Guess it is a Heisenbug, where studying it alters the behavior of the bug. Oddly, I never encountered it the eight or so times I failed Alpha 12 on insane. I did have much better success without my commander, so maybe that might help. Try putting heavy cannon Python Tracks in front of your lancers since they absorb more damage without being in instant danger. Taking out the LZ is something your bombard hovers should do as soon as possible (you can destroy the cyborg factory near it if you are careful enough).
Although I'm curious why you have never seen that bug because that happens to me pretty much every time I play alpha 12, question is are you just playing through from alpha 11 or are you starting from a save made on alpha 12 ?
See I'm wondering if this might be a reload issue.
See for alpha 12 since I know the start of that can be tricky I'll normally make a save just before I take off that way if I screw up the start of the mission I can just reload and immediately take off again without having to mess about clearing the LZ and getting the ship loaded up.
And I do recall that that last attempt was started from the aforementioned alpha 12 save
It could also just be a matter of the way you actually play the mission, because I tend to have a methodical and systematic approach to this.
Build a pair of repair bays at my LZ and call in the rest of lancer group 2
Call in the first half of lancer group 1 and deal with the computers opening attack.
Once my units have been repaired from dealing with the opening attack have lancer group 2 push east and take out the first 3 lancer towers while lancer group 1 defends against there hovercraft, and call in the second haft of lancer group 1
Once the first 3 lancer towers are down fall back for repair and deal with the incoming attack.
Call in the first half of the bombard group, and have lancer group 2 push east again and take out the next group of 3 lancers and collect the hover artefact, then fall back for repair, if done correctly you shouldn’t loose any units doing this but some times if things go badly then it may be necessary to fall back early and then do this in 2 or 3 pushes
Research, the hover artefact, call in the second half of the bombard group
Recycle lancer group 1 and convert to lancer hover craft, while the bombards provide cover until I can fly the hover lancers back in
Recycle the bombard group and convert to hover craft, the fly them in while the hover lancer provide cover
The bombard group slowly pushes forward wiping out everything in there path while the hover lancer group provide protection, mean while my land based lancer squad is left in position to guard my LZ from land based attacks until my hover bombards can take out the defences so they can push forward.
Usually this whole process will take me around 40 to 50 minutes give or take depends on how well things go so normally I'm reaching there base with about 30 to 40 minutes left on the clock, and its usually at this point where I end up stymied by the massive build up in there base because at some point between me converting lancer group1 and the bombards to hover crafts and reaching the outskirts of there base they go in to turtle mode and I can't get in to there base because there are simply to many of them to go head to head and picking them off with my bombards simply takes to long.
Some how though I don’t think this is only an issue with the units from factories, it also seems like an issue with the units from there drop zone as well because they just start sitting there to, and given that when I saved and reloaded they all came at me at once that tells me that something is causing a misfire in the droids behaviour as I push up the map and what ever is misfiring is being reactivated on reload, which is why in the last save I uploaded I ended up with there entire army coming at me at once, instead of in small groups like they are supposed to.
So I don’t know what is going on or what the trigger is but there is definitely a problem somewhere, because I don’t see this behaviour on v1.10
For Alpha 11, I think the tracked heavy cannon unit needs to be removed if regrouping is to be done right now. The regrouping code does not handle tracked droids well at all (sadly I do not understand it
). So I welcome a new group composition and a new group timer if anyone has any ideas.
To be honest I'm generally of the same option it's why I had suggested changing the tracked unit to half tracks, as for the activation timer for when the convoy should start moving realistically I don’t think you really need more than about 60 to 90 seconds, on insane at least, because alpha 11 isn't a very big map and if you ignore the scav's initially as they are no threat to the player you can reach the convoy in that time frame easily enough, although you could make the activation time a bit longer for easier difficulties.
I think the first move for this should probably be to figure out what the convoy composition should be because it's going to be hard to deal with the other facets of this until that has been agreed, the next most sensible move after that is to sort out the behaviour of the convey so they behave like they are supposed to, then once those 2 things have been sorted out we can see about adjusting the convoys activation timer I think probably about 60 seconds would be a good staring point and seems reasonably fair then it can be adjusted up or down from there, depending on what people think.
@Berserk Cyborg: Is it possible to change the code in that way that the produced units attacks the player as soon as the two factories had together produced 4 units?
I agree with this. It would seem logical more factories means getting attacked more often, rather than bigger build-ups within a base before attacks
Humm… that's certainly an interesting idea and something worth investigating to see how it would play out well assuming it's possible that is.
The weird bit was the "jiggling" - like they were moving and trying to do something, but were constrained.
The jiggling might be something to do with the rally point being to close to the factory, so maybe try moving the rally point a little further away and see if it stops ?
still an issue? @alfred007, I have a dim recollection of you reporting something that sounded like this earlier, but that was about the beta campaign, wasn't it? So, I'm not sure....
Sounds like something that should probably be on our watchlist over at viewtopic.php?f=6&t=13753
though. Let me know what you think.
Ouch that one sounds nasty, wonder if this one is a consequence of the conversion process, like being able to build factories on away missions on unconverted levels, definitely one that’s going to need investigating once we get that far.
Along with the invincible nexus drop ship on gamma 03 reported here
For production, I think a better solution would be to have a way to dynamically decrease all factory throttles after an event or whatever.
you kinda lost me there ?!?! you care to elaborate on this ?