If you downloaded V 1.50 before this post you can fix it by going to Alternative Skirmish.rte/AlternativeSkirmish.lua and change line 21
Code:
self.SpecialStage = 12;
To
Code:
self.SpecialStage = 0;
Sorry for confusion
Doesn't work, will fix as soon as possible
Edit:
Fixed
I just had a fight on normal on my secondary computer. Works perfectly. That fight caused my heart to beat at a triple rate
Sun Sep 18, 2011 12:55 pm
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
Re: Alternative Skirmish V2.01 (B26) Fixed
I would still like a pure vanilla or easily user modular attack wave system, but oh well. Played on Nuts, got to the first APC and my system started lagging horribly. I am not sure if this was because of the APC, or because of the amount of drop crates (and other craft) falling from the sky. Even while horribly laggy I managed to get up to another wave of Assault troops after the APC before my last soldier's heavy sniper rifle exploded in his hand for no apparent reason (there was no one shooting at him at the moment, and he was not shooting at anyone), when he died (I think to bleeding to death, but there was no one there shooting at him) I managed to survive up to the next APC wave just on the AI soldiers and craft killing themselves before a soldier finally made it to my dummy brain to destroy it.
Sun Sep 18, 2011 5:03 pm
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
Re: Alternative Skirmish V2.01 (B26) Fixed
I just had a really nice ...well... Skirmish using this, here is the story of bunker #15347: ***IMAGE WARNING*** (Read text on top, then the picture under it.)
My bunker, not much but should be able to hold its own
Immediately after that, It said browncoats incoming.
Yeah... Then, A few of them slip through the top, because the drop-ships could land there now (FOR now that is...)
Just showin off my bullet pile that happened a little later(LOT later)
This is alot later, the guy on the left was dead, and an apc on the right....
YOUR KIDDING MEEE
(this is after that dude on the left bottom died and I somehow had enough money for another soldier)AHHHHHHHHHHHH
Joined: Sun Apr 10, 2011 5:25 pm Posts: 22 Location: Frolicking in the fields of newbinesism
Re: Alternative Skirmish V2.01 (B26) Fixed
I want the APC to be replaced with something else! :l It came down, hit a wall, flipped over and died... Other than that not bad :3 But during evacuation dropcrates started landing and when I evacuated the dropship and my brain got destroyed by one.
I get that as well after a while, the AI just ignores the LZ restrictions and dumps loads of rockets, dropships and drop crates right over my base. Will get more detailed info in my next play.
Sat Sep 24, 2011 2:51 pm
Spider101
Joined: Sun Apr 10, 2011 5:25 pm Posts: 22 Location: Frolicking in the fields of newbinesism
Re: Alternative Skirmish V2.01 (B26) Fixed
I find it too easy, If for whatever reason it flips over it has no way to flip up and continue fighting which can be disappointing. It should have some dummy drop pods come down with it and maybe have dummys continue to come down afterwards. Or preferably just get something much harder to kill since I had more problems with the Browncoats at the start than with the APC and it just seems anti climactic...
Sat Sep 24, 2011 8:06 pm
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
Re: Alternative Skirmish V2.01 (B26) Fixed
akblabla wrote:
Why don't you like the APC?
I do not like the APC for a number of reasons. 1) It is non-optional vastly divergent from vanilla content (this would not be a big deal if I could just simply comment in or out the content I want to rain down, such as in weegee's mods) 2) It is too powerful in unintended ways. Just driving around it erases vast swathes of terrain and bunker without even intending to. This would not be so bad if it actually stopped and used a giant custom digger to dig, but it does not, it just pushes through the terrain as through it was not there erasing it as it goes... but more ofthen than not... 3) It will just get stuck, crash and gib itself without it ever actually doing anything.
I do not like the APC for a number of reasons. 1) It is non-optional vastly divergent from vanilla content (this would not be a big deal if I could just simply comment in or out the content I want to rain down, such as in weegee's mods) 2) It is too powerful in unintended ways. Just driving around it erases vast swathes of terrain and bunker without even intending to. This would not be so bad if it actually stopped and used a giant custom digger to dig, but it does not, it just pushes through the terrain as through it was not there erasing it as it goes... but more ofthen than not... 3) It will just get stuck, crash and gib itself without it ever actually doing anything.
Quote:
I find it too easy, If for whatever reason it flips over it has no way to flip up and continue fighting which can be disappointing. It should have some dummy drop pods come down with it and maybe have dummys continue to come down afterwards. Or preferably just get something much harder to kill since I had more problems with the Browncoats at the start than with the APC and it just seems anti climactic...
Ok, I will try to find an alternative, I just took the APC as it is one of my absolute favorite mods around in my opinion and I always think that the mission that is included in the original mod is a blast when the APC arrives. Do you have any other idea what could be a boss wave that is a bit more vallina'ish?
A possibility might be adding some of my old mods, shined up of course, like my phoenix, manticore and manta
I could give the manticore some artillery piece so that it can siege your base from afar. The phoenix could be used for bombing runs and the manta could be used for some sort of wierd harasser. Just throwing out ideas.
Quote:
(this would not be a big deal if I could just simply comment in or out the content I want to rain down, such as in weegee's mods)
You can easily change things like starting funds, spawning rate, types of enemies, dropships and so on just like in weegee's mods. It is just due to special waves having a unique spawning pattern every time I haven't bothered to make an easy to change function for them, but If you wishes to skip the APC wave you can just open the AlternativeSkirmish.lua and replace line 796
Code:
self.SpecialStage = 11
with
Code:
local check = true for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do if self:PlayerActive(player) and self:PlayerHuman(player) then if self.braindead[player] == false and self:GetPlayerBrain(player).PresetName == "Brain Case" or self:GetPlayerBrain(player).PinStrength <= 0 then check = false self.SpecialStage = 13 end end end
if check then self.SpecialStage = 0 end self.StopSending = 20
Sat Sep 24, 2011 8:43 pm
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
Re: Alternative Skirmish V2.01 (B26) Fixed
A flier would have a lot less impact on the bunker and terrain than the Dummy APC... (until it crashes that is;), but at least in regards to how I base build a flier would have almost no effect on me unless it was dropping bunker busters (which while this might be fun once or twice... would possibly get old fast). A flier would also likely just ram into a dropship or rocket and gib the both without getting much done
LowestFormOfWit's Dummy behemoth could be pretty awesome, but suffers from being too big to get into bases reasonably, so probably not a great idea.
Squeegy Mackpy's R.E.T.A.R.D.S. would be able to fit into the base for brain hunting, and are a pretty popular likely near ubiquitous mod, so might fit the bill. That said, pretty much any standard size actor faction be it DarkStorm, der Wehrmacht, one or all subfactions of UniTec, or the Bear Federation, could work great.
As for fitting in player module customization of waves with your unique spawning pattern, maybe the big special wave (currently the APC) could be player selectable. That way only really wave 12 would need to be designed to accept the custom faction input.
Sat Sep 24, 2011 10:08 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Alternative Skirmish V2.01 (B26) Fixed
akblabla wrote:
A possibility might be adding some of my old mods, shined up of course, like my phoenix, manticore and manta
What are you waiting for?
More vehicle raids GO!
Sun Sep 25, 2011 4:36 am
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
Re: Alternative Skirmish V2.01 (B26) Fixed
I'd love to have a version where you don't have to escape, but the fight just keeps going on and on with the special waves every now and then. Care to post instructions how to modify the code for that?
I'd love to have a version where you don't have to escape, but the fight just keeps going on and on with the special waves every now and then. Care to post instructions how to modify the code for that?
Just play with a brain that can't move and isn't the standard "brain case", fx. the dummy CPU. Then instead of getting the escape objective, the stage progress resets, so that you'll fight all the old special waves again.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum