--The Fourth Trial--
Difficulty Levels: Easy, Normal, MENTAL.
Commander, the situation is dire. Your efforts on the front serve as an example to officer and men on the frontline.
It has come to our attention, that the Soviet forces have broken through on another front, and it appears they are heading straight for our most important asset in the region. This base contains the German Chronosphere and a specialised Allied Tech Center used to calibrated the Chronosphere. They are vital to our war effort.
Our intelligence will investigate how the location of our Chronosphere are made known to the Soviet forces. Meanwhile, you are to assist the Allied General in the defense of the Chronosphere.
As we have to fly you over on short notice, both the Phase Transport and Agent Tanya will not be available. The General will arrange for you to receive a small outpost near his base to make your defense.
You have seen the German new armour design in the last mission. Their anti-tank weaponry is near-unmatched. They will serve their best here.
Some features of map:
Features from former Trials
New features below:
(1) MISSION AI IMPLEMENTATION
General mission AI with categorised structure of the Lua files. Critical AI files are mission_.lua. Files named user_.lua can be used to control the AI.
user_ScripterOverride.lua Controls all AI overrides and AI behaviour
user_Reinforcements.lua Controls reinforcement declarations and execution.
user_Events.lua Controls mission event control
Try removing the user_.lua files and see for yourself!
(2) AI BASE-BUILD
Complete base building controls which can be accessed as _BaseNodes in the map editor.
(3) AI BUILDING MACRO-MANAGEMENT
AI makes 'smart' considerations for base building (prioritisation of power, economy, production, tech and defence structures)
(4) AI UNIT TASKFORCES AND TEAMS
AI Taskforce design, you may inspect the Taskforces as AITeams and AIFunctions in user_ScripterOverride.lua
AI will randomly select taskforces to build and execute their functions. Only Move and AttackMove functions are currently implemented.
(5) AI TASKFORCE MACRO-MANAGEMENT
AI prioritises building units to fill taskforces before building them generically.
Rebuilding of harvesters takes highest priority, which may be exploited by an enemy.
(6) AI UNIT RESERVES
Generic AI behaviour, even if there are not TaskForces assigned or designed, the AI uses reserved TaskForces with default but controllable behaviour - Pool, Hunt, Defend, DefendEscort.
There may be four such reserves in the future. Only Pool and Hunt are currently implemented.
(7) AI MICRO-MANAGEMENT?
AI can 'micro' planes now. Be careful!
Also, AI will attempt to rearm planes if their ammo is empty. Currently this will not succeed 100% of the time, the aircraft will go back to its job if it spends too much time. This is to prevent the aircraft from jamming the production queue of the factory.
(8) AI SPEED AND COST CONTROLS
You can adjust the buildtime and costs that can be applied to an AI.
(9) AI CASH RESERVES
AI will reserve some cash
For this mission:
less than 10000: Build only to fill taskforces.
less than 3500: Only Ore Refineries and Ore Trucks will be newly built.
Currently, AI will not cancel its current production.
(10) INFORMATION DISPLAY
Some information can now be displayed at the top of the mission. Very useful if you are trying to figure out why your ally appears to be unsatisfactory.
Edit map info
Reports of The Fourth Trial
Lint check for release-20161019
Lint check for release-20160508
OpenRA.Utility(1,1): Error: Actor hgate is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor vgate is not defined by any rule.
OpenRA.Utility(1,1): Error: The map allows 1 possible players, but defines only 0 spawn points
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