New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add Tiberian Dawn Nod Campaign 10b #15902

Merged
merged 1 commit into from Dec 27, 2018

Conversation

Projects
None yet
4 participants
@dtluna
Copy link
Contributor

dtluna commented Dec 11, 2018

Add the 10b mission a.k.a. "Destroy the Mammoth Tank Facility" for the Tiberian Dawn Nod campaign.
_2018-12-11_15-55-37

Playthrough of the original mission

@obrakmann

This comment has been minimized.

Copy link
Contributor

obrakmann commented Dec 19, 2018

Would it be possible for you to port some of the original triggers over? The original mission was already pretty bland, and without any triggers it feels kinda lifeless.

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 21, 2018

@obrakmann if only I knew what the triggers were.

@obrakmann

This comment has been minimized.

Copy link
Contributor

obrakmann commented Dec 21, 2018

They are in the .ini file. Documentation for them can be found here: http://cnc.wikia.com/wiki/Tiberian_Dawn_Mission_Manual

At the very least I'd like to see the units at the start move a bit: if the grens are attacked, the medium tanks move up and support then, and vice versa (the huh1 and huh2 triggers). Also the Mammoth in the lower right of the map patrols the map counter-clockwise until it reaches the bridge in the upper right and then turns back (trigger htnk). And thirdly, if the player enters the map from the Northern entry, it builds an infantry squad and attacks (alrt). I'm not sure what the point of the civ1 and civ2 triggers is, it's just moving some civilians around.

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 22, 2018

@obrakmann I'll try to implement them.

@dtluna dtluna force-pushed the dtluna:feature/nod-campaign-10b branch from c6767b9 to 3f32aa8 Dec 22, 2018

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 22, 2018

@obrakmann I've implemented these triggers but I also have an idea to make the engineer unit like in the original game (not able to capture husks and captures buildings with full hp)

@obrakmann
Copy link
Contributor

obrakmann left a comment

Thanks, much better already!

A few more suggestions:

  • I'm wondering whether we should make it an objective to keep Rambo alive?
  • For added polish, set the initial cash to 0, and remember to give Nod enough cash in WorldLoaded so that they can build that infantry squad.
  • In the original, the four rifle men in the lower left patrol up and down the Western base entrance. This would be nice to have as well.
  • Regarding the engineer husk capture: I think this mission would actually be a nice lesson how to use that feature. Players probably won't use it on the medium tanks, but after killing that Mammoth they'd probably be tempted.
  • As for the building capture, I'd do what the other missions do as well. In TD there's not much to be gained by changing it. In RA it was a completely different story before the last release when it still had reusable engineers.
Show resolved Hide resolved mods/cnc/maps/nod10b/nod10b.lua Outdated
Show resolved Hide resolved mods/cnc/maps/nod10b/nod10b.lua Outdated
Show resolved Hide resolved mods/cnc/maps/nod10b/nod10b.lua Outdated

@dtluna dtluna force-pushed the dtluna:feature/nod-campaign-10b branch from 3f32aa8 to 5ba1a3a Dec 23, 2018

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 23, 2018

@obrakmann Implemented all of your suggestions except the objective to keep Rambo alive. I think it could be a nice option for hard difficulty though.

@MustaphaTR

This comment has been minimized.

Copy link
Member

MustaphaTR commented Dec 23, 2018

Implemented all of your suggestions except the the objective to keep Rambo alive. I think it could be a nice option for hard difficulty though.

Make it a secondary objective.

@obrakmann
Copy link
Contributor

obrakmann left a comment

👍

@dtluna dtluna force-pushed the dtluna:feature/nod-campaign-10b branch 2 times, most recently from 480cd34 to 6b7775b Dec 23, 2018

@reaperrr

This comment has been minimized.

Copy link
Contributor

reaperrr commented Dec 26, 2018

keepRamboAliveObjective isn't marked as complete when you win and Commando is still alive.
👍 after that is fixed.

@dtluna dtluna force-pushed the dtluna:feature/nod-campaign-10b branch from 6b7775b to b90c2f3 Dec 27, 2018

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 27, 2018

@reaperrr Fixed!

@reaperrr reaperrr merged commit 809f57e into OpenRA:bleed Dec 27, 2018

2 checks passed

continuous-integration/appveyor/pr AppVeyor build succeeded
Details
continuous-integration/travis-ci/pr The Travis CI build passed
Details
@reaperrr

This comment has been minimized.

Copy link
Contributor

reaperrr commented Dec 27, 2018

@dtluna dtluna deleted the dtluna:feature/nod-campaign-10b branch Dec 27, 2018

@dtluna

This comment has been minimized.

Copy link
Contributor

dtluna commented Dec 27, 2018

@reaperrr are you on IRC by any chance?

@obrakmann obrakmann referenced this pull request Jan 1, 2019

Open

Add C&C:TD campaign #4988

6 of 8 tasks complete
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment