Triggered by this map being mentioned on Linus Tech Tips (https://youtu.be/hiLlNzxDfAg?t=919) and a myriad of emails from folks asking me to do it, I am working on resurrecting the custom Map "Supreme Risk" I wrote back in 07 to work with FAF.
Repairing it is what this thread is about. It is named "Supreme Risk" and currently has the version v0014. I will only release stable versions to the vault, watch out for development changes on my github (see below)
What is it?
Inspired by "Zone Control", Supreme Risk is a custom Map with special rules that mirror the popular board game "RISK". The map and mechanics are exactly like in the board game, but with a 30sec timer instead of rounds.
You build mech-marines in factories, build up an army and liberate other countries on the map. The more countries you occupy, the more units you can use.
What I did so far:
- uploaded the original files to my github https://github.com/blecher-at/Supreme-Risk - will upload it to the map vault once I deem it "playable", but if you're impatient, you can install it manually
- updated the maps graphics to work with FAF and the new editor
- fixed Teleportation code (move armies from america to asia directly)
- fixed the most obvious bugs to have it play- and testable
- adapted unit building: you can now pick between building 1, 5 and 10 units at once. It will still result in just mech marines (for now?)
- persistent display of your mission as TEXT (in stock supcom this was displayed in a custom UI, but this does no longer work in FAF)
- periodic reminder to build units
- map is loaded in the zoomed-out state, for that the acu is no longer spawned and replaced by a hive (to reclaim "cards")
- Updated build code (can place 1,5,10 armies at once), and speed up building using custom spawn method
- Updated info about rounds and armies to place
- Showing info to all players when territories are liberated
- Add Options to the Game lobby to control various aspects of the game
-- Round Time (for slower/faster games)
-- Reinforcement Rules (tweak risk originals)
-- Unit Tiers (T1 to T3) can be configured if mech marines are too boring, try loyalists
Known Issues / Limitations / Plans (input is very welcome)
- The Map does not have a real AI, it is best played with other humans. AI units will just defend the bases (like the "shadow" player in the board game)
- Because 12y later performance is not that of an issue as it was, I can now update the map and make it look more beautiful (add more detail/trees/decals)