Add base failure, Nod defense to gdi05b & gdi05c#21247
Merged
Merged
Conversation
2f87b02 to
eadaea6
Compare
RoosterDragon
approved these changes
Jul 26, 2024
RoosterDragon
left a comment
Member
There was a problem hiding this comment.
Changes look good to me. Player through both maps and no issues to note.
PunkPun
approved these changes
Jul 26, 2024
PunkPun
left a comment
Member
There was a problem hiding this comment.
Merging in trust that any regressions will be quickly fixed
Member
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
In 05b/05c, GDI now fails if the GDI base is destroyed before its discovery.
In 05b/05c, GDI can now draw Nod attackers from the GDI base by going after Nod's own base.
Nod attack routes in 05b/05c are now more direct.
Like 05c, 05b now delays the appearance of GDI's harvester until the base is discovered.
Some changes to GDI 05 prompted by a bug report from Zsombi. It's possible to skip recovering the GDI base and destroy Nod with only starting units. If Nod first destroys all the GDI structures, completing the "Find the GDI base" objective becomes impossible and the mission is locked.
Zsombi expected victory since Nod got wiped off the map. This seems at odds with at least the video briefing and how the original triggers are set up.
For the sake of fun, I've tried for a middle ground that happens to be possible in the original mission: losing the base before discovery still causes defeat but if the Nod base is attacked, their forces at the GDI base can get pulled back to defend.
Attack routes in 05b/05c have an added waypoint inside the GDI base to sidestep an issue. It's possible for the attack functions with Utils.Take to affect the same units and queue orders. The result is attackers that path toward one entrance of the GDI base, finish that attack route, circle back to the Nod base to begin another route, and then attack a different entrance.
2023-12-06_13-14-46.mp4
05a was left untouched because Nod is not scripted to attack until the base is discovered.