Description:
--The Second Trial--
by lovalmidas
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Difficulty Levels: Easy, Normal, MENTAL.
We have located one of our captured scientists. The Soviets are holding him in a biological laboratory in the west of your area.
Our mission is to break into their compound and clear the SAM sites so that a Chinook can extract him. The mission plan is to destroy the power plants to render the shore defences offline. Thereafter, your co-commander will be sending in an MCV to attract the enemy's attention while you proceed with your mission.
The Soviet forces guarding him are well entrenched, and sending in heavy equipment will be difficult. Avoid engaging the main base.
Due to the critical importance of this mission, Agent Tanya will be placed under your command. You will also command one of the newest equipment available to the Allied forces - the Phase Tank. Do not lose either of them.
The Phase Tank can hide itself from the enemy, but beware of radar equipment that will reveal such deception. Engineering has also informed us that the Phase Tank is unlikely to hide from the sharp noses of Soviet dogs.
Our informant will be contacting you shortly.
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Some features of map:
Features (1) - (5) from the First Trial
New features below:
(1) Patrols (code loaned from Allies 05)
(2) Better Soviet aircraft handling from AI (I hope)
(3) Base building for Allies (code loaned from Soviet 05)
(4) Camera reveals
(5) Working personnel extraction (code loaned from Allies 01)
Edit map info
Reports of The Second Trial
Lint check for release-20160508
Lint check for release-20151224
Errors: 1
Lint check for git-60d7ef9
at OpenRA.FileSystem.ZipFile..ctor (IReadOnlyFileSystem context, System.String filename) [0x00076] in /home/servers/servers/tmp/bleed/OpenRA.Game/FileSystem/ZipFile.cs:64
at OpenRA.FileSystem.FileSystem.OpenPackage (System.String filename) [0x00050] in /home/servers/servers/tmp/bleed/OpenRA.Game/FileSystem/FileSystem.cs:47
at OpenRA.Mods.Common.UtilityCommands.CheckYaml.Run (OpenRA.ModData modData, System.String[] args) [0x00000] in
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Comments for revision 2:
Comments for revision 1 (current):
This mission is oodles of fun and has some great AI!
I especially enjoyed having to micromanage my small band of units back and forth to defend my base until I got on my feet.
Unfortunately I wasn't able to finish the mission as I accidentally closed OpenRA, but it was fun nonetheless.
Wow... Really cool. Was afraid to use the Tanya, spies and phase midt-time, so It took a while. Could not use my transport-ship, and was angry when green destroyd the airfield. Getting to the end-trigger was also hard with phase.
But really fun, advanced map. Way to afraid to try any harder than easy, but a lot of fun.
Thank you, please make more missions...
Thanks! The mission line ("Trial") is very good! But it is so bad, that RA doen't have a save option at qualquier moment!
If I capture Soviet Noval Yard and build a water-transport, I can't drive it. A submarine can go, but a water-transport doesn't.
minor update for release-20161019
The part on Soviet Naval Yard and water transport will be worked on on a later release.
I enjoyed your map(s) a lot! Thanks.
Three minor things that I think could be improved (except the buggy transport) are:
(1) It took me longer than I care to admit to find out that I had been given an MCV. Perhaps a minimap ping or a text of some sort could alert the player to the reinforcements?
(2) The AI never used any air at all. Neither regular planes nor bombs nor spyplanes. I don't know if that is expected or not.
(3) If you capture the upper barracks. It will spawn (produce?) infantry that seem to have scripted behaviour (they move to and attack enemy structures). My hypothesis is that this is the same behaviour that is used for when the barracks is still under AI control. Again: Don't know if it's intended or not.
Thanks for your feedback.
(1) Perhaps a message text is in order. The Second Trial does not feature a mission text UI control like you see in the Third or Fourth Trials, so anything more complicated than a message text might have to wait a while.
(2) The AI in the earlier Trials only have a fraction of the functionalities you see in later Trials. If the newer AI works well I will consider refactoring it into the campaign.
(3) I will look into the spawns.
The game loads, but very soon it says: "The map script has encountered a fatal error" - this happens at the same time when "Reinforcements have arrived" is announced. I'm running release-20200503.