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Change bombers, remove Hard from Evacuation #21244

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merged 1 commit into from Dec 12, 2023

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JovialFeline
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@JovialFeline JovialFeline commented Dec 9, 2023

On bleed, Soviet bombers will destroy both of the Allies' power plants and put unintended pressure on that player.

Bomber_Bleed.mp4

The bomber damage used to be enough to knock out power while leaving the plants intact (https://youtu.be/pw-c71Tzt1M?t=28). One bomber is now removed and the other's target waypoint is moved to roughly match the previous damage.

Bomber_PR.mp4

The bomber will now come from BadgerEntryPoint2 to the east, as in the original script:

if (world.FrameNumber == ParabombTicks)
{
MissionUtils.Parabomb(world, soviets, badgerEntryPoint2.Location, parabombPoint1.Location);
MissionUtils.Parabomb(world, soviets, badgerEntryPoint2.Location + new CVec(0, 3), parabombPoint2.Location);
}

This isn't the case on bleed because the bombers' facing math is inverted (start position - target position) when compared to the paratrooper planes (target position - start position).


The Hard difficulty is removed. The map script doesn't use it and its selection will cause a crash.

  • There are some other maps with an unused (but harmless) Hard difficulty. I know of allies-03a, allies-03b, and production-disruption. There's also funpark01 from Tiberian Dawn.

Changed the "Do not lose more than X units" objective text's label from "keep-civilians-alive" to "do-not-lose-more-than".

  • I'd guess this got mixed up with TD's "keep-civilians-alive" label for gdi08b.

Tanya now announces her rules only to her commander, to match how objectives and notifications are already split between the two human players.

@JovialFeline JovialFeline changed the title Change bombers, remove Hard from Negotiations Change bombers, remove Hard from Evacuation Dec 10, 2023
@abcdefg30 abcdefg30 merged commit 59473bd into OpenRA:bleed Dec 12, 2023
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2 participants