Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
Mission: Tartarus
Credits: Special thanks to LowestFormOfWit
It's time for revenge. Our suborbital surveillance system located a secret underground dummy base. It is well protected but this time we can provide you with unlimited amount of fresh clones and equipment. Dig inside the base, eliminate any resistance and destroy local dummy controller to disable tho whole facility. Dummies assembled an internal transportation system to deliver new reinforcements when needed, so don't hesitate to disable it by blowing up power generators. We hope you won't get wasted in this insane skirmish.
Updated: Apr 18, 2014 - B30 compatibility
Updated: Dec 23, 2012 - Updated V1.05 vanilla faction files
Updated: Sep 29, 2012 - V1.0 RC1 compatibility
Updated: Jun 07, 2012 - Marked all scenes as unplayable in metagame
Updated: Jun 03, 2012 - B27 compatibility - Imperatus, Browncoats, W40K R9 factions - Attackers now spawn in batches up to 3 units
Updated: Sep 30, 2011 - MacOS compatibility
Updated: Sep 30, 2011 - All faction configs can be stored in a single place - CC root folder. Just copy your Factions folder. Mod will search for factions in <CC install folder>\Factions first and if it's absent or empty, then in <CC install folder>\<modulename>\Factions. - MacOS users are welcome to test this windows version too, might work on your systems with B26 only but I didn't test myself - Pelian Army faction thanks to Arcalane
Updated: Sep 26, 2011 - Wehrmacht faction by Kettenkrad - Tek Troopers faction by Whitty
Updated: Jan 16, 2011 - 4 more factions bundled: Whitebot, Britannicans, Dummy Expansion, Reds. - Random faction which gives all actors at random. - Attackers can spawn armor.
Updated: Jan 16, 2011 - 2 more factions bundled: Crobotech, Novamind. - Fixed bug preventing complex units like Crobos and Novas from receiving orders on spawn when attacking. - Bunker hardened and little bit simplified. - Wall blast more effective.
Updated: Jan 16, 2011 - Multiplayer broken, and it seems forever. - Single activity for everything. - 5 more non vanilla factions bundled: R.E.T.A.R.D.S., MaximDude Corp., Fishers, Bear Federation, Combine. You can send your own faction files if you want them bundled. - R.E.T.A.R.D.S. are awesome at assault, Bears have fancy armor. - You can use * to quickly enable\disable factions in Faction.cfg. Just put it before faction file. - Minor bugfix.
Updated: Jan 13, 2011 - Fixed some multiplayer errors. Ugly way indeed, but it works. - Multiple TartarusGameplay activities added just for multiplayer compatibility, it seems that there is no way to set number of players from activity itself so I've made it this way, sorry.
Updated: Jan 10, 2011 - Factions can be selected via simple GUI before the battle. - Factions now added through external .lua files, main script can be safe now. Read post for details.
Updated: Dec 29, 2010 - B24 compatibility.
Updated: Jan 09, 2010 - Minor gameplay tweaking. Difficulty slightly rebalanced. - Friendly reinforcements rate decreases when you enter the big chamber. - Hostile reinforcements rate increases if you fail to destroy generators before entering the big chamber. - Added new default factions: District 9, Tradestar Robots, Browncoats. - Dummy now stands (thanks akblabla). - Readme included (thanks gtaiiilc). - Default actors replaced on start if you chose alternative faction.
Updated: Jan 06, 2010 - Minor gameplay tweaking. Difficulty slightly decreased. - Fixed endless actor stream when player is victorious.
Ooh, great, customization. Hmm, I'll probably go all out stealth units on this, because I specialize in them.
Wed Jan 06, 2010 4:35 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Mission: [Coalition] Tartarus
OH SHI- AAL INCOMING
Wed Jan 06, 2010 5:11 pm
PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
Re: Mission: [Coalition] Tartarus
This is DELICIOUS. Many thanks for continued creation of amazing missions. Each one lasts long enough for you to produce the next, which is better than I can say for most commercial titles. The fact that you are doing this on your own time, and for no cost, is significant.
Wed Jan 06, 2010 7:26 pm
Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
Re: Mission: [Coalition] Tartarus
Impressive work, as usual.
Wed Jan 06, 2010 7:57 pm
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
Re: Mission: [Coalition] Tartarus
Just beat it, pretty tough on the default setting, but beatable. Lots of hero soldiers were lost just to get through. The boss was delicious and killed a whole load of my guys before he went down.
One error though, the dummies keep coming from the last tube after you beat the mission.
Wed Jan 06, 2010 8:44 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
Re: Mission: [Coalition] Tartarus
Updated this puppy. Now it is little easier to pass that corridor near the bunker. But only if you were good boys and girls during the mission After wasting nearly two hundred clones I finally made it, so from now on I consider this a beatable one with default settings.
numgun wrote:
One error though, the dummies keep coming from the last tube after you beat the mission.
Ouch, gonna fix it, though thus bug does not change anything, as the game is over when you smash poor controller.
Just beat it, pretty tough on the default setting, but beatable. Lots of hero soldiers were lost just to get through. The boss was delicious and killed a whole load of my guys before he went down.
One error though, the dummies keep coming from the last tube after you beat the mission.
I was expecting the boss because of that large opening, but not the Dummy Behemoth, ♥♥♥♥'s large, and bullet proof, and grenade proof, I wonder if it can withstand an impulse grenade... I lost 23 to get there, and no generators were harmed.
Thu Jan 07, 2010 12:35 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Uber Cannon point blank on the behemoth killed it very quickly. Also, the dreadnought at the right of the boss chamber last its gun but not armor, and I used it as a shield while a reloaded the cannon. Good mission, I was expecting it to be longer though.
OMGOMGOMG Another mission from Weegee. Playtesting it right now...
Edit: Been playing for a little bit, the fact that the AI of the uncontrolled clones is ♥♥♥♥♥♥♥ stupid is annoying, because they will all advance and get themselves massacred automatically. Also, the fact that there are so many clones in such a confined space causes casualties from friendly fire and by stepping on each other.
Oh and if you destroy the generators, you are just making it harder for yourself.
Probably, but at least you'll increase dummy spawn time by 40% if you enter the hall with all generators offline. If not, you'll decrease it by 20% and can be overwhelmed by them. But seriously I still can't imagine how one can loose this mission Victory is just a matter of time and a couple hundreds of clones (ronins, bears, fishermen, dummies - whatever you chose)
Jon wrote:
Been playing for a little bit, the fact that the AI of the uncontrolled clones is ♥♥♥♥♥♥♥ stupid is annoying, because they will all advance and get themselves massacred automatically.
I like watching AI clones fighting AI ronins. So much fun and gore
I was able to kill the behemoth without having him fall into the pit of doom, hell the only thing that is keeping his body up is his head. Beat the mission on Dummy attacks Dummy.
Weegee I agree, but the problem stands, how is the landscape going to stay perfectly viable for the optimal splattering of all destructible MOs sent into the battlefield.
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