Operation Rescue

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Re: Operation Rescue

Postby Hex3Dnones » 30 May 2018, 14:04

SO i plaed it like 58 times and still die anyways on easy but i have found some annoying misbehaving.

Sometimes the first trigger to expand the mission area does not work and im stuck on an empty map.
Getting killed by monkeyloards does not always remove the black bars from cinematic so i can not access the menu after death.
It might be possible to kill the jammer before scouting it and this might prevent the trigger. *Watched the replay was not destroyed.

Anyways i never was cabel to destroy the jammer and got to the last part only once.
Im searching for replays and logs can not find the right ones.
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Re: Operation Rescue

Postby Wallace » 02 Jul 2018, 21:09

Hi,

Have we the same clock? Five bombers T1 destroy at least 1 stuff, T2 is coming after 3min 20 and T3 at 3min 40.... With arty T1… You have just the time to build 2T1 PD and 1T1 anti air or build a T1 factory and build 1 T1 arty…


So I am so much a rooky to play this mission. I do not think it is the goal.
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Re: Operation Rescue

Postby speed2 » 05 Jul 2018, 11:44

Wallace wrote:Hi,

Have we the same clock? Five bombers T1 destroy at least 1 stuff, T2 is coming after 3min 20 and T3 at 3min 40.... With arty T1… You have just the time to build 2T1 PD and 1T1 anti air or build a T1 factory and build 1 T1 arty…


So I am so much a rooky to play this mission. I do not think it is the goal.

share the replay?
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Re: Operation Rescue

Postby Ecthelon » 07 Jul 2018, 15:34

Tried twice. First map expansion didn't occur either time. Waited until min 15.
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Re: Operation Rescue

Postby speed2 » 07 Jul 2018, 16:26

Ecthelon wrote:Tried twice. First map expansion didn't occur either time. Waited until min 15.

Please read the first post about how to make a proper report.
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Re: Operation Rescue

Postby JJ173 » 01 Aug 2018, 15:49

Hello all, thank you so much for your impressive and incredibly useful feedback. I'm currently working on implementing changes and figuring out any issues that may be causing the mission to freeze after the first round of dialogue. A new update will be available soon.
Check out the Nomads Campaign Project: viewtopic.php?f=2&t=15534
Check out my first Coop Mission: viewtopic.php?f=78&t=15605
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Re: Operation Rescue

Postby JJ173 » 02 Aug 2018, 13:47

I have made a list of issues on our repository about my mission. Please let me know if I have missed anything. You can check it out here: https://github.com/FAForever/faf-coop-maps/issues/335
Check out the Nomads Campaign Project: viewtopic.php?f=2&t=15534
Check out my first Coop Mission: viewtopic.php?f=78&t=15605
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Re: Operation Rescue

Postby Idontknowman » 28 Aug 2018, 20:28

With the recent FAF change to the overcharge cannon a single power storage unit isn't enough anymore to deal with T3 units. Maybe add another power storage unit. It'd also be beneficial to move the power storage units so that they don't connect from the left but from the top to the T2 power generator, as to the left they block the build space that's perfect for a T2 shield generator that can protect the civ structures from the initial bomber attacks.

Other scripts for the map may still launch even if the player was already defeated (map expansion, new objectives assigned) - dying to the T3 bots due to the overcharge change on the 1st attack wave but "defeating" the attack waves due to nuke explosion.

Upon truck spawns the trucks still drive right into incoming enemy attack waves before there exists a signal to control them, which is as if they're trying to suicide. It'd help if they'd wait behind the defenses or drive to the city center instead of right to there where enemy land and air units are attacking.

The AI stops all it's land attacks once the truck escort quest starts. The nothern base also switches to passive while there's no reason for that. Instead of turning off all land unit attack routines the AI could switch to a different strategy and make use of the cliffs: bring some T2 (easy / normal) / T3 (normal, hard) siege units there, along with some AA / AG units defending them, to attack the player structures below. Would need a simple move to order though as otherwise there'd be pathfinding issues with units trying to move down from the cliffs.

Upon the player's death the Cybran Commander still does his taunt even if dead already.
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Re: Operation Rescue

Postby Printer » 24 Apr 2020, 02:25

Thanks for making the mission! I was bored and not feeling competitive sooo played through- and abused the triggers.

Found if I kept (1) Mantis up, I could nearly infinitely prepare for the rest of the mission. It could have a timer or something to prevent this.

Had both mex's t3 and two t3 resource farms in place before triggering it. :D
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