Glad you like it. It is the exact map from those missions.
I had to re-place some of the assets.
you should try playing center position vs 3 german brutals. gg.
I have two more official maps i am working on, pulled from the original games. Both are 3vs1 maps. After these i will probably do the official London map from the YR Allied Campaign, and then most likely new york and some of the other great maps from the RA2 original Campaign.
I may also rework parts of this map, i considered putting the Chronosphere back in Einsteins base and making it capturable with the engineer using some clever map ini trickery. So keep an eye out on the forums over the next few days. QUICK_EDIT
True Lunar AI and tech. There is a secret here in how to achieve this.
You cannot set E1, E2, ADOG, DOG, GGI, FLAKT, or INIT techlevel -1 in any circumstance. If you do, and try to enable Cosmonaut or Rocketeer, the AI will not work. To get the AI to work; you need to replace the code for all of these infantries with LUNR or JUMPJET code, And set their pre-requisite to something unobtainable, such as a BARRACKS + random civilian structure. This is partly because you cannot edit ARTMD.ini from inside Fa2 ini editor in order to modify the Cameo of E1, E2, and Init. You will turn all of the units that the ai is going to by hard-code train, in which to use to patrol their base; into lunar or rocketeer infantry; This keeps the AI functioning on offense and defense without having to create special map scripted teams. You then make sure players cannot obtain the duplicate units by changing their pre-requisite. Now you can enable your Lunar Infantry, and change the prerequisite and weapon of the Rocketeer so he is perfectly balanced with the cosmonaut. This makes all rule changes unique to the map, and not modifying the map owners primary game files. It makes it online compatible. I am still messing with this ini.
the AI is weak, because the AI is poor, as resource, although regularly spawning, is far thinner than your average map, conflict over the ore is much higher, and more money is spent replenishing teams in a FFA situation, they are poor, but so is the player. All of the hardcoded skirmish AI teams that it wants to build wind up expensive as he's paying full wack at 600 for rocketeers and cosmonauts. But player is also subject to this. At the moment this makes America quite powerful. Even when i have reduced the paradrop infantry to 3. Aircraft are disabled all but the floating disc, this includes the Nighthawk, Siege Chopper, Kirov, Harrier, but not the black eagle. The Unique units are intended to still be playable. The Chrono-Legionaire is still available for purchase, but i may remove him, as i want his Skin for the sniper, and will not have a duplicate skinned unit.
If you do not defend your base, from the get go; and start with 0 units, a small group of cosmonaut or rocketeer will make short work of your base. Setting up a base can be quite challenging. If you lose a miner early on it can screw your entire growth up. QUICK_EDIT
You can also make Engineers use a rocketeer's or a cosmonaut's sprite, with the sequence use walking one, and not the flying one. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
I want it to be true to the soviet mission, where you cannot get these units. not even engineers. So that the only available infanatry is JumpJet and Desolator/Unique Types, So i cut engineers aswell. I want to avoid using Image = as much as possible. As one of these images is required for the Slave, i do not want multiple units with the same image. The map needs a few more touch ups on some Lunar Rock placement, and it is complete. I will upload. You will not need additional rules modifications. QUICK_EDIT
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