My Seraphim Campagin

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Re: My Seraphim Campagin

Postby Ecthelon » 24 Jul 2020, 20:37

The map expansion for mission 4 didn't work for me. It removed the unit icons and zoomed out as it normally does just before moving to a cutscene but then just got stuck there. The units moved in the background but I had no control and it seemed to be stuck there forever. Log attached.
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Re: My Seraphim Campagin

Postby shadowlorda1 » 25 Jul 2020, 02:24

We are aware of the issue. Trying to figure out what's causing it and then fixing will take a bit. along with it takes the FAF client guys a while to put up the new versions. so for now just use Aeon as other players.
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Re: My Seraphim Campagin

Postby Conorach » 07 Aug 2020, 03:35

Just wanted to give some quick feedback.

First of all: thanks for building all these campaigns. We've been having a blast trying to make it through them :)

Bug: mission 3 - When main player's ACU dies, after the mission expansion, it will not continue (since the ACU is not there to focus on). Tbh, I would recommend mission failure if the ACU dies, since technically they're controlling the army right?

Mission success and failure messages could be a little more extensive. We played for 2 hours to finish the map and when we kill the final structure or whatever and it just pops up: "mission completed [OK]" and that's it. No cut scene, no trumpets, fanfare etc. It should be important to reward the player for a victory. The explosion of your opponent in slow-motion. A message from your commander to congratulate you, or maybe a shot of your ACU(s) standing on top of a hill, looking over the victorious and ever expanding army?

When you get to the mission end stats, there's something funny going on where I think AI income is attributed to one of the players btw.

I think timed expansion / time limits can be slightly tighter to create stronger incentive to move forward: "Help I'm being attacked, need assistance", then proceed to pretty much infinitely stay around in good health and building up base defenses etc, isn't as cool as dying at minute 25 because the player didn't get any help over there. Of course, a map expand and then immediately seeing the objective getting destroyed by a soulripper before you can move your shit over there isn't great either.

Great work on the plateau on the far left in mission 3 btw. Hard to get there with exp etc. so strong spot for enemy base.

I think that if players build experimental battleship, you can maybe spawn a pretty large wave of torp bombers say 5-10 minutes into its life and try to take it down, repeating the wave again to kill it. That'll greatly reduce the power of that unit, since even with reasonable (local) air control, it can be very hard to keep it alive against a large wave of torp bombers. (We had great success with that experimental in mission 3)

Voice etc:
Since the original campaign missions have voice acting, I'd recommend you get some people to record the audio. Just post the exact dialog as you are putting into the campaign in a separate forum thread and ask for people to send their samples, with a note that they will get mentioned in the credits but otherwise have no rights on their contribution etc. You can pick the best ones, or work with the people whose voice you like most to make better quality recordings etc.
Ask volunteer from the community to help with sound engineering to make the voices sound the right way, and add the effects needed.

Other than that, keep up the good work. We're looking forward to future missions!
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Re: My Seraphim Campagin

Postby Katharsas » 23 Aug 2020, 06:31

Bug:

We just played Mission 4 with 4 players and player 3 could not target enemy units and could not see other players vision. Seems like he was in wrong team or army or something., so he could not really help us. End when we lost game didnt show button that quits game.

Replay:
https://replay.faforever.com/12474789
12474789-Katharsas.fafreplay
(150.95 KiB) Downloaded 2 times


Log:
game.log
(223.3 KiB) Downloaded 2 times
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Re: My Seraphim Campagin

Postby shadowlorda1 » 28 Aug 2020, 06:34

Just a heads up, there will be a very large rework of the Campaign. the aim is to reduce the sheer amount of stuff while still retaining the difficulty. Examples being Seraphim Mission 1, will have the First part reduced from 2 bases to destroy, to just 1 with some smaller side bases. A general reduction of factory counts. The goal is not to make the missions easier, but less taxing and reduce clutter. I will keep it updated as progress with this plan.
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Re: My Seraphim Campagin

Postby lldaedalusll » 29 Aug 2020, 01:25

Feedback to "Mission 1: Operation(Blockade)":

- Player ACUs do not die with 0 HP
- Map does not end even after beating all objectives

Nice and hard map on hard difficulty. We had fun beating it. Thx.
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Re: My Seraphim Campagin

Postby shadowlorda1 » 29 Aug 2020, 05:08

lldaedalusll wrote:Feedback to "Mission 1: Operation(Blockade)":

- Player ACUs do not die with 0 HP
- Map does not end even after beating all objectives

Nice and hard map on hard difficulty. We had fun beating it. Thx.


Glad to hear, good news is a even better version is almost finished, with scaling attacks and more features, plus ACU actually dies. Should in theory be harder, As the AI will scale as you scale. to compensate i have reduced the diffuclty in seiging and destroying bases. Should have it out in a week or so.
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