Author Topic: NEWS : Alpha-Build Release  (Read 24430 times)

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Re: NEWS : Alpha-Build Release
Claymore Rescue. Enhanced Carver V campaign. That first firebase, which I had captured, had a truck drive into it a little after i moved on, and spent the entire rest of the mission pounding on this truck. This has happened a few other times as well. Like I said, I'm on Regular, and I know you mentioned this campaign was balanced for Elite, so I have no idea if that matters, but I figured you would want to know.

I'm about to run into Gauss defenses, so when I get around to playing later, I'll let you know whether or not they do any damage.

EDIT: Autocannons do no Damage either, FYI.
« Last Edit: February 13, 2011, 02:09:17 pm by PsychoLandlord »

 

Offline Droid803

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Re: NEWS : Alpha-Build Release
I've had that happen too.
Missile turrets do absolutely nothing (on regular).

Gauss turrets still blow the arms off your mech's though :P
(´・ω・`)
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Offline Starman01

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Re: NEWS : Alpha-Build Release
Hm, pretty strange, because I also play on regular, and the SRM weapons on mechs do damage, and normally these are the same weapon entries. Anyway, I will check on it, thanks for reporting :)
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
Re: NEWS : Alpha-Build Release
SRMs and LRMs on Mechs are fine, both enemy and friendly. It's only base defenses.  On the Subject of Gauss and Autocannon Defenses, I can confirm Gauss does damage, though it appears to be pathetically small  (I guess thats part of the balancing, but it seems a tad extreme for me to be able to park a Lao Hu in front of two Gauss turrets for a minute and have them only do a eight of a health bar of damage.) Autocannons also appear to do damage, but it's tiny, so I didn't notice earlier. So it looks like it's exclusively Base missiles, both short and long ranged, that suffer from this problem.

Another thing I noticed, when I just ran the Davion Moonbase mission, after I captured the sensor array I noticed a few enemy Mechs were destroying the walls of their own bases. The base Defenses did not return fire, and after a few walls were down the Mechs moved on, but it echoed something I had seen a few days ago and completely forgot about. When I did the bandit leader mission, I kept hearing about Turrets being taken offline, and once I got to the main enemy base, all of the Turret Power generators and several turrets had been destroyed.  I dunno why It slipped my mind, but it appears that in some missions the various enemy units and objects become hostile to each other for some reason.

On a non bug-related note, and purely because I'm OCD, if I were to take the movie files out of my old MC2 install would there be any way whatsoever to get them to play in missions or has the code become completely incompatible?

 

Offline Starman01

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Re: NEWS : Alpha-Build Release
Hm, just made a test mission, it doesn't look like the weapons are to blame. Seems more like a problem with the missile hit or even the aiming. It looks like the turrets are firing on the trucks, and the explosion takes place on the trucks location, but they don't get any damage. We'll have to figure it out.

Regarding the destroying thing, I noticed one too. One could be a wrong set team allignment in Base defense, AI often attacks the control center and generator or. The walls, that might be just a collision problem. Their way was blocked, so they fired.

Regarding movies, I never tried it actually. But I'm pretty sure it will not work (or someone whould have tried it earlier :) ) The code has been disabled or even removed I'm afraid :(
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
Re: NEWS : Alpha-Build Release
Regarding the friendly fire, yeah that might be it, it would make sense for the Bandit base as everything is clustered together, and in stock I used to abuse that map by getting the Ambush forces stuck behind the turret control center. But the Moonbase mission is incredibly wide open and the mechs that were firing on their own base were shooting from a distance, way out in the open and were moving at quite a clip while doing so.

And I also just saw some Base SRM's take down a chopper. Then subsequently fail to damage a harasser.

Thanks for the reply on the issue of the movies. I tried just dumping the folders together, no go. Don't know if theres some code I can try altering and I'm not familiar with modifying MC2. Oh well, it was worth a shot.
« Last Edit: February 13, 2011, 06:26:12 pm by PsychoLandlord »

 

Offline Starman01

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Re: NEWS : Alpha-Build Release
I will take a look at the mission. The destroyed turrets were in the first campaign, bandit HQ at the crashed spaceship, right ? Had that one too, I just remember. Most certainly those damn swarm lrm carriers fire a salvo of their area damage weapons against a wrong teamed object :)

Regarding Missiles, I think I have an idea. I also encountered something with a mech I remember. I think, if the target is at very close range, they fail to hit.

I will also check the moon mission. Base defense and mechs usually don't attack walls, even if they are on a enemy team.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
Re: NEWS : Alpha-Build Release
Ugh. Swarm LRM's are more trouble than they're worth. Caused problems in the stock game, and they're probably doing it here too.

I any case, thanks for being responsive. I'll see if I cant root out anymore potential trouble spots. Even with all this, what you guys have here is incredibly fun, and vastly superior to the original. So I'll do whatever I can to help.

Also, I havent been on those boards in a while, but have you guys posted over on Mektek to let people know you're doing this? I'm sure they would be ecstatic.

 

Offline magic

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Re: NEWS : Alpha-Build Release
Have you tried some of the missions on veteran or elite difficulty?

Green level
Enemy AI is at 40%,
Enemy weapons are at 40%.
They cant hit parked pink elephant. Even when they hit, its like a fly.

Regular level
Enemy AI is at 60%,
Enemy weapons are at 60%

Veteran level
Enemy AI is at 80%,
Enemy weapons are at 80%.

Elite level
Enemy AI is at 100%,
Enemy weapons are at 100%.

I did this because most people comments about my Exodus campaign were that it was too difficult.
Try all those campaigns on elite now, they are fully playable on elite.

 
Re: NEWS : Alpha-Build Release
I actually did switch to elite earlier to see if it made a difference. Everything else worked fine, but Base Missiles still dealt no damage. And I haven't tried Exodus yet, so I don't know if the problem persists there.

 

Offline Starman01

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Re: NEWS : Alpha-Build Release
Quote
Also, I havent been on those boards in a while, but have you guys posted over on Mektek to let people know you're doing this? I'm sure they would be ecstatic.

Yep, I posted there too :)
« Last Edit: February 14, 2011, 09:49:06 am by Starman01 »
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Timerlane

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Re: NEWS : Alpha-Build Release
Have you tried some of the missions on veteran or elite difficulty?

Green level
Enemy AI is at 40%,
Enemy weapons are at 40%.
They cant hit parked pink elephant. Even when they hit, its like a fly.

Regular level
Enemy AI is at 60%,
Enemy weapons are at 60%

Veteran level
Enemy AI is at 80%,
Enemy weapons are at 80%.

Elite level
Enemy AI is at 100%,
Enemy weapons are at 100%.
~gives a mission on Vet a shot~

Ah, neat. So you guys got rid of the 'free weight-class piloting specialist for all enemy units'(including the cannon-fodder vehicles) on higher difficulties. I never found it fun for it to take(or at least what felt like) half a minute of concentrated fire(from Green/Regular pilots) to down a single LRM Carrier, or a minute+ to drop a single Fire Ant, so I rarely wandered above Regular on retail.

Between the improved durability of 'Mechs and that, I'm definitely going to start using the higher difficulty levels. I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

 
Re: NEWS : Alpha-Build Release
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I've noticed a bit of this too, on Elite. While Mechs are tougher, and weapons generally hit more often and do more damage, it almost looks like the AI took a step back. It's nowhere near bad, but they do seem to be failing to capitalize on flanking maneuvers, and the Long Range mechs have an annoying tendency to bumrush, which I never noticed on Regular.

Small world, Timerlane :)

 

Offline Starman01

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Re: NEWS : Alpha-Build Release
I'm just porting my campaign over to this build, and I also noticed quite some changes. This game will need quite some balancing until everything is perfect.
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Arcalane

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Re: NEWS : Alpha-Build Release
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I'd imagine that's because almost all mechs (and vehicles) feature at least some level of sensors now, so they can still "see" their targets and thus pursue them more aggressively.

As for Swarm LRMs, those things are and always have been overpowered as hell. Seriously. They're almost as irritating as the long-range cannons from the MechCommander 1 Expansion.

Also interesting to know about the AI/Damage settings for the difficulty levels. I'd assumed that the higher difficulty levels would actually INCREASE enemy damage beyond the norm (ex; enemies do 50% more damage than your units) or whatever rather than just making it "on par" with player damage.
Don't think, Mechwarrior. Find out.

 
Re: NEWS : Alpha-Build Release
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I'd imagine that's because almost all mechs (and vehicles) feature at least some level of sensors now, so they can still "see" their targets and thus pursue them more aggressively.

As for Swarm LRMs, those things are and always have been overpowered as hell. Seriously. They're almost as irritating as the long-range cannons from the MechCommander 1 Expansion.

Also interesting to know about the AI/Damage settings for the difficulty levels. I'd assumed that the higher difficulty levels would actually INCREASE enemy damage beyond the norm (ex; enemies do 50% more damage than your units) or whatever rather than just making it "on par" with player damage.

It used to. Apparently Magic changed it for OT due to the fact that Exodus used to be punishingly difficult. I presume thats one of the reasons the updated Carver V exists, since the original is a complete joke now, even on Elite.

 

Offline Starman01

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Re: NEWS : Alpha-Build Release
Well, i am just porting my campaign, and I noticed also some strange behaviour. It really shows, that the difficulty levels, the AI, the skills and even the objects could use some heavy re-balancing. That's also the reason why turrets don't seem to hit, they are currently just too dump :)

Currently the Artificial Intelligence is more like an artificial idiot :) But we will teach it :)
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 
Re: NEWS : Alpha-Build Release
Glad to see you're working things out. Keep it up. :yes:

 

Offline Droid803

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Re: NEWS : Alpha-Build Release
Hm, I'm getting a freeze when I zoom in too far.
(´・ω・`)
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Re: NEWS : Alpha-Build Release
Hm, I'm getting a freeze when I zoom in too far.

Are you in widescreen?