Fort Clarke Assault

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Fort Clarke Assault

Postby speed2 » 24 Jan 2017, 21:55

Fort Clarke Assault

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 4 players
  • Faction: Seraphim
  • Description:
    • Rework of the first FA mission from Seraphim point of view. Work in progress.
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Re: Fort Clarke Assault

Postby Gruffman » 14 Mar 2017, 17:56

I *love* this co-op map, (thanks Speed2 !!) am currently trying to solo it with 2xresources, 2xbuild range and no friendly fire. Not easy!

Would it be possible to open it up to other factions? Would love to try it with Cybran or UEF.
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Re: Fort Clarke Assault

Postby Cuddles » 14 Mar 2017, 21:04

i wouldn't mind being able to play with all factions
Turinturambar defended very valiantly
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Re: Fort Clarke Assault

Postby Gruffman » 15 Mar 2017, 17:06

Just some feedback!

Would be good if the ACu in the bottom left corner of the map was a target as well. Also, if the deaths of the acu's had some text/speech on their demise (including the allied one). Maybe have a wave of heavy counterattacks on the death of an enemy acu.

Great co-op mission. Just took over 4 hours to solo!
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Re: Fort Clarke Assault

Postby speed2 » 16 Mar 2017, 12:20

I dont really plan to allow more factions as this is suppose to be Seraphim mission.

Voice overs will get added and the ACU at the corner should also be a target for the objective. It's the cybran cloacked ACU that is somehow messing with it.
Plan is to make the counter attack also stronger with more air and naval push with Tempest and Battleships as well. But it's hard to find a motivation to do that especially when my PC is hitting -2 at that stage and debugging or testing anything takes ages.
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Re: Fort Clarke Assault

Postby Myxir » 25 Mar 2017, 23:33

just had a playthrough, a lot has changed, very nice (even though we were almost wrecked at some point)

desync after killing ithilis, the game was played with the pre_august_2016_balance_bhedit v5 mod
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Re: Fort Clarke Assault

Postby Lieutenant Lich » 03 Apr 2017, 04:54

Would be nice to have voice overs of some sort. I volunteer to do some of them (maybe have not HQ talk but bring back Earthcom?)
Don't complain about that which you aren't willing to change.

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Re: Fort Clarke Assault

Postby PhilipJFry » 03 Apr 2017, 08:29

Why would the Seraphim call Earthcom?
cats>dogs
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Re: Fort Clarke Assault

Postby Lieutenant Lich » 04 Apr 2017, 03:20

PhilipJFry wrote:Why would the Seraphim call Earthcom?

Not Seraphim. There should be some kind of kill messages when you eliminate UEF commanders. Since we don't exactly have a 60 year old sitting around to do voice over for HQ, perhaps we should bring back Earthcom? We surely can find some youngster with a similar voice.
Don't complain about that which you aren't willing to change.

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Re: Fort Clarke Assault

Postby biass » 04 Apr 2017, 03:35

in FA uef don't really control earth remember..
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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