My Seraphim Campagin

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Re: My Seraphim Campagin

Postby Ze Dogfather » 18 Mar 2017, 12:02

Rather small details, but I noticed there were a few typos that were in the description for the mission. Just figure I'd point out some of them:

"trapped behind enemy lines"
"Coalition also knows this and is attempting to lock them off."
"the gates until all our commanders are through."
A m a z e
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Re: My Seraphim Campagin

Postby Medicraze » 21 Mar 2017, 18:15

Just FYI, the mission stops advancing after the first wave. Like map wont expand


Attached is the log. hope it helps.

PS: I am playing with one other person. Same IP same Port (not that it should matter much, just thought id mention it). I know im suppose to forward ports. just too lazy, and don't really know how. lol

Good mission so far.
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Re: My Seraphim Campagin

Postby bmmikee » 23 Mar 2017, 03:25

xx4u2NVxx wrote:Just FYI, the mission stops advancing after the first wave. Like map wont expand


Attached is the log. hope it helps.

PS: I am playing with one other person. Same IP same Port (not that it should matter much, just thought id mention it). I know im suppose to forward ports. just too lazy, and don't really know how. lol

Good mission so far.



I just played this twice and had the same issue. After the very first wave (air and ground units) the map will not expand. When I scout I can see the outlines of fatboys briefly and I get hit by AA that is outside of the map but nothing else. Sad, this was a good map.
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Re: My Seraphim Campagin

Postby speed2 » 23 Mar 2017, 11:52

bmmikee wrote:
xx4u2NVxx wrote:Just FYI, the mission stops advancing after the first wave. Like map wont expand


Attached is the log. hope it helps.

PS: I am playing with one other person. Same IP same Port (not that it should matter much, just thought id mention it). I know im suppose to forward ports. just too lazy, and don't really know how. lol

Good mission so far.



I just played this twice and had the same issue. After the very first wave (air and ground units) the map will not expand. When I scout I can see the outlines of fatboys briefly and I get hit by AA that is outside of the map but nothing else. Sad, this was a good map.

game.log please viewtopic.php?f=78&t=13626#p140631
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Re: My Seraphim Campagin

Postby Dragonfirez » 02 May 2017, 06:34

Hey, my friend and I really like the map of this mission but like the other 2 above have said the map won't expand. We are having the same issue. Attached is the game.log and a replay. Thanks for making these awesome missions!
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Replay. Not sure whether it works...
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Re: My Seraphim Campagin

Postby ockey » 06 May 2017, 11:35

Hello. Any information about third mission? Has it any any bugs? Or I can play it right now?
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Re: My Seraphim Campagin

Postby qwop » 15 May 2017, 21:33

First off, thank you for your work - even though I'm bitching about some things, I'm grateful for the effort you put in and had fun for the most part. This is going to be one motherfucker of a post, so get yourself a coffee or something. All the criticism is aimed to be constructive, so while there's a lot of it, I hope it helps you to improve somehow.

The one thing you absolutely should get help with are the descriptions, the text you see in the intros, movies and the like. It's a minor part of the campaign, but as it currently is... well, it's not good. Tons of typos, and the 'lore' seems all wrong to me. Seraphim generally seem to be run like a dictatorship, IMO, and you'd be *commanded* to do something, not asked hesitantly-and-nicely. You're not being asked out by an awkward high-schooler: you're a commander trapped behind enemy lines, desperate to escape with your life and cut off from all possible help. The tone should reflect that. Things like (from _strings) ""[Overlord HQ]: Commander welcome to Tarv-3 a beautful world of life, sadly this world will be burned by the humans."" just seem... wrong. Just ask anybody on the forums, I'm sure that somebody would help you out to rework what you had in mind into a good description. Hell, I could do that myself if I find some free time and you'd be interested.

With that out of the way, let's get down to it.


To all missions - there's still the problem that you can build up indefinitely in first mission and then be invincible for all others. I'd love if the missions were on a timer, and the map expanded whether you finished the objective or not. In case you ever played "Timed campaign" for supcom, you'll know what I mean - it's quite the difference if you know that experimentals are coming 20 minutes in whenther you finish the first mission or not and gives you a reason to actually play aggressively (you destroyed an enemy base with heavy losses but gained three mex spots - great, you get 10k more mass by the time you're attacked). It's really a whole different way of playing. Civilian Rescue coop mission does what I'm talking about particularly well - all the difficulty is upfront and it's still a challenge to win. It's really fun if you get punished for turtling too much by suddenly being forced to fight a much stronger enemy and your economy cannot support it because you've neglected your enemy too long in the first mission and you find yourself in a downward spiral if you won't balance expansion and improving your main base. The improvement is immense, but to be honest it might be difficult to balance such a 'timer'. Still, a change to the timer is trivial, so I'd say go for it. You can download the original "timed campaign" and compare, it's not difficult to implement.

There's also the difference between 'cheesy difficulty' and real difficulty. Real difficulty is: you get a mission prompt (say, a message from HQ or whatever) that a significant air force is massing, and you get attacked by a big air wave after a few minutes after the prompt. Or maybe the enemy is making experimentals, you get the message that they are building those and have time to prepare, but not enough time that it's trivial to overcome if you're not playing well. Cheesy difficulty is when there's suddenly five T3 artillery pieces shelling your base after the map expands. Basically, the difficulty should come from common sense (don't neglect navy on a map with water) or be telegraphed (enemy is _building_ heavy artillery and will be done in some time, either turtle up or prepare an attack), rather than sudden and unexpected. Compare Aeon mission 5, Shining Star, from original Aeon campaign approach to artillery to yours in Yath-Aez - one is clearly superior IMO.

Some restrictions to other faction units would be reasonable. I can't build a seraphim quantum gateway, but can build UEF quantum gateway, which is just silly.


Yath-Aez: Extremely weak aggression from enemy. You're pushed as if you were fighting with T1 and some T2 and had no reclaim available, but you've got a staggering amount of mass, at least 25k, probably ~35k reclaim lying around, and all the attacks in first mission are laughable. I've upgraded the ACU with T2, built 3 t2 PD and was safe from the south base indefinitely. Air attacks from the west are laughable - it's like, five bombers and interceptors when you're already on T3? I've never lost a single PGen to air. The only unexpected thing was the TAC barrage that once got my unwatched ACU that was away from base to red HP and that's it. Boost the attacks immensely, from the early raiding to increasingly difficult land from the south (not sure why we're not seeing titans, then percies later on). Add meaningful air attacks (they've got an entire air base - why would they attack with T1 20 minutes in? Why not T2 bombers, T2 gunships + few T3 gunships in mid-game, then increasingly stronger attacks?). I've once skipped navy completely and I don't think that anyone attacked from the sea - why even add naval factories to UEF? Push player with land+air for some time, then suddenly send a bunch of cruisers and destroyers - nasty surprise if someone doesn't do navy or doesn't have a few dozen torps.

From the second mission things get better. The jump from laughable t1/t2 aggression to T3/experimentals is jarring, but that is fixed by buffing aggresiveness in first mission massively. The experimentals have pathing problem - fatboy sometimes leaves his anti-air defense behind and dies to a bunch of air without doing any damage. Monkey should probably attack in synch with another land group and have at least some air cover, otherwise it dies much more easily than it should to either air or on your shielded base. Land aggression was still too weak because it was so predictable - why not add a ~20 Wagners + ~8 bricks from a random direction from sea? Not much of a threat if you're prepared, but can be a nasty surprise if you missed the amphibious group. Both the southern land UEF base and the western UEF air base seem like juicy targets - player would build the few MEXes in there and reinforce it somewhat, but a decently-sized amphibious assault might be able to kill it.
Mobile artillery/missiles should attack by land, keeping far away and hammering at your base so you have to engage them outside of safety, instead of a bunch of Rhinos that die uselessly. Air was kind of underwhelming (unexpected CZAR if you don't attack Aeon too long maybe? Add strats to T2 gunships?), naval attacks seemed balanced. Both UEF and Cybran are heavily defended - why not let them build experimentals and attack with them over time? Gives you an incentive not to wait too long. Surprise underwater Megalith or two would be great if the player waits too long before attacking Cybran.

Third mission is problematic as it's the only one in all of my coop plays which crashed not long into the mission for some reason. Since no other mission did so, I suspect there is some problem in the script, but what it is I have no idea. I've found one duplicate of a patrol name, but fixing it did nothing and the logs were useless as well. But since nobody else complains about it, I'm not sure what's the problem. Oh well.


Atha-Aez: the initial attack could be slightly buffed. The second wave has a strong air attack, but the land attack is weak. Sometimes the fatboy won't move in and the map won't expand.

Second mission: again, the attacks are weak compared to what you have. Maybe it's because I'm always playing on hard and some of the missions are genuinely difficult at the beginning (I still die on original Prothyon half the time if the early attacks come from the wrong direction), but the attacks are just lackluster. You get attacked by some pitiful amount of units when you get a solid T3 shielded base from the beginning - what's the point? By the time the map expanded for the first time I've had a chicken and the second one was nearing completion, which meant that the land base to your west was toast almost immediately instead of being an annoyance sending big groups of percies to wreck you. Air attacks were completely lackluster, especially since you needed a huge amount of anti air to survive the air attack previously; at this point even a single CZAR wouldn't do much, and what is attacking you is significantly weaker. I cannot think of a reason why you'd have two air bases right next to yours when the player already has tons of AA. Make one, or even both, into land and annoy the player with flapjacks + mobile artillery and attack with percies? Keep one as air but use planes mostly for defense as you shell the player with a fatboy from those bases? Plenty of options, but weak air attacks are simply mass donations. Or maybe send the air to attack the other seraphim and try to destroy the gate?

I've liked the unexpected Percy attack from the west from outside the map, which took down some buildings in the UEF western base.

The other Sera in mission 2 is too strong for Aeon attacks. I've sent one chicken under his shields and it was enough that absolutely no damage has been done to his base. The small northern Aeon base that is an optional objective also uses weak units that just don't compare well with a bunch of T3 tanks built by your ally. You seem to dislike sending artillery and missile launchers anywhere they might actually do damage and here it would be especially annoying as the AI won't deal with it easily and you would need to help him out. All Aeon attacks should be buffed significantly, so that your ally is overrun in ~15-20 minutes after the map expands or so if you won't help him out.

What I'd do: keep the western land base but put more factories producing percies, flapjacks and mobile arty, change the southern air base to land base doing the same percy/flapjack/arty spam, make the new land base construct fatboys after some time that will shell your base from range, and make the south-eastern air base attack your ally and not you so you're fighting on all sides and have to find time and resources to help your ally as well. I mean, you start out at T3, there's gotta be some challenge. Add a message from HQ that the Aeon is building experimentals and send a GC (or two at once) with some strong escort at your ally, a minute or two before the ACUs come through the gate so you need to prevent them from destroying them.

Third mission: The Aeon ships were a nice touch and the only unexpected annoyance I've had to deal with. I've neglected to build a nuke defense near the second gate and my ally got wiped out, which was fair enough, but once I built the base on his remains nothing aside from the navy was doing much of anything. At this point I'd expect some major attacks from the Aeon but they're not doing anything of note. GC + heavy T3 land spam would make sense (make them attack the place where your ally is, then the western UEF base, then your main base), along with plenty of T2 artillery so you can't destroy the base too easily. Some additional ships could also move east of your base to shoot cruise missiles and do shore bombardment, assuming the shitty Aeon navy has enough reach (they probably don't). Once the comms are underway, the CZAR and the UEF navy were a nice touch; I've spotted the CZAR and had a huge ASF swarm kill it, but the navy took me by surprise and actually killed one of the comms. The mission wouldn't complete after that, so either make the requirement like "protect at least 50% of the comms" or make the destruction of any comm an automatic game over.

I can't comment on the UEF base from the westernmost part on the map as I've rolled it over a few minutes after the map expansion with a huge group of UEF rambo comms (add restrictions please). The five fatboys are a powerful bombardment group, but die a bit too easily as they are; plenty of percies to soak the damage and add DPS would make sense if you send the fatboys to attack the player, along with some AA cover. Keep the group protecting fatboys and make them shell the player base from the distance.

Some more attacks aimed at the northwestern seraphim base would make sense. If you're supposed to be protecting the gates, then make the player work for it.


I can't say much about Operation: Blockade as I've played it very briefly, but the cheesy T3 arty annoyed me somewhat. Naval assault from the south seemed nice.


Well, that was a long one. Tons of improvements, but you have a solid base. It's mostly a case of adding a ton more attacks... basically everywhere, as the bases and maps look good. Make the player work at defending, instead of being able to plop down two shields, some PDs and AA and just collect the mass.
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Re: My Seraphim Campagin

Postby shadowlorda1 » 26 May 2017, 01:52

New update with fixes and a lot of things changed. Rework of a mission, more attacks, harder attacks in ever mission. Enjoy
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Re: My Seraphim Campagin

Postby Freedomfighter » 05 Jun 2017, 18:01

For the sera mission one, Yath-Aez, when playing with more than one person, the host doesn't get vision of the other players, but the other players have vision of the host. And both other players are in the same blue colour which makes playing very difficult.
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Re: My Seraphim Campagin

Postby ockey » 14 Sep 2017, 09:06

Hello ;) Any info about QAI mission? When will it finally completed? Thanks.
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