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Change difficulty of campaign mission Alpha 1 #383

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merged 3 commits into from Jun 18, 2019

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@Forgon2100
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commented Jun 13, 2019

The Machinegun template should not be available in Alpha 1 before a HQ
has been built. This change may become unnecessary if #378 included it.

With campaign difficulty levels "Hard" and "Insane", mission timers

  • start instantly, instead of waiting for the player to move into the
    scavengers' area close to the power resource in his base
  • limit the available time to
    • 40 minutes for difficulty "Hard"
    • 30 minutes for difficulty "Insane"

Starting power has been reduced to

  • 600 oil for difficulty "Hard"
  • 300 oil for difficulty "Insane".
    This is sufficient to build a power generator, a HQ and a factory.
    However, it also requires the player to manage his resources much more
    carefully. Still, the mission can be comfortably won in 20 minutes.
    At http://forums.wz2100.net/viewtopic.php?f=6&p=144657#p144657 you can
    find a strategy to win in 17:25 minutes.
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commented Jun 13, 2019

I like your idea to make alpha 01 more challenging. Generally I'm more of the opinion that the challenges between "Hard" and "Insane" difficulty should more differ. So I suggest to set the timer for "Hard" difficulty to 40 minutes (from 48) but also reduce the starting power to 600 oil. Maybe 650 when we say we give 50% of the power for "Normal" difficulty.
You should also make a mod and post it in this forum thread. Not every player is here on GitHub and we will get more player to test and comment your idea.

A little bit off-topic: I think you should move your patch from ticket #4862 here to GitHub. It suits the idea to make the campaign more challenging.

Last but not least: Maybe you should mark both as "WIP" because of my discussions with Bethrezen I know that not everybody likes it when the campaign becomes too tough. Even with "Insane" difficulty. ;)

@Forgon2100 Forgon2100 changed the title Change difficulty of campaign mission Alpha 1 [WIP] Change difficulty of campaign mission Alpha 1 Jun 13, 2019

@Forgon2100 Forgon2100 force-pushed the Forgon2100:alpha_1 branch from 42b5dce to f13b448 Jun 13, 2019

Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 13, 2019
Change time limits for "Hard" and "Insane" Alpha 1
* start mission timer as soon as the mission begins, instead of waiting
  until the player triggers the scavengers by moving into their area
* reduce available time for difficulty levels:
  * Hard: 40 minutes
  * Insane: 30 minutes

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@users.noreply.github.com>
Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 13, 2019
Change player power of "Hard" and "Insane" Alpha 1
* reduce starting power for difficulty levels:
  * Hard: 600
  * Insane: 300 (sufficient for generator, HQ and factory)

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@users.noreply.github.com>
@Forgon2100

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commented Jun 13, 2019

I like your idea to make alpha 01 more challenging. Generally I'm more of the opinion that the challenges between "Hard" and "Insane" difficulty should more differ. So I suggest to set the timer for "Hard" difficulty to 40 minutes (from 48) but also reduce the starting power to 600 oil. Maybe 650 when we say we give 50% of the power for "Normal" difficulty.

Has been implemented.

You should also make a mod and post it in this forum thread. Not every player is here on GitHub and we will get more player to test and comment your idea.

Perhaps it is better to wait until KJeff01's patch for the accuracy bug
(#371) along with his reimplementation of weapon ranges (#314) have been
pushed. We could then test the camBalance branch together with this PR.

A little bit off-topic: I think you should move your patch from ticket #4862 here to GitHub. It suits the idea to make the campaign more challenging.

Done, with #385.

Last but not least: Maybe you should mark both as "WIP" because of my discussions with Bethrezen I know that not everybody likes it when the campaign becomes too tough. Even with "Insane" difficulty. ;)

Done.

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commented Jun 13, 2019

You should also make a mod and post it in this forum thread. Not every player is here on GitHub and we will get more player to test and comment your idea.

Perhaps it is better to wait until KJeff01's patch for the accuracy bug
(#371) along with his reimplementation of weapon ranges (#314) have been
pushed. We could then test the camBalance branch together with this PR.

Ok.

@Forgon2100

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commented Jun 13, 2019

You should also make a mod and post it in this forum thread. Not every player is here on GitHub and we will get more player to test and comment your idea.

Perhaps it is better to wait until KJeff01's patch for the accuracy bug
(#371) along with his reimplementation of weapon ranges (#314) have been
pushed. We could then test the camBalance branch together with this PR.

Ok.

At http://forums.wz2100.net/viewtopic.php?f=6&t=15119&p=144645#p144645,
I asked forum users to test this PR, #385 and the camBalance branch.
If anyone is subscribed to that thread, we might get a bit of feedback.

Apart from that, I am happy with this PR as it is right now.

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commented Jun 13, 2019

I also think it is good now as it is. I think I can test Alpha 01 this weekend and also start a new campaign with the unit limit.

CamBalance is a WIP and should be tested after #371 and #314 have been merged into master. The testing Bethrezen, Berserk Cyborg and I did with CamBalance stopped at Alpha 12 due to the work of Berserk Cyborg started with the secondary orders and the range restore. It is not ready for Beta or Gamma mission. Because Bethrezen and I didn't use GitHub at the time we tested CamBalance Berserk Cyborg posted mods with the changes from CamBalance in the forum thread and I think we should continue with that.

I appreciate that you called me as a co-author. You can post my regular mail adress highlander1599@gmail.com. It's an account I use only for the work on Warzone.

@Forgon2100 Forgon2100 force-pushed the Forgon2100:alpha_1 branch from f13b448 to 7521da8 Jun 13, 2019

Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 13, 2019
Remove Machinegun template without HQ from Alpha 1
While no HQ has been built, only the truck template should be available.

Refs Warzone2100#378
Fixes Warzone2100#383
Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 13, 2019
Change time limits for "Hard" and "Insane" Alpha 1
* start mission timer as soon as the mission begins, instead of waiting
  until the player triggers the scavengers by moving into their area
* reduce available time for difficulty levels:
  * Hard: 40 minutes
  * Insane: 30 minutes

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 13, 2019
Change player power of "Hard" and "Insane" Alpha 1
* reduce starting power for difficulty levels:
  * Hard: 600
  * Insane: 300 (sufficient for generator, HQ and factory)

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
@Forgon2100

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commented Jun 13, 2019

[...] I appreciate that you called me as a co-author. You can post my regular mail adress highlander1599@gmail.com. It's an account I use only for the work on Warzone.

Thanks. I have fixed the email address.

@Forgon2100 Forgon2100 force-pushed the Forgon2100:alpha_1 branch from 7521da8 to f96f7c1 Jun 18, 2019

Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 18, 2019
Remove Machinegun template without HQ from Alpha 1
While no HQ has been built, only the truck template should be available.

Refs Warzone2100#378
Fixes Warzone2100#383
Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 18, 2019
Change time limits for "Hard" and "Insane" Alpha 1
* start mission timer as soon as the mission begins, instead of waiting
  until the player triggers the scavengers by moving into their area
* reduce available time for difficulty levels:
  * Hard: 40 minutes
  * Insane: 30 minutes

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
Forgon2100 added a commit to Forgon2100/warzone2100 that referenced this pull request Jun 18, 2019
Change player power of "Hard" and "Insane" Alpha 1
* reduce starting power for difficulty levels:
  * Hard: 600
  * Insane: 300 (sufficient for generator, HQ and factory)

Fixes Warzone2100#383

Co-authored-by: highlander1599 <highlander1599@gmail.com>

@Forgon2100 Forgon2100 changed the title [WIP] Change difficulty of campaign mission Alpha 1 Change difficulty of campaign mission Alpha 1 Jun 18, 2019

@KJeff01

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commented Jun 18, 2019

Tutorial has a removeTemplate call for that viper MG which needs to be removed.

Forgon2100 and others added 3 commits Jun 13, 2019
Change time limits for "Hard" and "Insane" Alpha 1
* start mission timer as soon as the mission begins, instead of waiting
  until the player triggers the scavengers by moving into their area
* reduce available time for difficulty levels:
  * Hard: 40 minutes
  * Insane: 30 minutes

Fixes #383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
Change player power of "Hard" and "Insane" Alpha 1
* reduce starting power for difficulty levels:
  * Hard: 600
  * Insane: 300 (sufficient for generator, HQ and factory)

Fixes #383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
Remove Machinegun template without HQ from Alpha 1
While no HQ has been built, only the truck template should be available.

Refs #378
Fixes #383

@Forgon2100 Forgon2100 force-pushed the Forgon2100:alpha_1 branch from f96f7c1 to 4bc2dc6 Jun 18, 2019

@Forgon2100

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commented Jun 18, 2019

Tutorial has a removeTemplate call for that viper MG which needs to be removed.

Fixed.

@KJeff01 KJeff01 merged commit 3415bb9 into Warzone2100:master Jun 18, 2019

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KJeff01 added a commit that referenced this pull request Jun 18, 2019
Remove Machinegun template without HQ from Alpha 1
While no HQ has been built, only the truck template should be available.

Refs #378
Fixes #383
KJeff01 added a commit that referenced this pull request Jun 18, 2019
Change time limits for "Hard" and "Insane" Alpha 1
* start mission timer as soon as the mission begins, instead of waiting
  until the player triggers the scavengers by moving into their area
* reduce available time for difficulty levels:
  * Hard: 40 minutes
  * Insane: 30 minutes

Fixes #383

Co-authored-by: highlander1599 <highlander1599@gmail.com>
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