AI cheat and build multiplier x2 was on, but don't know if that was overwritten by the custom AI scripts used in the map or if we were playing on double the intended difficulty.
Campaign AI that Im using has set bonus, 2x build power on factories, 3x build power on engies. This forced me to add also more economy, I didnt want to add mexes since then player would have too much, but also giving AI almost no mexes wouldnt look good at base design. As I said before Im doing a compromise among keeping the campaign feel from base designs and attacks, and difficulty. I wanna do it harder, but still be very similar to campaign.
Part 1 – Western base.
Criticisms:
There was a spot for a third, but due to the constant arty spam he couldn't reliably hold it. While reclaiming wrecks helped, most were destroyed due to having to use overcharge to hold the line.
And you didnt mention enemey engies stealing reclaim!
Anyway, yes, its annoing, there's not too much mass, but if you put engies on attack move from factory they'll reclaim everything and there will be enough mass and more you build, the more AI builds the more mass you have from it.
-T2 PD in the middle of the base made the small drops we managed to sneak by pointless, and any attempts at a ninja cap of the tech centre doomed to failure.
There is no intie production over western base. Once you kill those inties patroling at the beginning, there wont be more. Also AI is not building AA there. Then its easy to snipe that PD with bombers or ghetto gunships since AI wont react on just few air units. Since ghetto gunships are really OP there I already fixed AI to react on transports.
-The rebuild speed of AI buildings was insane. Any ground we made while pushing had to be defended, as if we got pushed back any gain we had made was immediately lost.
Yes its either you break through or AI rebuilds it again. With some static T1 AA, building air actually pays off, cause I'd bet those T1 bombers from AI are annoing for you, killing all your units constanly, well you can do the same thing to AI since AI is attacking in formations and units are always grouped up ready to be bombed.
Part 1 – Eastern base.
After the western base was destroyed and we had access to some T2 buildings / commander upgrades and more mex spots, the push on the eastern base was relatively easy. Due to the intie spam we couldn’t compete with and the AA PD, we didn't even bother trying to contest air and just focused on pure land spam.
I might restrict one of the upgrades here to make it more of a challenge, either gun or T2, Im not sure yes.
You can build air, combination with static AA you'll have more than AI.
Criticisms:
-Tech centre was too easy to capture just by hugging the western edge of the map. Little PD and units in that direction made walking a commander up and capturing it no challenge.
Im not sure if I want to change this, since its not obvious for everyone, so it might be a reward for those who are able to think outside of the box.
-Having access to much more mex points from the western base and being able to upgrade them to T2 made our eco feel very strong and lost the feeling of struggle we had when trying to take the first western base.
-Having nearly full access to T2 so early and no timed triggers meant we could take our time and spam up some shields and T2 pgens and just harden our base and eco. Felt a little cheesy.
I ll change it to not allow mass storage, that will reduce eco by 50%. I ll allow it somewhere later.
-Compared to the struggle we had just to get a toe hold into the western land base, the eastern air base felt a little disappointingly easy.
The thing is these bases were designed to work together so yes, once you kill one it gets easier. I dont want to change this anymore to not make the mission even longer.
-I felt like there was too many mex points in the eastern base too. After we had capped all of the mex points in T2 with some mass storage, it gave us enough eco to pretty much complete the entire mission without having to expand.
As I said, a compromise between giving AI mexes to be not look dull and not giving player too much eco. But since Air base is really small, there will be good amout of mass for players. But don't forget that number of mexes of AI doesnt matter that much since it can cheat. And from southern base there are multipliers set to AI eco. I set them so AI has just enough mass to run its projects + enegies will still reclaim. So its not overflowing mass like crazy, but its still trying to steal reclaim everywhere.
Part 2 – Southern base.
The giant wave of T2 units was unexpected but we were able to hold them off quite easy with just the commanders and our roving bands of mongoose.
Land attacks are less likely to cause problems, since AI is moving then in formation and they move slowly.
-I think the AI was supposed to be scripted into doing drops, but when we pushed into the their base there was just a giant blob of T1 arty and some air transports, but they were not actually doing any drops.
Yes it should do drops. And it work for me 9/10 cases. No idea why its sometimes not building transports. Then it bugs out like this.
Part 3 – Final north-eastern base.
The huge wave of air and transports from the final base that landed on the coast was a little surprising and pretty much wrecked my entire base I had along the coast.
This is more like a mass gift, just for a good show. Its hard to kill player at the point of the game with these attacks. Once you're well established I dont this the campaign AI can cause too much problems. It can cause some problems and be annoying some making it more difficult can be achieved by time limit.
Initially we built a bunch of naval factories, but having only access to T1 they were only building subs, which in hindsight was pointless. We managed to win the sea battle with sheer numbers of amphibious tanks which subs can't hit.
Its set to build some navy to counter Riptides, but don't want to set it to build too much. So it doesnt take forever to kill this base. Since you have to realize this is +- half of the intended lenght of this mission
Criticisms:
-Like the southern base in part 2, there was a huge build up of units from the land factories on the island
Yes it should do drops and be annoying with them...
-The huge wave of initial drops could be an unfair end to someone who hasn't got that far before and had their commander near the coast.
I dont think this can kill an ACU, there is enough to run away. And units doenst target ACU first.
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Flexable wrote:Very cool mission, but is there a way to change the difficulty? I play with my soon 9 years old son (need new players, right?
) and it's a bit complicated for him.
No, there isnt and probably won't be. Since Im making it from the beginning with only one difficulty and it would take even more time to rewrite it and balance it. I wanted this to be harder since we already have 24 easy missions
Once its done I wont mind if someone redo my mission to add eeasier difficulty as well under one condition that the difficulty I set will not be touched as it will be on hard setting.
TLDR:
If you dont want to read, what are you doing on forum?