Forged Alliance Forever Forged Alliance Forever Forums 2015-06-12T07:31:50+02:00 /feed.php?f=42&t=9946 2015-06-12T07:31:50+02:00 2015-06-12T07:31:50+02:00 /viewtopic.php?t=9946&p=101345#p101345 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]> Statistics: Posted by theeggroll — 12 Jun 2015, 07:31


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2015-06-10T21:33:26+02:00 2015-06-10T21:33:26+02:00 /viewtopic.php?t=9946&p=101279#p101279 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]> Statistics: Posted by Plasma_Wolf — 10 Jun 2015, 21:33


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2015-06-10T21:00:16+02:00 2015-06-10T21:00:16+02:00 /viewtopic.php?t=9946&p=101277#p101277 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]> A time limit would be nice, so you had to advance, also, maybe a random enemy ai generator? so sometimes they will take a much stronger navy stance and other times a much stronger air stance. not sure how practical that one is tho
the ability to remove friendly ai, like riza and fletcher when they are trying to help you.

Statistics: Posted by yeager — 10 Jun 2015, 21:00


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2015-05-16T15:51:34+02:00 2015-05-16T15:51:34+02:00 /viewtopic.php?t=9946&p=100128#p100128 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]>
Another thing you could do if you want to amp up the difficulty would be to give the Sera or the Order a lot stronger navy, that requires you to make a real investment in beating it.

Statistics: Posted by quark036 — 16 May 2015, 15:51


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2015-05-16T09:11:30+02:00 2015-05-16T09:11:30+02:00 /viewtopic.php?t=9946&p=100121#p100121 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]> I remember Zep saying that coop missions should be bigger challenge than original campaign, but friedly AI winning it for you isnt helping it much :D

Statistics: Posted by speed2 — 16 May 2015, 09:11


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2015-05-16T04:43:08+02:00 2015-05-16T04:43:08+02:00 /viewtopic.php?t=9946&p=100115#p100115 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]> http://www.moddb.com/mods/forged-allian ... ampaign-ai in the coop missions to try to make them better. It might have been another similar mod but I'm sure he added something.

Statistics: Posted by Deering — 16 May 2015, 04:43


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2015-05-15T20:09:54+02:00 2015-05-15T20:09:54+02:00 /viewtopic.php?t=9946&p=100091#p100091 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]>

The changes made so far are:
For the highest difficulty, the intel blips for the first base, revealed in the into cinematic, are erased

yeah I saw this part, just enabling code that was there already. I think we could use this in every mission on hard difficulty

Statistics: Posted by speed2 — 15 May 2015, 20:09


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2015-05-15T20:01:40+02:00 2015-05-15T20:01:40+02:00 /viewtopic.php?t=9946&p=100090#p100090 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]>
That was never in original campaign, I dont know how made these changes, but this is problem with more missions, friendly AI just rocks and is able to win alone.
- last part of First mission
- last part of Second mission
- first part of Third, Rhiza also with some really strong attack, doing a lot of damage.
(I know you said first mission, just had to mention it, that its problem in more missions)

Other thing is to give AI more energy, since there are T3 mass fabs everywhere but FAF patch drains -3500each (was -1000 campaign)

This could help, putting it into script and setting up at every mission depending on how much resources you wanna give to AI, it can replace current infinite resource cheat. (made by Washy, I know he wont mind)
Code:
# ------------------------
# Cheat Economy/Buildpower
# ------------------------

buffAffects.EnergyProduction.Mult = 2
buffAffects.MassProduction.Mult = 2

for _, u in GetArmyBrain(UEF):GetPlatoonUniquelyNamed('ArmyPool'):GetPlatoonUnits() do
        Buff.ApplyBuff(u, 'CheatIncome')
end

just changing mults, and armybrain

Statistics: Posted by speed2 — 15 May 2015, 20:01


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2015-05-15T18:23:18+02:00 2015-05-15T18:23:18+02:00 /viewtopic.php?t=9946&p=100083#p100083 <![CDATA[Re: Suggestions for FA Mission 1 Please!]]>
IceDreamer wrote:
So the dev team has begun a bit of work on the Coop section of FAF. Partly that has meant simply erasing 300k lines of unnecessary code. Partly it has meant fixing some bugs. Partly it involves prettying up portions of the map code for future contributors. This we can handle...

Part of what I would like to do is make some changes to the missions though, beginning with this, the first. I'd like to make each difficulty level scale with the number of players appropriately. I'd like to do other... things... but I don't know what!

So if there is something you would like to see changed in this mission, something which annoys you, a bug you know about, something which makes no sense, something you think would be cool, this thread is for you.

The changes made so far are:
For the highest difficulty, the intel blips for the first base, revealed in the into cinematic, are erased
The 3 T3 Fabs you have begin disabled so they don't tank your power
All the Walls in the starting base begin as wrecks so they don't get in the way and need you to waste time reclaiming them


I have one thing, when you have to protect Fort Clark, serafim attack seems to me pretty weak, I think UEF could win it alone(never tested it) when you secure Clark

Statistics: Posted by ZeRen — 15 May 2015, 18:23


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2015-05-15T17:58:36+02:00 2015-05-15T17:58:36+02:00 /viewtopic.php?t=9946&p=100080#p100080 <![CDATA[Suggestions for FA Mission 1 Please!]]>
Part of what I would like to do is make some changes to the missions though, beginning with this, the first. I'd like to make each difficulty level scale with the number of players appropriately. I'd like to do other... things... but I don't know what!

So if there is something you would like to see changed in this mission, something which annoys you, a bug you know about, something which makes no sense, something you think would be cool, this thread is for you.

The changes made so far are:
For the highest difficulty, the intel blips for the first base, revealed in the into cinematic, are erased
The 3 T3 Fabs you have begin disabled so they don't tank your power
All the Walls in the starting base begin as wrecks so they don't get in the way and need you to waste time reclaiming them

Statistics: Posted by IceDreamer — 15 May 2015, 17:58


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