Help needed testing 3.2.x Campaign games!

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Re: Help needed testing 3.2.x Campaign games!

Postby NoQ » 26 Jul 2018, 16:20

AndrewTheOnly wrote:I was wondering, do these changes that are happening in campaign, like balance changes, new structures, etc... will also apply to multiplayer?

No. Balance has never been the same in campaign and multiplayer, completely separate sets of stats are used.
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Re: Help needed testing 3.2.x Campaign games!

Postby AndrewTheOnly » 28 Jul 2018, 06:52

NoQ wrote:
AndrewTheOnly wrote:I was wondering, do these changes that are happening in campaign, like balance changes, new structures, etc... will also apply to multiplayer?

No. Balance has never been the same in campaign and multiplayer, completely separate sets of stats are used.


I'm quite relieved to be honest. The flamer would be too much of an overpowered weapon in the early game.
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Re: Help needed testing 3.2.x Campaign games!

Postby AndrewTheOnly » 28 Jul 2018, 07:03

alfred007 wrote:
You shouldn't give up so fast.


True

alfred007 wrote:
Train your ability to move your units without losing one. You will need this in the later levels. One trick is to have your units in motion. If they stand in front of enemy weapons the fire get's concentrated on one of your units. When you move, other units are moving in the way and instead that one unit receives all the dealt damage the damaged is spread over several units.


That's a game changing tactic. I had a moment when I had a single Double Assault Cannon Tank vs 5 Double Assault Gun Tanks and I won that fight. The only reason being is that I kept moving my tank and tried to avoid the enemy shots. Did I mention my tank was low health and about to die? Anyway, I thought I would lose that battle for sure, but apparently, moving my tank while shooting made my win the fight, and I went insane after that. I always knew that moving targets are hard to hit, but for warzone I thought that bullets are like homing missiles, that they always hit their target . I ended up changing my mind after that.

alfred007 wrote:
And you can slow down the game speed so that you have more time for your manoeuvres.


Isn't that considered cheating?
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 28 Jul 2018, 13:07

AndrewTheOnly wrote:
alfred007 wrote:
And you can slow down the game speed so that you have more time for your manoeuvres.


Isn't that considered cheating?

This is a question that everyone has to answer for themselves. The AI has an (unfair?) advantage by doing several orders at the same time, something you can't do. Usually, I do that in situations when I have to control several combat groups in large maps or to compensate the changed hold order. The current hold order has not the same functionality as the old one, so I have to rearrange groups I gave the hold order again and again and again and again....... And to simulate the situation that I have a correct working hold order I slow down the game speed. Even NoQ used it in his walkthrough on youtube (see beta 7 aka sub_2d). And it helps you to train your moving abilities until they are so good that you don't have to use it any more.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 04 Aug 2018, 18:48

@Berserk Cyborg
Is ticket #4815 so serious that I should wait with testing or can I move forward? I have holidays at the moment so I have some time left for more balance testing,
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 04 Aug 2018, 20:25

alfred007 wrote:@Berserk Cyborg
Is ticket #4815 so serious that I should wait with testing or can I move forward? I have holidays at the moment so I have some time left for more balance testing,
It's a bit of a gamble. A workaround is to create multiple saves and hope one will work.

Edit:
@alfred007, could you try Gamma 6 with the latest master and this mod? Reticule buttons should now reset on the transition event in the event no units are donated at that moment. And Nexus will say a few more things on Gamma 5 now that eventObjectTransfer is fired for campaign. Oh, and the HQ and similar base structures will finally donate to Nexus.

Also, the rules.js for both campaign and skirmish is available in this mod. Both show the reticule only if a completed structure exists (well, need an eventStructureDemolish still). Did away with the command relay requirement for the command button since it confused some people.

I moved some Alpha 4 labels from group to area to squelch those invalid map group warnings when reloading saves. Need to create a ticket about that.

Edit2: It is now in master.
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Re: Help needed testing 3.2.x Campaign games!

Postby NoQ » 13 Aug 2018, 17:25

Even NoQ used it in his walkthrough on youtube (see beta 7 aka sub_2d).

I see that i reduced speed from 1.5x to 1.0x at some point, but that is definitely legal.
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