Hi speed2,
I've tested the UEF campaign from Vanilla (I've felt a bit nostalgic
). That works pretty well, but I had a problem with the voices, it didn't work at first, until I realised I had to copy the voice files into file "fr" instead of "us", because my game is parameterized to play french dialogues. Indeed, in your first post, you tells to copy those files in C:\ProgramData\FAForever\extra\sounds\voice\us, but you should explain that non-english or us players have to put them in another folder depending on their language: "fr" for french, "es" for spanish, and "it" for italian for example. I don't know if other languages are supported (russian for example)...
Oh, by the way, I tried to copy the french voices from my Vanilla installation in the folder, but the voice banks cannot be loaded in this case. Is there something special to do for this to work?
On mission 2, I just noticed a small bug, when the aeon commander is killed, the video where she says that she returns to the way (or something like that, don't remember exactly...) plays twice.
On the other hand, on mission 6, I noticed several bugs.
The first one is very annoying because when the black sun was completed and I had to wait for it to charge, I couldn't build anymore unit, and then assault after assault, I couldn't renew the units I had lost in battle. When looking at the script, I understood the reason:
- Code: Select all
-- === MISSION 3 FUNCTIONS === #
function StartMission3()
if ScenarioInfo.MissionNumber ~= 3 then
for k,v in ScenarioInfo.BlackSunCannon do
v:SetWorkProgress(.01)
end
SetArmyUnitCap(1, 500) -- ARGH!!!
...
The SetArmyUnitCap instruction halves your unit cap, and if you already built more than 500 units, you cannot produce anymore. The reason wasn't clear at first, because strangely, when playing, unit cap was still appearing to be 1000.
Delete this line to correct the bug, or if there is really a reason to cap number of units at 500, put this instruction at the beginning of the scenario!
The second bug is annoying too, because Arnold doesn't launch his final assault, and as defeating him is a mandatory condition to be able to fire the black sun, you cannot end the mission.
After checking the log, the problem comes from here:
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function M3FinalAttack()
-- Turn off AMs
ArmyBrains[Cybran]:AMPauseAttackManager()
ArmyBrains[Aeon]:AMPauseAttackManager()
...
I had a look, and it lookslike you did a lot of rework, because the AMPauseAttackManager is now unknown, so the script stops its execution. To repair this, I added this method in lua/aibrain.lua:
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-- ADDED BY KASKOUY FOR TEST!!!
AMPauseAttackManager = function(self)
self.AttackManager:PauseAttackManager()
end,
As it is your work, I let you verify this is the good way to fix it, but I tested it, and I can confirm that with this fix the mission is fully playable.
A last small detail on mission 3, this one works perfectly, but after Arnold death, you are supposed to stop aeon destroyers while being limited to T1 sea units. Even if this is doable thanks to the torpedo bombers (but you sacrifice a lot each time because the aeon player also sends some AA boats and interceptors), this is really painful, so i suggest that at least the T2 destroyer (and of course the T2 sea factory) is made available from the beginning of the mission. Of course, more feedback should be desirable before doing so, to see if other players share my opinion on this...
OK, I've nothing else to add for now, this is already a tough report!
Kaskouy