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Add Soviet13a #19363

Merged
merged 1 commit into from
Jul 27, 2023
Merged

Add Soviet13a #19363

merged 1 commit into from
Jul 27, 2023

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Smittytron
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@Smittytron Smittytron mentioned this pull request Apr 21, 2021
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@pchote
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pchote commented Apr 27, 2021

Here's the output from my script decoder (still missing TeamType actions, I will try to come back to finishing this soon):

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Trigger@ENT1:
	On:
		 Attached cell entered or attached building captured by house "USSR"
	Actions:
		 Enable production for house "Good"
		 Run trigger "auto"
	Disable: After running once
	AttachedTo:
		Cells: 46,70, 47,70, 48,70, 49,70, 50,70, 46,71, 47,71, 48,71, 49,71, 50,71, 57,73, 58,73, 57,74, 58,74, 58,75, 59,75, 59,76, 60,76, 60,77, 61,77, 61,78, 62,78, 62,79, 63,79, 63,80, 64,80, 64,81, 65,81, 66,81, 67,81, 68,81, 69,81, 70,81, 71,81, 65,82, 66,82, 67,82, 68,82, 69,82, 70,82, 71,82
Trigger@LOS1:
	On:
		 House "Greece" owns building of type "DOME"
		 AND
		 Attached cell entered or attached building captured by house "USSR"
	Actions:
		 Set global scenario variable 1
		 Run trigger "los5"
	Disable: After running once
	AttachedTo:
		Cells: 23,99, 24,99, 25,99, 26,99, 27,99, 28,99, 29,99, 30,99, 31,99, 32,99, 23,100, 24,100, 25,100, 26,100, 27,100, 28,100, 29,100, 30,100, 31,100, 32,100, 23,101, 24,101, 25,101, 26,101, 29,101, 30,101, 31,101, 32,101, 23,102, 24,102, 25,102, 26,102, 29,102, 30,102, 31,102, 32,102, 23,103, 24,103, 25,103, 26,103, 27,103, 28,103, 29,103, 30,103, 31,103, 32,103, 23,104, 24,104, 25,104, 26,104, 27,104, 28,104, 29,104, 30,104, 31,104, 32,104, 23,105, 24,105, 25,105, 26,105, 27,105, 28,105, 29,105, 30,105, 31,105, 32,105, 23,106, 24,106, 25,106, 26,106, 27,106, 28,106, 29,106, 30,106, 31,106, 32,106
Trigger@hnt1:
	On:
		 0.0 minutes have elapsed
	Actions:
		 Create team "hunt1"
		 Reinforce with team "mcv1"
	Disable: After running once
Trigger@sea1:
	On:
		 35.0 minutes have elapsed
	Actions:
		 Create team "sea1"
	Disable: After running once
Trigger@prod:
	On:
		 0.0 minutes have elapsed
	Actions:
		 Enable production for house "Greece"
		 Enable production for house "Good"
	Disable: After running once
Trigger@ent2:
	On:
		 Attached cell entered or attached building captured by house "USSR"
	Actions:
		 Create team "hunt2"
		 Create team "hunt1"
	Disable: After running once
	AttachedTo:
		Cells: 101,57, 102,57, 103,57, 104,57, 105,57, 106,57, 107,57, 108,57, 109,57, 110,57, 111,57, 112,57, 113,57, 101,58, 102,58, 103,58, 104,58, 105,58, 106,58, 107,58, 108,58, 109,58, 110,58, 111,58, 112,58, 113,58, 101,59, 102,59, 103,59, 104,59, 105,59, 106,59, 107,59, 108,59, 109,59, 110,59, 111,59, 112,59, 113,59
Trigger@los2:
	On:
		 All buildings (excluding civilian) and units owned by house "USSR" are destroyed
	Actions:
		 House "USSR" is defeated
	Disable: After running once
Trigger@win1:
	On:
		 All buildings (excluding civilian) and units owned by house "Greece" are destroyed
		 AND
		 All buildings (excluding civilian) and units owned by house "Good" are destroyed
	Actions:
		 House "USSR" is victorious
	Disable: After running once
Trigger@chro:
	On:
		 Attached unit or building is destroyed
		 LINKED
		 Attached cell entered or attached building captured by house "USSR"
	Actions:
		 House "USSR" is defeated
		 House "USSR" is victorious
	Disable: After running once
Trigger@los4:
	On:
		 Global scenario variable 1 is set
		 LINKED
		 Attached cell entered or attached building captured by house "USSR"
	Actions:
		 Destroy attached buildings
		 Run trigger "win2"
	Disable: After running once
	AttachedTo:
		 Actor1 (pdox owned by house "Germany" at cell 27,101)
Trigger@win2:
	On:
		 Manual Trigger
	Actions:
		 House "USSR" is victorious
		 Play speech message "OBJRCH1"
	Disable: After running once
Trigger@win3:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Disable trigger "ENT1"
	Disable: After running on all attached objects
	AttachedTo:
		 Actor10 (dome owned by house "Greece" at cell 44,104)
		 Actor37 (dome owned by house "Greece" at cell 29,90)
		 Actor38 (dome owned by house "Greece" at cell 48,88)
		 Actor39 (dome owned by house "Greece" at cell 27,75)
Trigger@reac:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Destroy attached buildings
	Disable: After running once
	AttachedTo:
		 Actor47 (brl3 owned by house "Greece" at cell 70,90)
		 Actor51 (v19 owned by house "Greece" at cell 67,89)
		 Actor52 (v19 owned by house "Greece" at cell 69,91)
		 Actor68 (v19 owned by house "Greece" at cell 26,76)
		 Actor69 (brl3 owned by house "Greece" at cell 26,77)
		 Actor72 (v19 owned by house "Greece" at cell 52,101)
		 Actor73 (brl3 owned by house "Greece" at cell 52,102)
Trigger@air1:
	On:
		 21.0 minutes have elapsed
		 AND
		 Global scenario variable 2 is set
	Actions:
		 Reinforce with team "air1"
	Disable: After running once
Trigger@air2:
	On:
		 32.0 minutes have elapsed
	Actions:
		 Set global scenario variable 2
	Disable: After running once
Trigger@air3:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Clear global scenario variable 2
	Disable: After running on all attached objects
	AttachedTo:
		 Actor26 (hpad owned by house "Greece" at cell 32,73)
		 Actor27 (hpad owned by house "Greece" at cell 49,100)
		 Actor40 (hpad owned by house "Greece" at cell 56,76)
		 Actor54 (hpad owned by house "Greece" at cell 61,80)
Trigger@mly1:
	On:
		 0.1 minutes have elapsed
	Actions:
		 Create team "mlay1"
	Disable: After running once
Trigger@mly2:
	On:
		 3.0 minutes have elapsed
	Actions:
		 Create team "mlay1"
	Disable: After running once
Trigger@para:
	On:
		 House "USSR" has built building of type "AFLD"
	Actions:
		 Enable repeating superweapon "PARA_BOMB" for house "USSR"
		 Enable repeating superweapon "PARA_INFANTRY" for house "USSR"
	Disable: After running once
Trigger@auto:
	On:
		 15.0 minutes have elapsed
	Actions:
		 Enable AI autocreate for house "Greece"
		 Enable AI autocreate for house "Good"
	Disable: After running once
Trigger@glbl:
	On:
		 0.0 minutes have elapsed
	Actions:
		 Set global scenario variable 5
		 Set global scenario variable 6
	Disable: After running once
Trigger@dst1:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Clear global scenario variable 5
	Disable: After running once
	AttachedTo:
		 Actor41 (syrd owned by house "Greece" at cell 73,84)
Trigger@dst2:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Clear global scenario variable 6
	Disable: After running once
Trigger@lst1:
	On:
		 Global scenario variable 3 is set
	Actions:
		 Create team "lst9"
	Disable: After running once
Trigger@lst2:
	On:
		 6.0 minutes have elapsed
	Actions:
		 Reinforce with team "lst5"
		 Reinforce with team "lst3"
	Disable: After running once
Trigger@lst3:
	On:
		 13.0 minutes have elapsed
		 AND
		 Global scenario variable 5 is set
	Actions:
		 Reinforce with team "lst2"
	Disable: After running once
Trigger@lst4:
	On:
		 23.0 minutes have elapsed
		 AND
		 Global scenario variable 6 is set
	Actions:
		 Reinforce with team "lst6"
	Disable: After running once
Trigger@lst5:
	On:
		 34.0 minutes have elapsed
		 AND
		 Global scenario variable 7 is set
	Actions:
		 Reinforce with team "lst1"
		 Reinforce with team "lst7"
	Disable: After running once
Trigger@set7:
	On:
		 0.0 minutes have elapsed
	Actions:
		 Set global scenario variable 7
	Disable: After running once
Trigger@clr7:
	On:
		 Global scenario variable 5 is not set
		 AND
		 Global scenario variable 6 is not set
	Actions:
		 Clear global scenario variable 7
	Disable: After running once
Trigger@chn1:
	On:
		 31.0 minutes have elapsed
	Actions:
		 Reinforce with team "chin1"
	Disable: After running once
Trigger@lst6:
	On:
		 63.5 minutes have elapsed
		 AND
		 Global scenario variable 7 is set
	Actions:
		 Reinforce with team "lst2"
		 Reinforce with team "lst7"
	Disable: After running once
Trigger@lst7:
	On:
		 50.0 minutes have elapsed
		 AND
		 Global scenario variable 5 is set
	Actions:
		 Reinforce with team "lst1"
		 Reinforce with team "lst3"
	Disable: After running once
Trigger@lst8:
	On:
		 72.0 minutes have elapsed
		 AND
		 Global scenario variable 6 is set
	Actions:
		 Reinforce with team "lst6"
		 Reinforce with team "chin1"
	Disable: After running once
Trigger@lst9:
	On:
		 84.0 minutes have elapsed
		 AND
		 Global scenario variable 5 is set
	Actions:
		 Reinforce with team "lst1"
		 Reinforce with team "lst7"
	Disable: After running once
Trigger@chn2:
	On:
		 63.2 minutes have elapsed
	Actions:
		 Reinforce with team "chin1"
	Disable: After running once
Trigger@air4:
	On:
		 36.2 minutes have elapsed
		 AND
		 Global scenario variable 2 is set
	Actions:
		 Reinforce with team "air2"
	Disable: After running once
Trigger@air5:
	On:
		 63.0 minutes have elapsed
		 AND
		 Global scenario variable 2 is set
	Actions:
		 Reinforce with team "air3"
		 Reinforce with team "hunt1"
	Disable: Never
Trigger@air6:
	On:
		 Attached unit or building is destroyed
	Actions:
		 Reinforce with team "air4"
	Disable: After running on all attached objects
	AttachedTo:
		 TeamType "air3"
Trigger@los3:
	On:
		 All buildings (excluding civilian) owned by house "Germany" are destroyed
	Actions:
		 House "USSR" is defeated
	Disable: After running once
Trigger@los5:
	On:
		 Manual Trigger
	Actions:
		 Reveal area around "waypoint75" (27,102)
		 Display text message 55 from tutorial.ini
	Disable: After running once
Trigger@sea2:
	On:
		 95.0 minutes have elapsed
		 AND
		 Global scenario variable 5 is set
	Actions:
		 Create team "sea2"
	Disable: After running once
TeamType@hunt1:
	Units: 2TNK, 2TNK, 2TNK, ARTY, ARTY, MGG
TeamType@sea1:
	Units: CA
TeamType@mcv1:
	Units: MCV
TeamType@sea2:
	Units: DD, DD, CA
TeamType@hunt2:
	Units: 2TNK, 2TNK, 2TNK, 2TNK, ARTY, ARTY, ARTY
TeamType@air1:
	Units: HELI, HELI, HELI, HELI
TeamType@auto1:
	Units: 2TNK, 2TNK, 1TNK
TeamType@auto2:
	Units: E3, E3, E3, ARTY, ARTY, ARTY
TeamType@auto3:
	Units: 1TNK, 1TNK, 1TNK, JEEP, JEEP
TeamType@auto4:
	Units: JEEP, JEEP, JEEP
TeamType@mlay1:
	Units: MNLY
TeamType@auto5:
	Units: 2TNK, ARTY, ARTY
TeamType@auto6:
	Units: ARTY, ARTY, ARTY, MGG
TeamType@lst1:
	Units: 1TNK, ARTY, ARTY, LST
TeamType@lst2:
	Units: 1TNK, 1TNK, 1TNK, LST
TeamType@lst3:
	Units: E3, E3, E3, E3, E3, LST
TeamType@lst4:
	Units: ARTY, ARTY, ARTY, ARTY, MGG, LST
TeamType@lst5:
	Units: E3, E3, E3, E3, MEDI, LST
TeamType@lst6:
	Units: 2TNK, 2TNK, ARTY, MGG
TeamType@lst7:
	Units: 2TNK, 2TNK, 2TNK, 2TNK, ARTY, LST
TeamType@chin1:
	Units: E3, E3, E3, E3, MEDI, TRAN
TeamType@auto7:
	Units: 2TNK, 2TNK, ARTY, ARTY, MGG
TeamType@auto8:
	Units: 1TNK, ARTY, ARTY, ARTY, MGG
TeamType@auto9:
	Units: 2TNK, 2TNK, 2TNK, 1TNK, 1TNK
TeamType@lst8:
	Units: MNLY, LST
TeamType@lst9:
	Units: MNLY, LST
TeamType@air2:
	Units: HELI, HELI, HELI, HELI
TeamType@air3:
	Units: HELI, HELI, HELI, HELI
	Trigger: air6
TeamType@air4:
	Units: HELI, HELI, HELI, HELI
ScriptedBuildingProduction: house "GoodGuy"
	GUN at cell 63,78
	GUN at cell 59,74
	GUN at cell 46,69
	GUN at cell 50,69

@tttppp
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tttppp commented Jun 1, 2021

Trying this on easy I failed twice. First attempt I was outflanked by the tanks that seem to come from behind and lost my MCV before I'd even got a barracks.

Second time I managed to grind long enough to stabilise (at around 18 mins in) and cleaned up most of the first base by 22 mins. However I then pushed too far towards the south and immediately lost due to getting too near to the chronosphere. I didn't actually know where the chronosphere was, so it was quite hard to stay away from it - particularly as there was a radar dome fairly near by.

@tttppp
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tttppp commented Jun 24, 2021

I failed this twice more on easy. First time my army and MCV was destroyed by the artis and medium tanks at the start. Second time I lost my MCV to artis trying to set up base next to the ore patch across the river to the south.

@Smittytron Smittytron force-pushed the Soviet13a branch 2 times, most recently from d473b28 to 354f185 Compare July 3, 2021 19:12
@Smittytron
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Second time I managed to grind long enough to stabilise (at around 18 mins in) and cleaned up most of the first base by 22 mins. However I then pushed too far towards the south and immediately lost due to getting too near to the chronosphere. I didn't actually know where the chronosphere was, so it was quite hard to stay away from it - particularly as there was a radar dome fairly near by.

I added a camera to the Chronosphere location and a message explaining the trap wasn't disarmed when the player triggers it.

@pchote pchote added this to the Next release milestone Aug 4, 2021
@abcdefg30 abcdefg30 self-requested a review August 4, 2021 18:08
@abcdefg30 abcdefg30 self-assigned this Aug 4, 2021
mods/ra/maps/soviet-13a/soviet13a-AI.lua Outdated Show resolved Hide resolved
mods/ra/maps/soviet-13a/soviet13a-AI.lua Outdated Show resolved Hide resolved
@Smittytron
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Updated this and Soviet13b.

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There is a tile error in the lower left corner (not entirely the bottom, it is between the left two radars):
grafik

Can you also add a slight delay to the "Mission Accomplished" speech, so that it doesn't overlap with "Structure Captured"?

@Smittytron
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Fixed tile error and extended announcement delay.

@Orb370
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Orb370 commented Nov 1, 2021

I played through it on hard. I found it a little easy, considering I beat it the first time no sweat. I'd recommend starting it with less V2's so you have to rely more on your mammoth regen.

I assumed I had to take out two radar domes based on the wording (the link between them?), but I think that's not the case given how many radar domes were on the map? I would change the wording to "Destroy all Allied Radar Sites before..."

There's also a typo for the objectives: "Capture the Chronoshpere". Chronosphere is misspelled in both.

Replay: Orb-Hard-13a.zip

@Smittytron
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Updated for #19738

@PunkPun
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PunkPun commented Feb 6, 2023

Needs to be rebased and translations added #20387

@Smittytron
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Changes made from feedback here and on Discord:

  • Added "chrono-trap-triggered" message to new kill trigger.
  • GPS timer relationship changed to Ally so it won't appear to the player unless captured.
  • AlliedVehiclesUpgradeDelay changed from 18 to 8 minutes.
  • Added artillery by south and southwestern radar domes.
  • Added a rally point for the enemy WarFactory because tanks were getting stuck.
  • Player won't start with V2's on Hard difficulty.

PunkPun
PunkPun previously approved these changes Jul 17, 2023
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LGTM

@Smittytron
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Updated

@Smittytron
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Updated

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would it be worth to kill the artilleries on easier difficulties?

@Smittytron
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Updated

would it be worth to kill the artilleries on easier difficulties?

I think they'll be fine. It will be at the end of the mission where the player is already built up no matter what their skill level is.

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Code changes lgtm otherwise.

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LGTM

@PunkPun PunkPun merged commit 9dca6ef into OpenRA:bleed Jul 27, 2023
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PunkPun commented Jul 27, 2023

Changelog

@Smittytron Smittytron deleted the Soviet13a branch July 29, 2023 18:44
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8 participants