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Add Soviet13a #19363
Add Soviet13a #19363
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Here's the output from my script decoder (still missing TeamType actions, I will try to come back to finishing this soon): Click to expandTrigger@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 |
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. |
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. |
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I added a camera to the Chronosphere location and a message explaining the trap wasn't disarmed when the player triggers it. |
Updated this and Soviet13b. |
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Fixed tile error and extended announcement delay. |
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 |
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Updated for #19738 |
Needs to be rebased and translations added #20387 |
Changes made from feedback here and on Discord:
|
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LGTM
Updated |
Updated |
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would it be worth to kill the artilleries on easier difficulties?
Updated
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
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