Posted: Tue Sep 17, 2013 11:07 pm Post subject:
Eagle Reborn Campaign
Subject description: Released: Mission Three
Update: Mission three is here, introducing the deserters turned bandits known as the Steel Talons.
In case you're lost, I wanted to create a campaign to go along with the flow of the main GDI campaign with a little bit of a twist. For the most part, the campaign will follow TI's chronology. Each mission is set roughly sometime before the TI equivalent so the first mission starts before TI and the next mission will start before TI mission 2.
In Darkness:
You are the commander of a escort batallion assigned to guard supply lines for a desperate GDI offensive, however it is evident that the offensive has failed. You are cut off from your destination, but there is still a mission to complete. You need to bring the supplies to a GDI FOB. With Nod in the area, that will be no easy task.
Corporate Connections:
You're now linked up with Colonel DeWitt, however, they are cut off from General Owen, who has led a last offensive against Nod. He is thought to be stuck in Nod territory. Reports indicate that a security force for Globotech is guarding one of their own research centers. You're objective is to contact them and see if they can help find General Owen.
Reign of Steel:
With General Owen and Globotech now united with GDI, rebuilding can begin. This is the only good news however, General Arnold Steel and his forces have deserted from GDI's forces. His cadre of bandits now steal equipment and extort defenseless civilians. Call themselves the "Steel Talons", they've stolen a satellite control unit that GDI was busy salvaging from a ruined space center so they could reconnect with their satellite system. Now you must get it back.
(Yes, a reference to Holy Master's mod, which is awesome)
ReignOfSteel2.png
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Here we go.
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ReignOfSteel1.png
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Take the train!
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CorporateConnections2.png
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Globotech Needs Help!
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InDarkness1.png
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Mission start.
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Eagle Reborn - Release 3.zip
Description:
Contains modified TI INIs. All credits to the staff. (Contains both missions.)
Joined: 26 Feb 2010 Location: Inside my temple in Cairo.
Posted: Wed Sep 18, 2013 7:17 am Post subject:
This is a very nice mission indeed! Keep it up!!
I can't wait for the next one!!! _________________ If you are a member of the NSA and you are reading this, then you should know, that too much curiosity killed the cat!!!
Wenn Sie ein Mitarbeiter des BND sind und das hier lesen, sollten Sie wissen, dass zu viel Neugier der Katze Tod ist!!! QUICK_EDIT
Great. I love fan-made TI maps, both SP and MP. However, I am unfortunately unable to play them as my computer doesn't allow me to run TS, TI or RA2 properly. Once I can, I will. QUICK_EDIT
This is a very nice mission indeed! Keep it up!!
I can't wait for the next one!!!
Thanks, I can't say when the next one will be out, but hopefully in a couple weeks. The second mission will introduce Globotech.
Orac wrote:
Colonel DeWitt, or colonel Comstock?
Not sure what you're getting at here. Suggesting a name change?
Aro wrote:
Great. I love fan-made TI maps, both SP and MP. However, I am unfortunately unable to play them as my computer doesn't allow me to run TS, TI or RA2 properly. Once I can, I will.
That's a pity, I based the map's design on TI's early GDI missions.
Crimsonum wrote:
I like the desolate look of the port a lot!
Thanks, it was the first thing that went into the map. I thought about having a ship deliver the trucks, showing how GDI is on it's knees, but I couldn't find a ship that would work well as a cargo ship.
As a note to Aro or whoever is in charge of the terrain, there isn't a good way to convert the concrete shores into dirt shores. I was able to do it with the concrete cliff change, but a tile set to do it without a change in elevation would be good. QUICK_EDIT
Thanks, it was the first thing that went into the map. I thought about having a ship deliver the trucks, showing how GDI is on it's knees, but I couldn't find a ship that would work well as a cargo ship.
Thus one should be made.
Darkstorm wrote:
As a note to Aro or whoever is in charge of the terrain, there isn't a good way to convert the concrete shores into dirt shores. I was able to do it with the concrete cliff change, but a tile set to do it without a change in elevation would be good.
The way I've done it is copy/paste pieces of the natural shore to the water part of the concrete shores, so it appears the natural shore "grows" out of the concrete shore. Then I use the concrete shore corner pieces and regular pavement to "fade" the concrete shore into the dirt terrain. _________________
So we need a big ass civil container ship?
I guess the whole civil naval side could be enhanced a bit more
-container ship
-supertanker
-a big ferry
-cruise ship (maybe in a rusty abandoned state as a shiny new one wouldn't fit the desolated atmosphere of TI)
-off shore oil platform (i started working on that one long ago) _________________ SHP Artist of Twisted Insurrection: Nod buildings
The way I've done it is copy/paste pieces of the natural shore to the water part of the concrete shores, so it appears the natural shore "grows" out of the concrete shore. Then I use the concrete shore corner pieces and regular pavement to "fade" the concrete shore into the dirt terrain.
Thank's for the advice, I'll need to remember that in the future.
I played Bioshock 1 and 2 but I must admit I haven't played Bioshock Infinite yet. It seemed a little pricey at the time compared to what was supposedly a linear story. I'll probably pick it up some point.
If a container ship is made I'll definitely come back and change this mission. It would be cool to see a Globotech Gunboat type thing added to the mod LKO. I'm not sure where I'd use it yet, but they don't have any ships. QUICK_EDIT
I've finally got this updated! Meaning, I've now got what could be termed a campaign! I went ahead and changed the top post.
The next mission involves meeting Globotech. Unfortunately I haven't had the time to seriously hammer out things, so there could be a few bugs. If you do find one, tell me, and I'll have it fixed when I get the time. The top post has a brief description and screenshot; the zip has both missions in it.
Something I ran into, the mission.ini won't show all the lines of briefing for the second mission without adding a blank extra line. Anyone know why? I noticed that it looks like TI's main missions ran into the same issue since there appears to be blank lines in there as well.
(Sorry for the double post BTW, there really isn't an easy way to show an update without making a reply.) QUICK_EDIT
Ok, well I guess this is going to be a triple post. (If there is something wrong with this, just tell me. A moderator can also merge my posts if wanted.)
This mission introduces the Steel Talons. A faction of my own creation. Designed to fit somewhere between GDI & Nod including some of the Forgotten's idea of deserter marauders. The reason they share the name with Kane's Wrath is that I had the idea from how they were a sort of territorial GDI faction, so the inspiration comes from them.
I have gotten a little lazy with playtesting them, so if something seems off, please tell me. This mission feels rather easy compared to my older ones (possibly because of the introduction of unit production). I would really like to see if someone shares this opinion or disagrees.
To fix difficulty, I suppose I could decrease the timer and decrease starting money. Maybe even have Nod attack the train area from time to time. QUICK_EDIT
It is easier than your older ones but not by much. If you want too have better control over the diffculty do things like the refinery that you can easily miss.
Basically have more bonuses that can both help and harm you depending on what you do. Like for instance Nod in this mission you could make it so if you had avoided killing them early on they would go and try and take the steel talons refinery once you have destroyed the back entrance too there base or something like that.
One more then there's a tunnel error in regards too the one next too the Hand Of Nod in which your units gets stuck. QUICK_EDIT
Believe it or not, I was considering purple (gold's compliment) or sky blue for the color. I figured orange would be too confusing but it seems to work fine in practice. More over, GDI will be getting their newer arsenal, I don't intend to give the Steel Talons those upgrades. (Now I need to think of a way to upgrade their arsenal in a different way.)
I forgot to check the tunnels to make sure they worked fully. I'll release a fix later once I'm done with my classes.
EDIT: I've uploaded a fixed zip to the first post. Additionally, I've attached the fixed map to this post.
Also I'll just leave a note on the regards too difficulty. Remember too keep up difficulty like in the first 2 missions. Things are just too easy nowadays. Although even if it is frustratingly difficult too the point where i just wanna kick you, but thats what makes it so fun. QUICK_EDIT
I hope to keep the difficulty on the right level. I would've worked more on this mission, but it took quite a bit of time to get working in the first place so I really didn't feel too much like going through the pain of getting difficulty down. I probably could of made it more difficult by not giving unit production (and balancing according to that), but once I put it in I didn't want to really remove it. QUICK_EDIT
I'm not talking about unit production making it easy. I'm talking about making scenes where you suddenly find a bonus like that refinery in the 3rd mission that you wouldn't know it was there.
Basically stuff like that too help make the mission more difficult or easy depending on what you want it too be.heck you can even make it so helps or harms you in the rest of the campaign like how westwood and EA did some of there campaign missions. I do hope I didn't confuse you again. QUICK_EDIT
No, I see what you're saying. Exploration can be used to lighten the difficulty by implementing Easter eggs. I just thought that I might of made it too easy with the unit production (since you can't really control how much someone can produce). QUICK_EDIT
But it can also be done in reverse by giving the enemies more power, units, resources whatever. Like for instance the mission reign of steel you could make it so if you come across the Nod production faclities in the mission.
You could then allow Nod too acquire reinforcements or create new objectives too follow. You could do like protect the salvage truck and then set time because Nod has set a distress call prompting knowledge too Nod Central HQ to send reinforcements too destroy the control unit before GDI can regain it and that you have a limited amount of time before the entire region is over run.Also as a kicker you can (i'm not sure if you can do this but...)have Nod send reinforcements from over at close too Steel talon's alternate route if you didn't attack Nod at the beginning and close too yours if you did.
By doing what i said instead of the exploration Easter egg benefiting the player it can benefit the Enemy AI.In such a way you can control the diffculty much more better. QUICK_EDIT
I just wanted to let you know that I'm going to play through these tomorrow and share my thoughts with you, now that I've got things working again. Looking forward to seeing what you've put together. QUICK_EDIT
Just wanted to let everyone know I'll be hopefully updating this soon, along with a Nod campaign teaser of sorts. And unless something thinks I should do otherwise, I'll probably totally overwrite the inis so that I don't need to redo a ton of triggers in the future. QUICK_EDIT
Not sure what happened to this campaign, but I really like the orange "Steel Talons" rogue GDI offshoot using old TD equipment and would be happy to see them show up in the vanilla TI campaigns somewhere. QUICK_EDIT
Not sure what happened to this campaign, but I really like the orange "Steel Talons" rogue GDI offshoot using old TD equipment and would be happy to see them show up in the vanilla TI campaigns somewhere.
Apparently I missed this years ago but this project had the fate of much of my modding projects - I stopped working on it after I lost interest in it and just haven't picked it up again.
Seeing this though, I figured I would share some of my ideas for the Steel Talons because I sort of envisioned the Steel Talons as being a mutant-esque minor faction that would continue to use old TD equipment and eventually actually upgrade them. So you'd see in the modern TI era, they would be a sort of third-party mercenary outfit that used Humvees with laser cannons or like flame-spitting APCs which would have scooped up and embodied the less scrupulous elements of GDI gone rogue. Something I also don't know if was made clear enough when I was setting it up was that I decided the name itself would be derived from the group's leader being named Steel/Steele and it being sort of bastardized from "Steel's Talons", just a small nugget of world building I thought would be cool.
I have been considering updating this mini-campaign to work with the latest version of the game since it's been some time and I'm not sure how compatible it is these days. I might consider expanding on it at that point but it depends a lot on how I feel about it. I'd say it's pretty unlikely currently though, since I don't tend to dabble that much in mapping. I'm also a bit of a wienie when it comes to difficulty and don't know that I could really make a challenging campaign once base-building and higher tier strategy get mixed in. For reference, I play Mental Omega on casual difficulty. I made these missions largely by taking notes from the official TI campaign, aiming for a similar level of difficulty, and unfortunately I don't believe I've ever actually beaten the latter missions of the TI campaign. So if I did want to continue working on the campaign, I'd probably need a dedicated playtester or two that can help make sure the difficulty curve remains consistent and appropriately difficult.
As for the official TI campaigns, I'd be super flattered if they took my idea and ran with it, but I assume they are already quite happy with the faction concepts they have in the game as is and don't have any need for it. QUICK_EDIT
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