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Add bombers, fixes to Production Disruption - #21400

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PunkPun merged 1 commit into
OpenRA:bleedfrom
JovialFeline:production-disruption-tweaks
Jul 22, 2024
Merged

Add bombers, fixes to Production Disruption#21400
PunkPun merged 1 commit into
OpenRA:bleedfrom
JovialFeline:production-disruption-tweaks

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@JovialFeline

@JovialFeline JovialFeline commented Apr 11, 2024

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  • Removed the extra Hard difficulty. Its addition was a side effect from Added localisation support to difficulty dropdown #20585, and it played the same as Easy because the Tesla Coil and vehicles added for Normal were skipped.
  • Fixed a missing call to FinishTimer. The mission text no longer freezes with 0:01 remaining.
  • Changed Chrono Tanks to appear with the full chronoshift effect.
  • Added the usual campaign bots to the Soviets. They're now less willing to stand idle while being shot.
  • Changed the start speech to "Mission timer initialised."
  • Changed the player's low power notification to reduce nagging from the southern Radar Dome's capture. The notification is muted until a USSR structure is captured. USSR owns the first two Flame Towers and everything north of the bridge except the Sub Pen.
  • Added a warning reveal to the first Flame Towers. This is skipped if they have already been revealed by the power cut.
    • There is a similar (bugged) reveal in the original mission, though it was coupled with a bridge explosion.
  • Nudged a V2 Rocket Launcher away from a bomber's path.
  • Split some of the script into sub-functions, for a hopefully smoother read.
  • Fixed some infantry subcells. (See Fix subcells imported from Gen1 maps #21397)

Added some stuff that was in the original mission:

  • A powering down sound plays when the coil power is knocked out.
  • The Forward Command's death triggers a USSR fire sale and more Allied paratroopers. The sale does not include the Sub Pen, which is owned by BadGuy.
  • Removal (or capture) of both SAM Sites triggers an Allied bombing run.

Notes on some original behavior I've skipped:

  • Destruction of one Flame Tower is enough to reveal the beachside Radar Dome.

  • The built submarine waits a few moments to guard the area before its move to the exit. "A few moments" in this case is a whopping ~39 seconds.

    • Its health is also trimmed to half the usual, and the original rules make its light armor a bit weaker to AP missiles (and infantry rifles).
  • Once the first Flame Towers are approached or the two southern power plants are destroyed, a soldier moves forward to demolish the bridge. This is done with a reveal.

    • That trigger (BRDG) seems bugged. Waypoint 25, the out-of-bounds submarine goal, is used for the reveal instead of waypoint 5 at the bridge.

    • ORA truck nukes can easily reach him, and I gather from the Add Aftermath mission Production Disruption #18230 discussion that more attention toward the bridge isn't wanted anyway.

@JovialFeline
JovialFeline force-pushed the production-disruption-tweaks branch from 4bd23a3 to e40ca6e Compare July 19, 2024 19:30
@JovialFeline JovialFeline changed the title Remove Hard, add events to Production Disruption Add bombers, fixes to Production Disruption Jul 19, 2024

@RoosterDragon RoosterDragon left a comment

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Played through. Triggers such as the allied bombing run and the soviet fire sale work fine.

Overall seems like a nice set of tweaks.

@PunkPun PunkPun left a comment

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Merging in trust that any regressions will be quickly fixed

@PunkPun
PunkPun merged commit c58621e into OpenRA:bleed Jul 22, 2024
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PunkPun commented Jul 22, 2024

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changelog

@JovialFeline
JovialFeline deleted the production-disruption-tweaks branch March 21, 2026 14:47
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3 participants