Adjust difficulty, add speeches to allies-06a#21401
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RoosterDragon
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Played through on Normal - the early pressure required constant attention but was mangeable. Based on your description, the changes for Hard now seem like a step up, rather than overwhelming. A 3x step up in the enemy reinforcements would've been very rough.
The Yak and naval pressure seems good - allowed pressure to apply without becoming too much spam.
Fences all look good.
One odditiy I noticed, after capturing the shore radar dome and getting an objective success, it was later destroyed and then marked as a fail. Since you've got what you need out of it, maybe it shouldn't matter at that point.
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That change seems fine to me, and there are other missions that do a similar thing like Production Disruption or |
PunkPun
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Merging in trust that any regressions will be quickly fixed
These are some tweaks intended to smooth out this mission's Hard difficulty (without committing to bigger changes), fix some oddities, and add some polish.
If and when this is considered golden, it should be simple to give B a similar treatment.
Fixes #20045
LSTs
On bleed, the mission starts with a repeating timer for Soviet LSTs that unload one of two random teams. These are the teams on Hard:
One of these every minute seems harsh. The interval for LST teams on Hard is now 140s (from 60s; Normal is 180s).
The original timeline for LSTs is less straightforward if you are REALLY interested.
Greece approaches the western Soviet base (
OP1-/OP1Xtrigger):Reinforce the
lst1team.Greece touches the
LST3zone at the northeastern gem island:Reinforce the
lst2team:Greece kills/captures the Barracks or nearby Radar Dome:
LST4: After ~03:06, reinforce thelst4team.LST5: After ~07:33, reinforce thelst5team.Greece kills one of USSR's starting Submarines:
A Submarine will investigate when Greece builds a Naval Yard, and the teams below will be scheduled after its death. (
SEA7,SEA3) If USSR later loses their Sub Pen, the teams can be skipped. (SEA6)SEA4: After ~01:36, reinforce thesea1team.LST2: After ~05:24, reinforce thelst3team.LST1: After ~09:12, reinforce thelst2team.LST7: After ~18:36, reinforce thelst4andlst5teams.lst4: 1 Heavy Tank, 3 Grenadiers are carried from Waypoint 22 to 43.lst5: 1 V2 Rocket Launcher and 4 Flamethrowers are carried from Waypoint 22 to 68.LST8: After ~25:00, reinforce thelst5team again.Yaks
Limited USSR production to one Yak for their one Airfield. (That part of the script seemed to be from
allies-04where two are expected.)Changed Yak production so the first has different delays for each difficulty. On Hard, this is 90s (from 70s). On Normal, this is 120s (from 70s) so production roughly matches the RA '96 timer (reinforcement at ~150s).
Like the LST one, the original aircraft timeline is a rabbit hole.
Greece acquires a Construction Yard:
Trigger
AIR9: Every 50 moments, reinforce teamair2.AIR4: Theair2team has died.AIR7.AIR7: Every 40 moments while global {8} is set, reinforce teamair3.AIR9trigger.AIR5: Theair3team has died.DES1( ->DES2->DES3).AIR9,AIR4, andAIR7triggers.Greece kills a USSR starting submarine:
LST6: After 265 moments, reinforce teamair5.LST8: After 500 moments, reinforce teamair6.Greece attacks certain units/structures at the eastern base:
REAC: Set global {4}. The rest of the events below can be skipped if the Airfield is destroyed (AIR2).AIR1: Every 40 moments while global {4} is set, reinforce teamair1.AIR8: Theair1team has died.AIR0.AIR1trigger.AIR0: Every 52 moments while global {11} is set, reinforce teamair4.AI10: Theair4team has died.DES4.AIR2/AI10/DES4: Clear globals {4} and {11}, along with theAIR1trigger.Navy Stuff
Changed the Soviet navy production so a Submarine cluster is less likely to force Greece out of the water and maintain that with more production.
Added an objective for building a Naval Yard, with text that mentions redeployable MCVs. That knowledge has unusual importance for this map, where the build area in common start locations may not reach the water.
Added a 30s grace period before Soviet infantry production, reinforcement timers, and so on are started. This grace period ends when Greece deploys (or loses) their MCV, but it should help with early pressure.
Changed Greece's starting cash to its original 8500 (from 5000).
Changed Greece's death check so they can be defeated if they're somehow wiped out after the spy objective is done.
Added an alert bleep to the tech capture message.
Added "objective met" notifications, with some delays so speech should not overlap.
Added back the Soviet bases' wire fencing. (See #21373)
Added another Soviet infantry team based on
inf2: 2 Grenadiers, 1 Rifle Infantry.Changed dog patrols to stop waiting on dead team members.
Changed Soviet paratrooopers to hunt when idle.
Fixed some infantry subcells. (See #21397)