Haven's Invasion

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Haven's Invasion

Postby speed2 » 23 Sep 2017, 21:54

Haven's Invasion

Feedback Thread
Feel free to post any thoughts about this mission or suggestions of what you'd like to see changed or improved. Link to the recent changes can be found in this post: viewtopic.php?f=78&t=13626&p=140165#p140165

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Info:
  • Author: speed2
  • Designed for 1 player
  • Faction: Seraphim
  • Description:
    • Invasion on Haven's Reef is starting. It's a planet controlled by UEF. You will gate in close to several small settlements and eradicate them. We expect very little resistance from these humans.

Mission intro + screenshots:
Spoilers... you have been warned :)
Spoiler: show


5x10 max playable area

Image

Naval/hover oriented

Image

Mostly T1

Image

30min - 1h of fun

Image
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Re: Haven's Invasion

Postby Blast_Chilled » 23 Sep 2017, 22:48

Spoiler: show
¯\_(ツ)_/¯
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Re: Haven's Invasion

Postby ZETTAHEX » 07 Oct 2017, 22:45

Don't know if the log will help, but I've reproduced a bug on two separate computers and accounts where the mission won't load. It'll just load the map (whole) but none of the units will spawn and no cut scenes will roll, nor will it cut off the operational area to starting location as it does normally. Hope it helps I just thought the mission seemed cool.
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Re: Haven's Invasion

Postby speed2 » 08 Oct 2017, 16:56

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Re: Haven's Invasion

Postby ZETTAHEX » 12 Oct 2017, 16:16

Whoops, well I'm a scrub I posted the wrong one. Here, I think this one's it... Btw this is the third computer I try it so I don't think it's just a fluke. Thanks for the help!
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Re: Haven's Invasion

Postby Sir-FightMeDown » 13 Oct 2017, 18:44

These are exciting times to be playing this gem in coop!
Seraphim ACU spotted!
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Re: Haven's Invasion

Postby PhilipJFry » 13 Oct 2017, 19:08

ZETTAHEX wrote:Whoops, well I'm a scrub I posted the wrong one. Here, I think this one's it... Btw this is the third computer I try it so I don't think it's just a fluke. Thanks for the help!


info: Active mods in session: \000{
info: {
info: after={ },
info: author="XYZ",
info: before={ },
info: conflicts={ },
info: copyright="Copyright © 2015, XYZ",
info: description="Quantum Gates Build all type of ACU's.(better, fixed version, should work with any mods and updates!)",
info: enabled=true,
info: exclusive=false,
info: hookdir="/hook",
info: icon="/mods/BuildableAcuBO/acu.png",
info: location="/mods/buildableacubo",
info: name="Buildable ACU + BO ACU",
info: requires={ },
info: requiresNames={ },
info: selectable=true,
info: shadowdir="/shadow",
info: ui_only=false,
info: uid="F3BE4F4E-4C86-11E5-A88D-0E3E1D5D46B0",
info: url="",
info: version=1
info: }

please try again without mods
cats>dogs
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Re: Haven's Invasion

Postby speed2 » 13 Oct 2017, 19:38

ZETTAHEX wrote:Whoops, well I'm a scrub I posted the wrong one. Here, I think this one's it... Btw this is the third computer I try it so I don't think it's just a fluke. Thanks for the help!

Its caused by wrong group name, this happens only on easy and medium difficulty. Will be fixed with the next update.
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Re: Haven's Invasion

Postby ZETTAHEX » 31 Oct 2017, 04:20

Alright will do, I'll let you know how it works
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Re: Haven's Invasion

Postby Idontknowman » 20 Dec 2017, 15:13

Pretty nice map. The start is always an issue for me (enemy naval units). Although I should be able to handle it I always f*** that up somehow. Honestly I expected the map to expand and new tech to become available and was suprised that it would end there. It was some kind of relief that there's finally a mission that doesn't just expand the map after some timer runs out which is a design that's sometimes good, sometimes bad but way overdone, imo. If people want map expansion after some time opposed to after some objective it should be tied to a certain eco / factory / amount of units state based on difficulty. I think that'd be a better, although more complicated mechanic, than a timer.

I was also suprised about the bonus objective. Eventually add anything as reward to it ? Like "you get [4/2/1]x T2 tank(s) or [6/4/2] T1 subs or [4/2/1] T1 engineers" or sth ?

I think at the start of the mission one of the T1 artillery units always explodes for some reason while being dropped by the transport.
Last edited by Idontknowman on 20 Dec 2017, 15:58, edited 2 times in total.
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