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The Third Trial
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5cda65dd5dcdec9b83f609bfa9f0d247a5ffe3c9
Description:

--The Third Trial--
by lovalmidas
-------------------
Difficulty Levels: Easy, Normal, MENTAL.

Thanks to your valiant efforts, the Phase Transport and Agent Tanya have been extracted from the battlefield. However, you should know there is a reason why we called you back to command.

We have a present situation concerning Tanya and the Phase Transport - the Soviets have been tracking the transport holding them, and have sent Migs to intercept it. We must evacuate them from the transport. As such the transport will be stopping in a beach near an Allied base.

The problem? The Soviets are already contesting that beachhead.

Your mission is to take control of Agent Tanya and the Phase Transport upon their landing, and direct them to the Allied base. Once you have reached the base, you will take control of the base and repel the Soviet forces in the area.

There is one thing you should know about that base, but we will brief you again when you have secured the duo.

Remember, the sharp sense of smell present in Soviet attack dogs can expose the Phase Transport. Dozens of spies have given their lives to obtain this crucial information.

-------------------
Some features of map:
Features (1) - (5) from the First Trial
Features (1) - (4) from the Second Trial

New features below:
(1) Enhancements to the base building controls
(1a) Base building for both Allies and Soviets
(1b) Base building includes replacing pre-placed buildings
(1c) Base building list ranks all structures in order of distance from base center
(1d) Base building list are subject to the AI's "priorities" for power/money/production/tech/anything. The priorities are very basic though.

(2) Base structure and unit production should follow pre-requisites (except for Heavy Tank, which is allowed to be built by AI without a Service Depot)

(3) AI unit production now includes replacing harvesters. This is done if #harvesters < #refineries

(4) Functional economy and expenditure for AI (yes, AI can run out of cash now). AI will also trickle expenditure based on the things it is building.

(5) Fancy text and AI information in the UI. Nothing too special, but it is quite fancy.

(6) Fancy features, like transfer of resources between AIs, and between AI and player.

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Comments for revision 3:
lovalmidas commented on March 9, 2017, 9:36 p.m.

minor update for release-20161019

peace2000 commented on June 7, 2020, 10:58 a.m.

Doesn't work anymore. The game starts but very soon it says that "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.

Comments for revision 1:
zypres commented on July 23, 2016, 7:28 p.m.

This map is really cool. I've spent a long time with it, and mental was also fun, and manageable.

lovalmidas commented on July 24, 2016, 4:28 p.m.

Thank you!
I will be trying to further expand the AI's capabilities for the next installment, and something simpler for the Fifth Trial.

If there are any bugs/crashes/suggestions/concerns about the missions, feel free to let me know.

Alley commented on May 9, 2019, 12:04 a.m.

Hi!

I see you have made some maps and you are popular too. So, you may be good in mapping, coding... Are you good enough to check in the code and find some things that may cause some bugs quickly? If so or you just would like to help then can you check my map from https://resource.openra.net/maps/31406/? This is going to be very slow when playing along with a lot of players. I would like to know why. :/

Some rights reserved: Creative Commons Attribution-NonCommercial 4.0 International. External graphics and sounds are not covered by the license.
Mod:
RA
File Size:
30.4 KB
Categories:
Conquest
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Players:
1
Tileset:
TEMPERAT
Size:
80x48
MapFormat:
11
Published:
Jul. 22 - 2016
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Parsed by: release-20161019
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release-20161019

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