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RA - Add Soviet08a #14972

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merged 2 commits into from Nov 24, 2018

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@Smittytron
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Smittytron commented Mar 21, 2018

This is a standard destroy the enemy mission. @Murto did the early triggers and I picked up where he left off.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 4 times, most recently from 0b358d1 to c7a487e Mar 21, 2018

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Muh-Muh commented Mar 25, 2018

Small issue:
If you capture the enemies production facilities some things can not be built (bc. tech centre can't be built) and should be disabled. These are:
Gap generator
Chronosphere
Tanya (x2, I assume the second Tanya is the .autotarget one)
Radar Jammer
Longbow
Cruiser

Other than that I didn't find any issues playing it (so far only on easy) or in the code.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 2 times, most recently from d542cf3 to d9d348f Mar 26, 2018

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Smittytron commented Mar 26, 2018

Updated

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Muh-Muh commented Mar 26, 2018

Is it possible that you forgot to push? rules.yaml still seems to be missing those actors.

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Smittytron commented Mar 26, 2018

I didn't put them at the end, I grouped them with their type i.e. structures, vehicles ect.
MRJ, HELI, CA, GAP, PDOX and E7 are all in there.

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Muh-Muh commented Mar 26, 2018

Oh right. Nevermind then.

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abcdefg30 left a comment

Some of the sandbag walls probably have the wrong owner, as they are crushed by allied tanks.

Show resolved Hide resolved mods/ra/maps/soviet-08a/rules.yaml Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a.lua Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a.lua Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a.lua Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a.lua Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a-AI.lua Outdated
Show resolved Hide resolved mods/ra/maps/soviet-08a/soviet08a.lua Outdated
end

Tick = function()
greece.Cash = 1000

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@abcdefg30

abcdefg30 Mar 26, 2018

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This feels like we're hiding some other issue. What exactly was the reason again why the AI to runs out of money? Do the harvesters get stuck?

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Smittytron Mar 27, 2018

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I just figured there's no way AI can keep up constant infantry and vehicle production off of one harvester mining long-distance. That takes four in competitive play.

The mission Evacuation does Cash = 1000 as well.

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@MunWolf

MunWolf Mar 27, 2018

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I really don't like cheating AI, but I guess if we didn't this mission would be too easy :/

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@Mailaender

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The map doesn't seem to have ore mines so the trucks run low soon unless you expand.

Show resolved Hide resolved mods/ra/maps/soviet-08a/rules.yaml

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from d9d348f to fa7da87 Mar 27, 2018

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Smittytron commented Mar 27, 2018

Updated

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MustaphaTR commented Apr 3, 2018

Mechanic and Helipad are available if you capture the allied tech.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from fa7da87 to 3f1a4fa Apr 3, 2018

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Smittytron commented Apr 3, 2018

Updated

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 2 times, most recently from 30a952b to 21491cc May 11, 2018

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from 21491cc to ae3a650 May 15, 2018

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 3 times, most recently from 1ff546f to b21ea56 Jul 1, 2018

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Smittytron commented Jul 5, 2018

Rebased

end)
end)

Harvester.FindResources()

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This looks odd. Doesn't the harvester start mining on its own?

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The refinery spawned one will. This is to get the one at 57,56 going.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from b21ea56 to eefc4e8 Jul 26, 2018

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 3 times, most recently from e7827d8 to 210ccad Jul 29, 2018

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Smittytron commented Aug 1, 2018

Updated: Tested this without bounties and saw that I all of a sudden couldn't make it off the beachhead on highest difficulty. Rebalanced to the point where I could beat it again with an AI delay and added a money crate to the church.

@Smittytron Smittytron referenced this pull request Aug 2, 2018

Merged

Ant Mission 1 #15396

@reaperrr reaperrr added this to the Next + 1 milestone Aug 4, 2018

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reaperrr commented Aug 4, 2018

Moving to Next+1 milestone so it's position in the PR queue won't make it miss another release.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch 2 times, most recently from bfe6070 to 218c34a Aug 19, 2018

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Played through the mission on normal difficulty. No issues.

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SoScared commented Sep 17, 2018

I was able to block and stale the first transport reinforcement (by accident) with the subs, intending to move out to scout. Pretty accidental but might be a good chance players will encounter it.

Otherwise plays decent on Normal, Real Tough Guy. 👍

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pchote commented Oct 28, 2018

@Smittytron are you able to look into the issue that @SoScared raised? Do we have any other blockers for getting this merged (aside from needing a rebase)?

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Smittytron commented Oct 29, 2018

@Smittytron are you able to look into the issue that @SoScared raised? Do we have any other blockers for getting this merged (aside from needing a rebase)?

Rebased. I don't think there is a way to fix SoScared's point. I assume the transport would get through after the subs move out of the way.

The only potential blocker is @abcdefg30 asked me to look at adding Allied naval attacks to this mission. I've tried both setting up production and having ships come in off the map, but so far I haven't been able to get either method to work. I'll have more time to try to figure it out around the Thanksgiving holiday.

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from 2593343 to 23a4c8f Nov 3, 2018

@Smittytron Smittytron force-pushed the Smittytron:Soviet08a branch from 23a4c8f to 3a92c29 Nov 19, 2018

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Smittytron commented Nov 19, 2018

Updated.
Added two naval patrols. I also removed Real tough guy difficulty and added a gem mine by the allied base.
I added the mine to a) Give the allied harvester more to do, and b) to ensure that if the player has mined the map out after destroying the allied base, they will have a source of income to finish the naval units off with.

@obrakmann obrakmann merged commit 9c08e43 into OpenRA:bleed Nov 24, 2018

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obrakmann commented Nov 24, 2018

@obrakmann obrakmann referenced this pull request Nov 25, 2018

Open

Add Red Alert campaign #4989

6 of 8 tasks complete

@Smittytron Smittytron deleted the Smittytron:Soviet08a branch Nov 25, 2018

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