't appear to be something that I'm doing because these notifications appear as soon as you land on the away map.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Today I tested alpha 7 and 8. Both stages runs normal. In the logs of alpha 8 are again some error messages, but I could finish alpha 8 successfully.

Bug #3754 did not happened, but one unit is hanging at the edge of the cliff, so I am not sure, if it could happen again. I think you should move the LZ a bit at east.
wz2100-20170806_180302-CAM_1CA.jpg
In alpha 8 you were not able to research composite alloy mk2 and python heavy body in a reloaded game as in bug #1575 reported. But there is a new bug. In a reloaded game the limit of 20.000 in power is opened. When I reloaded the game the power counter counts on. I add a saved game for this bug and also the logs of both stages.
Attachments
more energy.zip
(88.44 KiB) Downloaded 181 times
logs alpha 7 and 8.zip
(5.62 KiB) Downloaded 196 times
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Ok, closed ticket #1575. I Moved that LZ drop zone a bit so that the New Paradigm units do not get that close to the edge, fixed the power modifiers upon load, and made the timer appear at the start of Alpha script cam1-1s so as not to exploit power (will push the fixes later pushed the fixes).

Those messages are just info about the scripts not being ready yet and are harmless.
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

I finished testing alpha 9 and 10 with master 8dca9a6. Both stages runs normal and alpha 9 could be finished despite again error messages in the logs. Also the power storage maximum worked as it should.
In alpha 10 the cyborgs did not attack buildings around them. As you can see at the pictures below they are standing around instead of attacking buildings nearby. It's more like the old behaviour than the changes that were made in commit 64081ec. I also add two saved games of alpha 10 where you can reproduce it.
wz2100-20170807_222053-CAM_1A-C.jpg
wz2100-20170807_220436-CAM_1A-C.jpg
Attachments
alpha 10.zip
(162.49 KiB) Downloaded 185 times
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alfred007
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

And here are the logs, because the maximum of three attachment were reached with my last message.

Generally I must say that you did and are doing a great job. I love the bigger competition in insane difficulty and the changings in the behaviour of the enemies.
Attachments
logs alpha 9 and 10.zip
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Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Ok so just updated to the latest master
warzone2100-master-20170807-001631-8dca9a6.exe (06 Aug 2017)

Once again started a new game on Insane and here are the results so far.

Alpha 01, Alpha 02, Alpha 03, Alpha 04
These all seem fine.

Alpha 05
This seems fine no errors this time though I am getting a couple of notifications about labels here is the log.

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0808_160801.txt]---
info    |04:08:09: [loadLabels:980] Unit 545 belonging to player 1 not found from label group_1
info    |04:08:09: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |04:08:09: [loadLabels:980] Unit 546 belonging to player 1 not found from label group_1
info    |04:08:09: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |04:08:09: [loadLabels:980] Unit 547 belonging to player 1 not found from label group_1
info    |04:08:09: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |04:08:09: [loadLabels:980] Unit 551 belonging to player 1 not found from label group_1
info    |04:08:09: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>' 
Alpha 06
Ok so once again I have been having issues with this level.

For some reason the construction of vehicles is not being correctly cancelled when the build queue gets to zero, its like the factory is set to loop the production even though its not, if you watch I have 4 constructors being built but after the 4 constructors get build the factory incorrectly builds more instead of shutting down production.

I have also noticed an issue with the unit cap normally the unit cap should be 100 units but if you let the factory continue building constructors when you get to 55 units you get the message that you have reached the unit cap which is incorrect the unit cap is 100 units.

I have a second save on alpha 6 where the issue of CPU factories not producing units is back this seems to affect both New Paradigm and Scav factories.

In a third save I'm noticing an issue with commanders when you have the factory production assigned to a commander the assign factory production buttons should be lit up but if you open the commanders control panel there not so that needs fixing because that can cause confusion especially since the game doesn't inform you that the commander can't control any more units because it needs to be a higher rank.

In a fourth save get the following scripting errors

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0808_161401.txt]---
error   |04:14:38: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:38: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:38: [callFunction:209] 1 : <global>() at -1
info    |04:14:38: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:38: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:38: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:38: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:38: [callFunction:209] 1 : <global>() at -1
info    |04:14:38: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:38: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:39: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:39: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:39: [callFunction:209] 1 : <global>() at -1
info    |04:14:39: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:39: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:39: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:39: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:39: [callFunction:209] 1 : <global>() at -1
info    |04:14:39: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:39: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:40: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:40: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:40: [callFunction:209] 1 : <global>() at -1
info    |04:14:40: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:40: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:40: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:40: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:40: [callFunction:209] 1 : <global>() at -1
info    |04:14:40: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:40: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:41: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:41: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:41: [callFunction:209] 1 : <global>() at -1
info    |04:14:41: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:41: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:41: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:41: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:41: [callFunction:209] 1 : <global>() at -1
info    |04:14:41: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:41: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:42: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:42: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:42: [callFunction:209] 1 : <global>() at -1
info    |04:14:42: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:42: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:42: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:42: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:42: [callFunction:209] 1 : <global>() at -1
info    |04:14:42: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:42: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:43: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:43: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:43: [callFunction:209] 1 : <global>() at -1
info    |04:14:43: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:43: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:43: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:43: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:43: [callFunction:209] 1 : <global>() at -1
info    |04:14:43: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:43: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:44: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:44: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:44: [callFunction:209] 1 : <global>() at -1
info    |04:14:44: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:44: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:44: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:44: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:44: [callFunction:209] 1 : <global>() at -1
info    |04:14:44: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:44: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:45: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:45: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:45: [callFunction:209] 1 : <global>() at -1
info    |04:14:45: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:45: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:45: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:45: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:45: [callFunction:209] 1 : <global>() at -1
info    |04:14:45: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:45: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:46: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:46: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:46: [callFunction:209] 1 : <global>() at -1
info    |04:14:46: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:46: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:46: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:46: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:46: [callFunction:209] 1 : <global>() at -1
info    |04:14:46: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:46: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:47: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:47: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:47: [callFunction:209] 1 : <global>() at -1
info    |04:14:47: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:47: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:47: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:47: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:47: [callFunction:209] 1 : <global>() at -1
info    |04:14:47: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:47: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:48: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:48: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:48: [callFunction:209] 1 : <global>() at -1
info    |04:14:48: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:48: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:48: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:48: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:48: [callFunction:209] 1 : <global>() at -1
info    |04:14:48: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:48: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:49: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:49: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:49: [callFunction:209] 1 : <global>() at -1
info    |04:14:49: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:49: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:49: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:49: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:49: [callFunction:209] 1 : <global>() at -1
info    |04:14:49: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:49: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:50: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:50: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:50: [callFunction:209] 1 : <global>() at -1
info    |04:14:50: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:50: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:50: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:50: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:50: [callFunction:209] 1 : <global>() at -1
info    |04:14:50: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:50: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:51: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:51: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:51: [callFunction:209] 1 : <global>() at -1
info    |04:14:51: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:51: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:51: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:51: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:51: [callFunction:209] 1 : <global>() at -1
info    |04:14:51: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:51: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:52: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:52: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:52: [callFunction:209] 1 : <global>() at -1
info    |04:14:52: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:52: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |04:14:52: [js_orderDroidLoc:2624] Droid id 1933 not found belonging to player 7
error   |04:14:52: [callFunction:209] 0 : __camTacticsTickForGroup(group = '2') at script/campaign/libcampaign.js:1564
error   |04:14:52: [callFunction:209] 1 : <global>() at -1
info    |04:14:52: [callFunction:212] Uncaught exception calling function "__camTacticsTickForGroup" at line 1564: ReferenceError: psDroid failed in js_orderDroidLoc at line 2624
info    |04:14:52: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A' 
attached are the 4 bugged saves.
Alpha 06 bugs.7z
(102.65 KiB) Downloaded 193 times
[edit]

After several attempts i decided to see if I could complete this mission without it bugging out on me if i just played through from alpha 05 instead of saving and reloading and as luck would have it that worked so it seems like the problems only happen when resuming the level form a save, i did however get 1 error when playing through when i blew up one of the npcs factory so here is the log.

Code: Select all

--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0808_170118.txt]---
info    |05:01:26: [loadLabels:980] Unit 545 belonging to player 1 not found from label group_1
info    |05:01:26: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |05:01:26: [loadLabels:980] Unit 546 belonging to player 1 not found from label group_1
info    |05:01:26: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |05:01:26: [loadLabels:980] Unit 547 belonging to player 1 not found from label group_1
info    |05:01:26: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |05:01:26: [loadLabels:980] Unit 551 belonging to player 1 not found from label group_1
info    |05:01:26: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
error   |06:11:19: [recvStructureInfo:349] Could not find structure 2136 to change production for
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 07
This mission seemed to play ok and didn’t give me any errors or notifications however, I think the computers northern drop zone needs to be moved to the east a bit more because units are still appearing right on the edge of the cliff as you can see in this screen shot

Image

which can potentially result in units being dropped off the cliff which can result in the level failing to end if you are not aware that that is what has happened.

Although that it didn’t happen to me this time I have had it happen in the past, so it could happen although this only usually occurs if the computer doesn't have enough space to land it's troops.

Also I'm curious why the computer is only dropping 8 units when the drop ship can hold 10?

One other thing some reason the power bar seem to stop increasing when the power gets to 20,000 which isn’t right, is that a deliberate change or a bug ??
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

Bethrezen wrote: Alpha 05
This seems fine no errors this time though I am getting a couple of notifications about labels here is the log.
Don't know why asserting is the current way of notification since it is almost an inevitable circumstance with group predefined labels.
Bethrezen wrote: For some reason the construction of vehicles is not being correctly cancelled when the build queue gets to zero, its like the factory is set to loop the production even though its not, if you watch I have 4 constructors being built but after the 4 constructors get build the factory incorrectly builds more instead of shutting down production.

I have also noticed an issue with the unit cap normally the unit cap should be 100 units but if you let the factory continue building constructors when you get to 55 units you get the message that you have reached the unit cap which is incorrect the unit cap is 100 units.
First one is a known general issue and it has a ticket. As for the latter, you can only have 15 constructors at any given time in campaign/multiplayer.
Bethrezen wrote: I have a second save on alpha 6 where the issue of CPU factories not producing units is back this seems to affect both New Paradigm and Scav factories.
Odd, don't know the reason why it happens, but I now found a way to reset active factories upon game load regardless. Need to test it some more before pushing it.
Bethrezen wrote: In a fourth save get the following scripting errors
Just fixed it. It seems the regrouping code was still trying to move a structure (in this case a scavenger sensor tower).

As for your other post, the old cam1-ca wz scripts probably only specified 4-8 units per transport. I moved that one drop zone east some more. And energy has a limit placed on it with hard/insane.
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 08
This seemed to be fine no notifications or errors, and upon reload I wasn't able to research the composite materials mk2 or python heavy body.

What I would suggest with this one however is since all your units are over the other side of the map and have to trek back to your base before they can get on the transport it might be an idea to give a little more time for the first part of this mission to account for the time needed to trek back to your base and then in the second part of the mission once you get to LZ 2 give a little less time.

I think by default the first part of the mission on insane starts with about 22 minutes on the clock so maybe increase that by say 5 minutes and the on the second part of the mission I think it gives you around 22 minutes again so maybe decrease that by 5 minutes.

Alpha 09
First I think the time limit on this is a little tight and you aren't really leaving enough time for players to upgrade all there units to heavy bodies even with 5 factories operating recycling and rebuilding 63 units with heavy bodies is taking like 15 minutes, while it is just about possible to recycle and rebuild al your units and finish the level you have to build the third squad while you are actually doing the mission or you wont have enough time to finish the level.

Second the NPCs drop zone isn’t working correctly and only 1 drop ship appears despite the fact I deliberately left the turrets in place so the mission wouldn’t end and I could use the remaining time to do the research and a little prep work for Alpha 10.

Thirdly I'm getting a bunch of notifications and scripting errors, here is the log

Code: Select all

 --- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0809_100706.txt]---
info    |10:07:34: [triggerEventSeen:1287] Scripts not initialized yet
info    |10:07:34: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |10:07:34: [triggerEventSeen:1287] Scripts not initialized yet
info    |10:07:34: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: '<none>'
info    |10:15:53: [add:134] grpJoin: Cannot have two command droids in a group
info    |10:15:53: [add:134] Assert in Warzone: group.cpp:134 ((type == GT_NORMAL) && (psCommander == nullptr)), last script event: '<none>'
info    |10:16:31: [remove:186] grpLeave: droid not found
info    |10:16:31: [remove:186] Assert in Warzone: group.cpp:186 (psCurr != nullptr), last script event: 'N/A'
error   |10:41:47: [js_removeObject:2357] Object id 169647 not found belonging to player 12
error   |10:41:47: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |10:41:47: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |10:41:47: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |10:41:47: [callFunction:209] 3 : <global>() at -1
info    |10:41:47: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |10:41:47: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |10:43:08: [js_removeObject:2357] Object id 169635 not found belonging to player 12
error   |10:43:08: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |10:43:08: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |10:43:08: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |10:43:08: [callFunction:209] 3 : <global>() at -1
info    |10:43:08: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |10:43:08: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |10:43:18: [js_removeObject:2357] Object id 169625 not found belonging to player 12
error   |10:43:18: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |10:43:18: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |10:43:18: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |10:43:18: [callFunction:209] 3 : <global>() at -1
info    |10:43:18: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |10:43:18: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |10:43:21: [js_removeObject:2357] Object id 169633 not found belonging to player 12
error   |10:43:21: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:138
error   |10:43:21: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:709
error   |10:43:21: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:2659
error   |10:43:21: [callFunction:209] 3 : <global>() at -1
info    |10:43:21: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 138: ReferenceError: psObj failed in js_removeObject at line 2357
info    |10:43:21: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |10:52:12: [js_hackRemoveMessage:4035] cannot find message - C1-5_OBJ1
I've attached the 2 saves I have for this mission one just before I take off the other at the end with about 2 minuets left on the clock.
Attachments
Alpha 09.7z
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Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 10
This level seemed to play fine no errors though i am getting a few notifications here's the log

Code: Select all

--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-0809_111258.txt]---
info    |11:15:57: [add:134] grpJoin: Cannot have two command droids in a group
info    |11:15:57: [add:134] Assert in Warzone: group.cpp:134 ((type == GT_NORMAL) && (psCommander == nullptr)), last script event: '<none>'
info    |11:16:14: [remove:186] grpLeave: droid not found
info    |11:16:14: [remove:186] Assert in Warzone: group.cpp:186 (psCurr != nullptr), last script event: 'N/A'
info    |11:16:17: [add:134] grpJoin: Cannot have two command droids in a group
info    |11:16:17: [add:134] Assert in Warzone: group.cpp:134 ((type == GT_NORMAL) && (psCommander == nullptr)), last script event: '<none>'
info    |11:17:45: [remove:186] grpLeave: droid not found
info    |11:17:45: [remove:186] Assert in Warzone: group.cpp:186 (psCurr != nullptr), last script event: 'N/A'
info    |11:18:46: [add:134] grpJoin: Cannot have two command droids in a group
info    |11:18:46: [add:134] Assert in Warzone: group.cpp:134 ((type == GT_NORMAL) && (psCommander == nullptr)), last script event: '<none>'
info    |11:20:01: [remove:186] grpLeave: droid not found
info    |11:20:01: [remove:186] Assert in Warzone: group.cpp:186 (psCurr != nullptr), last script event: 'N/A'
info    |11:35:37: [add:134] grpJoin: Cannot have two command droids in a group
info    |11:35:37: [add:134] Assert in Warzone: group.cpp:134 ((type == GT_NORMAL) && (psCommander == nullptr)), last script event: '<none>'
info    |11:36:37: [remove:186] grpLeave: droid not found
info    |11:36:37: [remove:186] Assert in Warzone: group.cpp:186 (psCurr != nullptr), last script event: 'N/A'
info    |11:43:54: [triggerEventSeen:1287] Scripts not initialized yet
info    |11:43:54: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
info    |11:43:54: [triggerEventSeen:1287] Scripts not initialized yet
info    |11:43:54: [triggerEventSeen:1287] Assert in Warzone: qtscript.cpp:1287 (scriptsReady), last script event: 'N/A'
I also notice that there are a couple of groups of cyborgs that don't seem to be working correctly, where all the other units will move towards my base and come and attack me these 2 groups of cyborgs just seem to be aimlessly idling about not doing very much as you can see in these screen shots.

Image
Image

so i think they need fixing because i would expect them to move towards my base and come and attack me like the rest of there units do.

I've attached the save.
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Alpha 10 test.7z
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Re: Help needed testing 3.2.x Campaign games!

Post by alfred007 »

Now I finished testing alpha 11 and 12

Alpha 11
Everything worked as it should. But at the moment the only win-condition is to pick up the artifact and then go back to the LZ. But in the intelligence report it is said, that no enemy should leave the area. So I think we should go back to the win-condition of picking up the artifact and destroy all NP troops. I tested it and I could finish the stage in less than 5 minutes by sending a combat group to the artifact and then directly go back to the LZ. And the only reason that it took so much time was, that I'm playing with tracked tanks. I think with cyborgs you could do it in less than 3 minutes. That's far too easy.

Alpha 12
Puuh, holy sh*t. With the six NP factories it is very hard to move forward. So this is the first stage I had to change my usual strategy for winning.
The drop zone of the NP ist still working, even when all lancer hardpoints and the sensor on the hill are destroyed. Is this wanted? You can see at the timer of the two pictures below, that the hill is clear and still reinforcements are sent in.
I got one error messagen when I destroy the NP factories. [js_hackRemoveMessage:4035] cannot find message - C1D_OBJ1]
Otherwise everything was ok and I could finish the stage despite the error message. Logs are added, if wanted I can also add a saved game.
wz2100-20170809_003303-SUB_1_D.jpg
wz2100-20170809_001540-SUB_1_D.jpg
As a summary for alpha mission it looks very good and I think there are just a few small things to optimize. At this point I am the opinion that the time modifier should be set to 0.75 for hard and 2/3 (or 0.67) for insane difficulty. I tested a few stages about the time and it is possible to win the stages and get prepared for the following stages with only 2/3 of the normal time. And I think insane should be a real hard competition, so that the players have to think about their strategy and maybe use a different one that they used till now. 0.5 seems to me too hard, maybe it is an idea for a mod.
Bethrezen wrote:Second the NPCs drop zone isn’t working correctly and only 1 drop ship appears despite the fact I deliberately left the turrets in place so the mission wouldn’t end and I could use the remaining time to do the research and a little prep work for Alpha 10.
As far as I understand the code of the stage it is only one reinforcement coded. I mean we should go back to several reinforcements as it was in 3.1.5. Maybe to every 3 minutes, maybe every 5 minutes. I prefer 3 minutes. What was it in 3.1.5?
Bethrezen wrote:First I think the time limit on this is a little tight and you aren't really leaving enough time for players to upgrade all there units to heavy bodies even with 5 factories operating recycling and rebuilding 63 units with heavy bodies is taking like 15 minutes, while it is just about possible to recycle and rebuild al your units and finish the level you have to build the third squad while you are actually doing the mission or you wont have enough time to finish the level.
I disagree. You don't have to recycle all your units before you start your transporter. So about 8-9 of these 15 minutes you can use during the away mission. And to get prepared for alpha 10 you can move the delivery points of your factories to the area you want to have them in alpha 10 and produce them during alpha 9.
By the way you should use your tanks with tracks instead of half-tracks. You gain a lot of hitpoints (from less than 1000 up to 1600 for your lancers). So they can stay longer at the front and it is rarely necessary to send them to repair. And you don't need 5 power generators. Every power generator can handle four oil derricks and with the six oil derricks in alpha you just need two power generators. Number 3, 4 and 5 are useless.
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Berserk Cyborg
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Re: Help needed testing 3.2.x Campaign games!

Post by Berserk Cyborg »

alfred007 wrote: At this point I am the opinion that the time modifier should be set to 0.75 for hard and 2/3 (or 0.67) for insane difficulty. I tested a few stages about the time and it is possible to win the stages and get prepared for the following stages with only 2/3 of the normal time.
I used your suggestion with the timers as it seems like a good compromise at the moment. The only difference between hard and insane is that insane has less time/slower power gain for the player while enemies produce faster and get more power.
alfred007 wrote: And I think insane should be a real hard competition, so that the players have to think about their strategy and maybe use a different one that they used till now.
This is exactly what I was hoping insane difficulty would do. I mean, isn't the whole point of insane... to be insane? It should push and pressure people beyond what they would normally do and try new tactics, use different unit composition and different weapons. Perhaps even cyborgs and VTOLs will become more useful than previously thought. Maybe, just maybe, the most ideal situation is not feasible and something else must take its place.

I fixed what you reported in your post above. Transporters may come back one more time even if the LZ is no longer guarded. Fixed that hackRemoveMessage() error as well.

Oh and units should attack structures like walls and tanks traps now (like in Alpha 10) without complicating the group tactics to hinder performance.
Bethrezen wrote: I also notice that there are a couple of groups of cyborgs that don't seem to be working correctly, where all the other units will move towards my base and come and attack me these 2 groups of cyborgs just seem to be aimlessly idling about not doing very much as you can see in these screen shots.
It was intentional behavior in the old wz scripts. They were only ever told to patrol around those positions which was probably an assumption that the player would expand their base all over the map rather than staying near the western half (see this video: https://www.youtube.com/watch?v=JpVaBOV ... D&index=37).

Keep up the good testing everybody!
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 11
Everything worked as it should. But at the moment the only win-condition is to pick up the artifact and then go back to the LZ. But in the intelligence report it is said, that no enemy should leave the area. So I think we should go back to the win-condition of picking up the artifact and destroy all NP troops. I tested it and I could finish the stage in less than 5 minutes by sending a combat group to the artifact and then directly go back to the LZ. And the only reason that it took so much time was, that I'm playing with tracked tanks. I think with cyborgs you could do it in less than 3 minutes. That's far too easy.
Actually the video refers to the NPC convoy that you find down in the canyon because if you aren't quick enough then the convoy will pick up the artefact drive up to there drop zone board there drop ship and escape the area with the heavy cannon artefact or at least that is what is supposed to happen I know that is what happened in older versions but haven't actually tested to see if that is what happens in the current master, I'll have to give that one a go and see.

Having said that I do agree that this mission is a bit too easy because you can simply drive a squad of units down into the canyon kill the convoy pick up the artefact and then return to your LZ and it only takes like 5 or 10 minutes at most unless you are going for the total annihilation victory condition and killing everyone, in that case the missions gets a little more tricky but only because of the relatively short time limit because at this point scav's are no match for the player.
As far as I understand the code of the stage it is only one reinforcement coded. I mean we should go back to several reinforcements as it was in 3.1.5. Maybe to every 3 minutes, maybe every 5 minutes. I prefer 3 minutes. What was it in 3.1.5?


I'm sure the drop point in that base was supposed to send in troops every 2 or 3 minuets I know it did in older versions of the game, because I used to park my units outside there base while I was doing research, pepping for the next level etc because in older versions of the game a lot of stages had way more time then what was needed and we didn’t get the power bonus for completing the level quickly so I would often deliberately leave drop zones open and leave a squad of units near by to gain experience.

I will concede however that maybe that was never supposed to happen, and maybe you where only ever supposed to see 1 drop ship i don't know, I'm simply judging by what i would consider to be normal behaviour and this is based on what i remember happening on older versions.

Certainly on hard and insane i would expect the reinforcements to continue until you shut down the drop zone which isn't that hard to do just drive a squad of bombards round behind there base and up on to the ridge and then blast the turrets from above.
I disagree. You don't have to recycle all your units before you start your transporter. So about 8-9 of these 15 minutes you can use during the away mission. And to get prepared for alpha 10 you can move the delivery points of your factories to the area you want to have them in alpha 10 and produce them during alpha 9.
Maybe not but its simpler and more straightforward to deal with this before you take off for Alpha 09 because then you don’t have to contend with the vanishing units bug which can really screw up your plans.

In case you're not familiar with this bug let me explain, If you build units while on an away mission and then save on the away map and reload that away map save when you finish the away mission and return to your base you will find that the units you built won't be at the rally point they will be in the bottom right corner of the map due to an old bug in the game that has yet to be fixed.

This happens on all 3 campaigns though in Beta it's not such a big deal because you can retrieve your units but in Alpha and Gamma you can't so that bug can be a real pain in the backside because the only way to get your units back is to fly them in during an away mission.

So in pepping for Alpha 10 I prefer to build and place my units in position before taking off for Alpha 09 so for the time being until such a time as the vanishing units bug is fixed then players should have enough time to recycle, rebuild and get there units in to position before taking off for alpha 09.

How about this ? I know i've suggested this before but if you don't want to add any more time to alpha 09 why not let players research composite materials mk2 and the python heavy body on alpha 08 to me that would be a reasonable compromise.

That way if you complete Alpha 08 quickly you could use the time to start the upgrade process so you don't loose so much time doing so on alpha 09.

With regards to balancing you have to not only consider how you play the level but also how someone else might play the level, take Alpha 08 for example I can actually complete that level with only 7 lance 2 repair units and a commander and I can do it within the initial 22 minutes time limit I don’t have to go anywhere near the second LZ if I don’t want to although I usually do so I have time to do the research having said that the only reason I'm able to do that is because I know what I'm doing it would be unreasonable to expect other people to be able to do the same even if I explained the strategy to them.

which is why I advocate the changes that I do because I'm not only looking at what I'm capable of doing I'm also considering what other people can do, as well as what the original intention was.
By the way you should use your tanks with tracks instead of half-tracks. You gain a lot of hitpoints (from less than 1000 up to 1600 for your lancers). So they can stay longer at the front and it is rarely necessary to send them to repair.
Most missions on Alpha don’t need tracked units that's overkill not to mention the fact that tracked units simply move to slow, as for keeping your units repaired again for most of the Alpha missions a couple of mobile repair units are sufficient so you don’t need to go back to a repair bay at all.

But then again my squads are all usually attached to experience commanders so they get the damage and armour bonuses so unless I come up against really stiff resistance I usually don’t have to do a lot of trekking back to the repair bay and even if I do being attached to a commander helps because when you send attached units for repair only damage units will go and those units will automatically return to the commander which means that you can continue doing what ever it is your doing uninterrupted with the undamaged units while the damage units get repaired and automatically return to there assigned commander, a useful but lesser know feature of commanders.
And you don't need 5 power generators. Every power generator can handle four oil derricks and with the six oil derricks in alpha you just need two power generators. Number 3, 4 and 5 are useless.
True I guess its force of habit from years of playing other RTS games like C&C DoW etc.

To be honest I'm of the opinion that it would actually make more sense to remove the cap on power generators so that a single generator could handle all of your derricks, i know that's not how it was designed nor is probably what was intended but given how you only need power to run the oil wells it would make more sense to simply have the player build only 1 power plant, certainly it would save space and make life simpler for the player, but obviously this would only apply to the campaign.
It was intentional behavior in the old wz scripts. They were only ever told to patrol around those positions which was probably an assumption that the player would expand their base all over the map rather than staying near the western half (see this video: https://www.youtube.com/watch?v=JpVaBOV ... D&index=37).
Ah fair enough, I'm wondering is it possible to cater to both? Those that do expand all over the map as was probably the original intention that you eluded to and those that don’t?

Perhaps you could have the units switch orders after a period of time if they don’t encounter any players units of structures.

I guess my strategy for this is much cleaner and simpler and i simply place a squad of heavy body tracked lancers attached to an experienced commander to the north and another to the south to intercept there tanks and then have a squad of heavy body heavy machine gunners on half tracks attached to an experience commander by the mountain pass to intercept the drop ships of cyborgs and then as each zone is cleared i will move them to the ridge above my base and to the oil well to the north of my base, so there is no need to expand all over the map, that's wasteful and on insane you don't have the time to do that anyway.
Bethrezen
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Re: Help needed testing 3.2.x Campaign games!

Post by Bethrezen »

Alpha 11
Ok so just tested this one out and the convoy is bugged, because i deliberately ignored the convoy, and simply killed the scav's and then proceeded up on to the ridge where the New Paradigm drop zone is and at no point did I get the video informing me that the New Paradigm had recovered the artefact, which is definitely wrong if you don't destroy the convoy within the first couple of minutes of landing then you should get the video to tell you that the New Paradigm have recovered the artefact and that you need to catch them before they escape, but otherwise everything else seem to work as expected.

Alpha 12
An Interesting challenge definitely worthy of the insane difficulty setting, however if the player is expected to battle there way through such ferocious resistance then 1 hour 25 isn't going to cut it because as it is it took me an hour just to get near there base due to the constant zurg

Then again taking out there turrets on this level is always a slow affair anyway due to the fact that bunker busters can't hit most of there turrets which means you are more or less forced to use artillery which is less than ideal with such heavy resistance and such a short amount of time.

Having said that however that is using traditional tactics aka taking 2 squads of heavy body tracked units up the middle while i have a squad of hover bombards take out the turrets.

It may well be simpler to go full hover mode and once i have all my units on the map abandon the landing zone and move the repair points and then go up the west side of there base certainly you would meet fare less resistance and would be able to proceed much faster.

Though I'm not sure I'd have to test that one, but i was to tired to continue testing so i didn't actually completed alpha 12, nor did I try that strategy out, I'll try that one out a little later on.
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