[DEPRECIATED] Campaign 4 (Old thread)
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Oh, and I should add that Nexus does indeed get research upgrades (finally), making the M7 stage particularly interesting ... mwahaha.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Scripting changes are about halfway done. The changelog now includes:
- Defending the Transport is now MUCH more interesting .. and difficult (as intended). I believe "hardcore" is an appropriate term for this fight.
- MUCH more interesting opener for the Campaign. And yes, the player now has time to read everything.
- It is no longer possible to trigger the "Nexus Attack" event accidentally, since there's no substantial Nexus Base in that area to alert. The attack event is instead a mass invasion of the area.
- Lots of new and improved scenery, thanks to the Alaska tileset (thanks NoQ!)
Timeframe for this release is today or tomorrow.
- Defending the Transport is now MUCH more interesting .. and difficult (as intended). I believe "hardcore" is an appropriate term for this fight.
- MUCH more interesting opener for the Campaign. And yes, the player now has time to read everything.
- It is no longer possible to trigger the "Nexus Attack" event accidentally, since there's no substantial Nexus Base in that area to alert. The attack event is instead a mass invasion of the area.
- Lots of new and improved scenery, thanks to the Alaska tileset (thanks NoQ!)
Timeframe for this release is today or tomorrow.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Furthering the changelog:
- Added a new way of alerting the player to immediate and situational objectives. (What's this 'about immediate and situational objectives'? MADNESS!) Yes, Situational Objectives. If only we had Objectives Tracking on one side of the screen or the other ...
- More map enhancements (and side objectives) to make things that much more interesting.
- (More) Dialogue changes adding MUCH more flavour.
- More guided and informative messages. Certainly needed. Will take another release to finish adding them all.
- Script changes now include running from a single .slo file rather than three. The result? WAY more ease-of-use and better shared data, although the script itself is larger. This includes more commenting throughout.
- M8's map has been dropped. This mission will now take place on M9's map instead (allowing more of the map to be used).
Release for this milestone is slated for tomorrow afternoon sometime.
- Added a new way of alerting the player to immediate and situational objectives. (What's this 'about immediate and situational objectives'? MADNESS!) Yes, Situational Objectives. If only we had Objectives Tracking on one side of the screen or the other ...
- More map enhancements (and side objectives) to make things that much more interesting.
- (More) Dialogue changes adding MUCH more flavour.
- More guided and informative messages. Certainly needed. Will take another release to finish adding them all.
- Script changes now include running from a single .slo file rather than three. The result? WAY more ease-of-use and better shared data, although the script itself is larger. This includes more commenting throughout.
- M8's map has been dropped. This mission will now take place on M9's map instead (allowing more of the map to be used).
Release for this milestone is slated for tomorrow afternoon sometime.
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aubergine
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
I'm really interested to hear what you're doing with regards to situational objectives. I've been tinkering with a Mission API that allows standard objectives to be defined (primary, secondary, tertiary and secret) and define dependencies between objectives, for example complete objectives A and B to enable objective C. Objectives can be updated (or even added) at run time. I'd pondered situational objectives but haven't reached a stage where I've thought about them too much yet.
Totally agree about the need for an objectives panel or indicator. Currently my Mission API updates the user via console messages, sometimes with sounds/beacons/etc.
Totally agree about the need for an objectives panel or indicator. Currently my Mission API updates the user via console messages, sometimes with sounds/beacons/etc.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
That's what my Mission framework does as well. Kinda funny since it's not a framework so much as a method and procedure of doing it in the script, hehe. 
Anyway, expect the new release today. The changes to M9 will require another release.
Anyway, expect the new release today. The changes to M9 will require another release.
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Goth Zagog-Thou
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Re: [ALPHA][Curr.Ver:Release-13]Campaign 4 Preview & Bug Rep
Oh, and I've been in 'Core File Editing Mode' again lately, so I should really get around to adding that information to the Wiki again while it's still fresh in my head. There's a definite procedure that can be followed by others to make their own missions / campaigns.
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Goth Zagog-Thou
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Re: [ALPHA][Curr: Release-15]Campaign 4 Preview & Bug Report
Okay folks. Release-15 is now available, and it is a substantial update. Get it while it's hot! 
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aubergine
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
Looking forward to testing 
Where should I poke around to see how you scripted the 'situational' objectives? (I'm not familiar with where things live in vlo/slo files)...
Where should I poke around to see how you scripted the 'situational' objectives? (I'm not familiar with where things live in vlo/slo files)...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Goth Zagog-Thou
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
It'll be in Main.slo starting at CALL_GAME_INIT's event. You can track it from there since it's pretty much the first thing that happens after your units leave the Transport.
Be advised, Main.slo is around 3500 lines of code. Lots of prelim stuff to scroll past.
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aubergine
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
What does "condition one" and "condition two" imply? (in the console messages) Also, what is a "class three" base of operations?
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Goth Zagog-Thou
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
Condition-One is 'Normal Operations', ie, when we aren't being attacked.
Condition-Two is akin to 'Yellow Alert", or a state of combat readiness.
"Class Three" is the Technology level, in the vein of Tier 1, Tier 2, Tier 3, and so on.
"Class Four" is the "new stuff" like Assault Lasers and so on.
Condition-Two is akin to 'Yellow Alert", or a state of combat readiness.
"Class Three" is the Technology level, in the vein of Tier 1, Tier 2, Tier 3, and so on.
"Class Four" is the "new stuff" like Assault Lasers and so on.
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Goth Zagog-Thou
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
I'll be on #warzone2100-games for the next two hours if anyone has questions, comments and feature requests. 
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aubergine
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
Ah, I see. Wouldn't the conditions go the other way, like defcon?
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Goth Zagog-Thou
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
I always thought defcon was a little backwards, myself. 
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aubergine
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Re: [BETA][Curr: Release-15] Campaign 4 Testing & Bug Report
It's kinda like a countdown to global thermonuclear war. The countdown can only be stopped by a game of TicTacToe.
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