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Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~



Command & Conquer remastered just came out, I never finished my old LP of the original but this LP won't involve me playing any of the missions (except for my own enjoyment).

This LP is about me tearing apart the game to show how the single player missions work and how you can in some cases really break them.

First up is explaining how mission files work.
For Tiberium Dawn you have two files
- a .bin which contains the unchangeable mission scenery like roads and cliffs.
- an .ini which contains everything else.

There's 4 things in the .ini we're most interested in;
Triggers
Basically if this then do that though there's a lot of funky things these can do.
Teamtypes
A set of unit types and instructions for them to follow, these do nothing unless a trigger invokes them.
Waypoints
Shorthand numbers to avoid you having to reference literal cell numbers in teamtypes.
Cell Triggers
These are cells that start certain triggers, and directly reference cell numbers.

We also now have the source code so I can find out a lot more about how EXACTLY some of the previously mysterious options work.

The first few posts are just going to be me going into laborious detail about how the above four things function.

Post requests for specific missions and I'll do those first

Annoy me on discord about this LP: https://discord.gg/nNGeQnb


GDI
Mission 9, scg09ea

Mission 11, scg11ea

Mission 12, scg12ea, scg12eb

Mission 15, scg15ea, scg15eb, scg15ec

Covert Ops:
Blindsided, scg50ea


NOD
Mission 6, scb06ea

Mission 11, scb11ea + scb11eb

Covert Ops:
Eviction Notice, scb30ea

Under Siege, scb35ea


Dino Missions:
scj01ea, scj02ea, scj03ea, scj04ea, scj05ea


Allies
Allies: 10B, scg10eb

Counterstrike:
Fall of Greece Part 1: Personal War, scg23ea


Soviet
Mission 5, scu05ea

Aftermath:
Let's Make a Steal, scu42ea

Spookydonut fucked around with this message at 05:57 on Jun 18, 2020

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Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Teamtypes: (for tiberium dawn, ra works differently slightly)

(newlines after commas inserted for readability)

code:
nod2=BadGuy,1,0,0,0,0,7,0,0,0,1,E1:4,1,Move:1,0,0

{team name}={faction name},	nod2=BadGuy
Roundabout,  			1
Learning,			0
Suicide,  			0
Autocreate,  			0
Mercenary,  			0
Recruit Priority,  		7
Max Allowed,			0
Init Number,			0
Fear,				0
Class Count,			1
Classes,			E1:4
Mission Count,			1
Missions,			Move:1
Reinforceable,			0
Prebuilt			0
{team name} is just a text name to reference this teamtype elsewhere

{faction name} is the name of the faction this team belongs to, for the purposes of who owns this team when it's created

Roundabout seems to be something to do with the threat this team has when pathfinding, I'll come back at some point and figure out exactly what this does.

Learning does literally nothing.

Suicide modifies how the team should act when it takes damage, if true it will ignore damage and do what it was created to do.

Autocreate disables Prebuilt behaviour in some situations

Mercenary does literally nothing.

Recruit Priority helps pick which teamtype the AI should make next. It also helps the AI decide whether one team can be split up to use its contents to fill another teamtype.

Max Allowed stops the AI making too many of this team.

Init Number does literally nothing.

Fear infantry have a fear value but this doesn't appear to have any relation to it and does nothing.

Class Count is just a count of the number of Classes because parsing is hard ok?

Classes is comma separated list of {typecode}:{count}

Mission Count is just a count of the number of Missions because parsing is hard ok?

Missions is a comma separated list of {command}:{argument}

Reinforceable determines if this team will be added to to get it to full strength, also if the AI will build units to reinforce. Also if this is enabled teams that are less than one third strength will enter an understrength mode that makes them act differently

Prebuilt from the source code:
code:
/*
**	Team types that are flagged as prebuilt, will always try to produce enough
**	to fill one team of this type regardless of whether there is a team active
**	of that type.
*/
It makes the AI decide to build this teamtype ready to fulfill triggers.

commands

quote:

"Attack Base" Attack nearest enemy base
"Attack Units" Attack all enemy units
"Attack Civil." Attack all civilians
"Rampage" Attack and destroy anything that's not mine
"Defend Base" Protect my base
"Move" Move to waypoint specified
"Move to Cell" Move to cell # specified
"Retreat" Order given by superior team, for coordinating
"Guard" Works like an infantry's guard mission
"Loop" Loop back to start of mission list
"Attack Tarcom" Appears to attack the argument value provided
"Unload" Unload at current location.
The argument for the non-cell commands appears to be a timeout value, multiplied by TICKS_PER_MINUTE/10

typecode - name

quote:

VICE Visceroid
FTNK Flame Tank
STNK Stealth Tank
LTNK Light Tank
MTNK Medium Tank
HTNK Mammoth Tank
MHQ Mobile HQ
LST Hovercraft
MLRS S.S.M. Launcher
ARTY Artillery
HARV Harvester
MCV Mobile Construction Vehicle
JEEP Hum-vee
BGGY Nod Buggy
BIKE Nod Bike
MSAM Rocket Launcher
APC APC
BOAT Gunboat
TRIC Triceratops
TREX T-rex
RAPT Raptor
STEG Stegasaurus
E1 Minigunner
E2 Grenadier
E3 Rocket Soldier
E4 Flame Trooper
E5 Chem Warrior
E6 Engineer
RMBO Commando
C1 Civilian Pistol (Joe)
C2 Civilian Weaponless (Bill)
C3 Civilian Weaponless (Shelly)
C4 Civilian Weaponless (Maria)
C5 Civilian Weaponless (Eydie)
C6 Civilian Weaponless (Dave)
C7 Civilian Pistol (Phil)
C8 Civilian Weaponless (Dwight)
C9 Civilian Weaponless (Erik)
C10 Nikoomba
MOEBIUS Moebius
DELPHI Delphi
CHAN Dr. Chan

Buildings

quote:

TMPL Temple of Nod
EYE Advanced Com. Center
WEAP Weapons Factory
GTWR Guard Tower
ATWR Adv. Guard Tower
OBLI Obelisk
GUN Turret
FACT Construction Yard
PROC Refinery
SILO Silo
HPAD Helipad
HQ Communications Center
SAM SAM
AFLD Airstrip
NUKE Power Plant
NUK2 Advanced Power Plant
HOSP Hospital
BIO Bio lab
PYLE Barracks
HAND Hand of NOD
ARCO Oil Tanker
FIX Repair Bay
V01~~V37 Civilian Buildings
MISS Technology Center
SBAG Sandbags
CYCL Cyclone Fence
BRIK Concrete Wall
BARB Barbwire Fence
WOOD Wood Wall

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Triggers

code:
rnf2=Time,Reinforce.,4,BadGuy,nod2,0

{triggername}=	rnf2
{event},	Time
{action},	Reinforce.
Data,		4
Faction,	BadGuy
Teamtype,	nod2
Persistent	0
{triggername} is just plaintext name used for cell triggers

{event} is one of the following;

quote:

"None",
"Player Enters" A player unit entered, only works for cell triggers
"Discovered" The player uncovers this object
"Attacked" The player attacks this object
"Destroyed" The player destroys this object
"Any" Any of the above object triggers
"House Discov." Any object in this faction discovered
"Units Destr." All faction's units destroyed
"Bldgs Destr." All faction's buildings destroyed
"All Destr." Both of the above
"Credits" If the faction hits this number of credits
"Time" Time elapsed
"# Bldgs Dstr." Number of buildings destroyed
"# Units Dstr." Number of units destroyed
"No Factories" No production buildings left
"Civ. Evac." Civilian has been evacuated
"Built It" Specified building has been built

{action} is one of the following;

quote:

"None"
"Win" Player wins
"Lose" Player loses
"Production" AI begins producing units
"Create Team" AI creates a teamtype as specified
"Dstry Teams" Destroys all teams of this teamtype
"All to Hunt" All enemy/AI units go into hunt mode like at the end of a missions
"Reinforce." Faction gets a reinforcement, faction determined by teamtype
"DZ at 'Z'" Pops the flare/smoke effect at waypoint 25
"Airstrike" Enables airstrike for player
"Nuclear Missile" Enables nuke for AI
"Ion Cannon" Enables Ion Cannon for AI
"Dstry Trig 'XXXX'" destroys trigger xxxx
"Dstry Trig 'YYYY'" destroys trigger yyyy
"Dstry Trig 'ZZZZ'" destroys trigger zzzz
"Autocreate" AI autocreates teams, I believe this is for stealth missions to start the AI autobuilding units
"Cap=Win/Des=Lose" Win if captured, lose if destroyed
"Allow Win" Enables winning if triggered.

Data from the code:
code:
/*
**	For credit-related triggers, this is the number of credits that
**	generate the trigger. For time-based triggers, this is the number
**	of minutes that must elapse.
*/
Faction for faction specific events this is the faction for that event

Teamtype for actions that require a teamtype

Persistent from the code:
code:
/*
**	This flag controls whether the trigger destroys itself after it goes
**	off.
**	0 = trigger destroys itself immediately after going off, and removes
**	    itself from all objects it's attached to
**	1 = trigger is "Semi-Persistent"; it maintains a count of all objects
**	    it's attached to, and only actually "springs" after its been
**		 triggered from all the objects; then, it removes itself.
**	2 = trigger is Fully Persistent; it just won't go away.
*/

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

[Basic]

CarryOverCap - Maxmimum carry over money allowed.
CarryOverMoney - Carry over money from last scenario
Intro - Some sort of hacky thing to deal with how movies are meant to play
BuildLevel - Limits what you can build in this mission, these are set per unit/building and theres no defines for these.
Theme - For specific background music like the dino missions
Percent - Percentage the base will be built, I'll come back to explore this more I guess
Player - The faction of the player, for NOD this is BadGuy, GDI you're GoodGuy
Action - Post briefing, Pre-mission movie to play
Lose - Movie played if you lose
Win - Movie played if you win
Brief - Briefing movie

Team description
[teamname]
FlagHome - cell location for capturing enemy flags
FlagLocation - location of faction's flag, can be cell or object
MaxBuilding - Max buildings allowed
Allies - Comma separated list of allied faction names
MaxUnit - Max units allowed
Edge - The edge of the screen that reinforcements arrive from
Credits - Starting credits

[MAP]
Height - Total height
Width - Total width
Y - playable height
X - playable width
Theater - tileset to use eg; DESERT

[Waypoints]
{waypoint number}={cell number}

25 is where the smoke flare effect is displayed when triggered
26 is home cell, like when you press home key
27 is default reinforcement target cell

[CellTriggers]
{cell number}={trigger name}

And that's the whole .ini (for tiberium dawn)

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~


NOD scb06ea

You gotta steal the crate and get it to the chinook.

Except actually you don't, you just need to get any unit to near the chinook after you get the crate.

Don't attack the village, if you destroy the church A10s will spawn and napalm you.
Half the buildings have triggers to reinforce an APC with minigunners to deploy outside the village, the other half is an APC with grenadiers.

After a short time two medium tanks will patrol clockwise in green.

The two orange grenadiers top left when discovered will cause the units circled in orange on the right to start looping back and forward along the orange path.

If you attack the two minigunners or guard towers then it triggers the pink/yellow groups to move out of the base, THEN attack, they won't attack you first unless you shoot them.

So what you wanna do is ruthless exploit the forces you have on the top/upper section of the map, use the left/bottom force to draw out poo poo from the base then scoot in behind and heist!

Vlex
Aug 4, 2006
I'd rather be a climbing ape than a big titty angel.





What's the most complex mission in the base game, and how complex could scripts theoretically become within the boundaries of what's possible?

UED Special Ops
Oct 21, 2008


Grimey Drawer

Really want to see GDI mission 11, the one where you have to find and evac Agent Delphi. That mission was a brick wall for me back in the day for way to long. Also that is some really neat info for that NOD mission, crazy how the village is flat out a pure trap, especially with the A-10 trigger, dang.

Mordja
Apr 26, 2014




Hell Gem

Vlex posted:

What's the most complex mission in the base game, and how complex could scripts theoretically become within the boundaries of what's possible?

I assume with the game going open source, more complex scripting would eventually be doable.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Vlex posted:

What's the most complex mission in the base game, and how complex could scripts theoretically become within the boundaries of what's possible?

Within the current map formatting there's not really much complex behavior you can do, the complexity comes in how everything combines like in this first NOD mission I did.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

GDI Mission Eleven

(from my old LP, there's not much complexity here)


DZN triggers the flare.
CHI triggers the evac chopper.
RNF brings the MCV in.



The flametank is linked to grd1
los1 is linked to Delphi


Will update this when I rediscovered how base rebuilding works as I appear to have lost this knowledge.

Edit: Okay I've rediscovered the arcane knowledge

In the [BASE] section the last number is [16777216*Y + 256*X] though its much easier to just double click the building in the map editor and look for Base = -1 meaning it won't be rebuilt.


Hidden units in orange, watch out for those. The 5 turrets in the south won't be rebuilt.
Remember that for the airstrike trigger you only need to destroy each marked SAM once, even if it gets rebuilt it still counts as destroyed for the purpose of the trigger.

Spookydonut fucked around with this message at 07:35 on Jun 7, 2020

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



The real frustrating point/dick move is that Delphi and the flare spawns but then you think something glitched out because the trigger is on the far side of those walls. Walls that you have no real reason to destroy and cross over and you feel are likely there just for decoration. The guy's spawned, spawn the chopper for him already.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Covert Ops, Nod, Under Siege

This seems hard but is fairly trivial.



First you want to use your stealth tank to go get the crate in the church.

code:
[Triggers]
hnt3=Destroyed,All to Hunt,0,None,None,1
hnt2=Destroyed,All to Hunt,0,None,None,1
hnt1=Destroyed,All to Hunt,0,None,None,1
auto=Time,Autocreate,160,GoodGuy,mtnk2,0
astk=Time,Reinforce.,80,GoodGuy,arstrk,2
prod=Time,Production,100,GoodGuy,None,0
lose=All Destr.,Lose,0,BadGuy,None,0
win=All Destr.,Win,0,GoodGuy,None,0
The three groups I've circled have AND all to hunt destroyed triggers, meaning if you destroy all the vehicles in one of those groups then all gdi units on the map will come attack you.

The two south SAMs are pointless, honestly the SAMs don't really stop the airstrikes at all just accept that you're going to get two things bombed every so often.

If you wait too long the AI starts building and sending attacks, I've annotated the map with what those are.

You only get one nuke ever, even if you sell and rebuild the temple, so make it count and nuke roughly where I've pointed to include the refinery and construction yard.

Then you can use a stealth tank/artillery to destroy the last powerplant top right and the adv guard towers will shut down.

The trick is to whittle down the three groups one at a time but don't destroy everything in a group, whatever you do DONT NUKE THE SIEGING UNITS.

Depending on your ethics you can sandbag chain down to where the church is and squeeze a refinery in there for harvesting.

It looks like the remaster has fixed the thing where you can use sandbags to sell infantry but you can sell units on the repair pad so sell poo poo you definitely don't need and spend it on artillery.

The airstrikes seem to target artillery/obelisks first so look out for that.

Nostalgamus
Sep 28, 2010



Spookydonut posted:

[Basic]

CarryOverCap - Maxmimum carry over money allowed.
CarryOverMoney - Carry over money from last scenario

Now these make me curious.

I have a vague memory of starting NOD 8 (where you have to take over a GDI base) with enough money to buy an engineer, thus removing the need to sell the NOD construction yard on the starting island. I only recall seeing this once, in the DOS version - always started with 0 money in C&C95 (haven't gotten there in the remake yet).

Did the behaviour of these change at some point?
Are these connected with the cash/tiberium divide ("cash" being the starting money that doesn't require silos and/or money from selling buldings)? i.e. tiberium money doesn't carry over because you don't start with any storage capacity?

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Nostalgamus posted:

Now these make me curious.

I have a vague memory of starting NOD 8 (where you have to take over a GDI base) with enough money to buy an engineer, thus removing the need to sell the NOD construction yard on the starting island. I only recall seeing this once, in the DOS version - always started with 0 money in C&C95 (haven't gotten there in the remake yet).

Did the behaviour of these change at some point?
Are these connected with the cash/tiberium divide ("cash" being the starting money that doesn't require silos and/or money from selling buldings)? i.e. tiberium money doesn't carry over because you don't start with any storage capacity?

NOD:
code:
mission 3
[Basic]
CarryOverCap=-1
CarryOverMoney=40 // start with 40

mission 9
[Basic]
CarryOverCap=-1
CarryOverMoney=30 // start with 10

mission 12
[Basic]
CarryOverCap=-1
CarryOverMoney=30 // start with 50

mission 13
[Basic]
CarryOverCap=-1
CarryOverMoney=20 // start with 50
The rest of the missions have carryovermoney=0

So looks like this only applies to mission 9 where carry over amount is more than the starting amount

Spookydonut fucked around with this message at 10:00 on Jun 7, 2020

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Red Alert Aftermath: Let's Make a Steal

Red Alert triggers are... much more complicated.

code:
[Trigs]
strt=0,2,0,1,13,-1,0,13,-1,1,22,0,36,-65483,28,1,-1,16
ptrl=0,1,0,1,13,-1,2,0,-1,0,4,2,-1,-1,4,3,-1,-1
exp=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
panl=0,2,2,1,1,-1,2,1,-1,9,22,-1,2,-1,19,-1,-1,-65449
lght=0,2,2,1,1,-1,2,1,-1,9,19,-1,-1,-65447,28,-1,-1,1
lgh0=0,2,0,1,27,-1,1,0,-1,0,8,-1,-1,13,8,-1,-1,14
lgh1=0,2,0,1,27,-1,1,0,-1,0,8,-1,-1,15,11,-1,-1,128
lgh2=2,2,1,1,13,-1,1,27,-1,1,31,-1,-1,-1,31,-1,-1,-1
lgh3=0,2,1,1,13,-1,50,27,-1,1,12,-1,7,-1,11,-1,-1,129
plan=0,2,2,1,1,-1,2,1,-1,6,19,-1,-1,-65449,28,-1,-1,2
pla0=0,2,0,1,27,-1,2,0,-1,0,11,-1,-1,132,22,-1,32,-1
exp0=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
pnl0=0,2,2,1,1,-1,2,1,-1,9,22,-1,11,-1,19,-1,-1,-65449
gas=0,1,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
gas0=0,1,0,0,1,-1,2,0,-1,0,4,4,-1,-1,28,-1,-1,4
gas1=0,1,2,1,1,-1,1,1,-1,2,8,-1,-1,16,28,-1,-1,4
gas2=0,1,0,1,27,-1,4,0,-1,0,8,-1,-1,17,8,-1,-1,18
gas3=0,1,0,1,27,-1,4,0,-1,0,8,-1,13,19,19,-1,-1,-65446
gas4=0,1,0,0,27,-1,4,0,-1,0,22,-1,13,-1,0,-1,-1,-1
melt=0,2,2,1,1,-1,2,1,-1,9,11,-1,-1,130,28,-1,-1,5
mel0=0,1,0,1,27,-1,5,0,-1,0,8,-1,-1,22,8,-1,-1,23
mel1=0,2,0,1,27,-1,5,0,-1,0,8,-1,-1,24,27,-1,-1,450
mel2=0,2,0,1,27,-1,5,0,-1,0,23,-1,-1,-1,22,-1,23,-1
sirn=2,2,1,0,27,-1,5,13,-1,2,19,-1,-1,-65400,0,-1,-1,-1
mel3=0,2,1,0,13,-1,450,27,-1,5,2,-1,-1,-254,0,-1,-1,-1
hunt=2,1,0,0,13,-1,30,0,-1,0,7,5,-1,-1,0,-1,-1,-1
txt=2,2,0,0,13,-1,50,0,-1,0,11,-1,-1,131,0,-1,-1,-1
txt0=0,2,0,0,27,-1,2,0,-1,0,12,-1,26,-1,0,-1,-1,-1
txt1=2,2,1,0,13,-1,50,27,-1,3,11,-1,-1,178,0,-1,-1,-1
clrg=0,2,0,1,1,-1,2,0,-1,0,12,-1,13,-1,28,-1,15,9
str0=0,2,1,0,13,-1,1,27,-1,16,7,0,-1,-65483,7,1,-1,-1
str1=0,2,1,0,13,-1,0,27,-1,16,17,-1,-1,1,0,-1,-1,-1
pill=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
stl=2,2,1,1,13,-1,5,1,-1,2,7,6,-1,127,28,-1,-1,10
stl0=0,2,0,1,27,-1,10,0,-1,0,11,6,-1,127,12,-1,26,-1
pla1=0,2,0,0,27,-1,2,0,-1,0,17,-1,-1,25,0,-1,-1,-1
brls=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
stl1=0,2,0,1,27,-1,10,0,-1,0,17,-1,-1,27,19,-1,-1,-65451
phas=0,2,0,1,1,-1,9986,1,-1,2,4,8,-1,-1,28,-1,-1,8
prod=0,1,0,0,13,-1,0,0,-1,0,3,-1,-1,-250,0,-1,-1,-1
win=0,2,1,0,1,-1,6,27,-1,10,28,-1,-1,11,0,-1,-1,-1
win0=0,2,1,0,27,-1,11,10,-1,6,1,-1,-1,-254,0,-1,-1,-1
pwrp=0,6,3,0,0,-1,0,7,-1,0,32,-1,-1,-1,28,-1,-1,3
exp1=0,2,0,0,0,-1,0,27,-1,8,32,-1,-1,-1,12,-1,55,6
pnl1=0,2,0,0,1,-1,2,0,-1,0,22,-1,43,-1,0,-1,-1,-1
lose=0,2,1,0,13,-1,3,11,-1,2,2,-1,-1,2,0,-1,-1,-1
los0=0,2,0,0,7,-1,0,27,-1,3,2,-1,-1,-254,0,-1,-1,-1
los1=0,2,1,0,13,-1,450,27,-1,5,2,-1,-1,-254,0,-1,-1,-1
txt2=0,2,0,1,27,-1,6,0,-1,0,11,-1,-1,179,11,-1,-1,181
dtec=0,8,0,0,27,-1,6,0,-1,0,7,9,-1,-1,0,-1,-1,-1
dte0=2,8,1,0,13,-1,30,27,-1,6,7,10,-1,-1,0,-1,-1,-1
pnl2=0,2,2,0,1,-1,9986,1,-1,6,22,11,58,-1,0,-1,-1,-1
pha0=0,2,0,1,27,-1,8,0,-1,0,11,-1,-1,203,19,-1,-1,-65489
pha1=0,2,1,1,13,-1,2,27,-1,8,19,-1,-1,-65505,22,-1,42,-1
pha2=0,2,0,1,27,-1,8,0,-1,0,28,-1,-1,6,28,-1,-1,12
los2=1,2,0,0,7,-1,0,0,-1,0,2,-1,-1,-254,0,-1,-1,-1
clg0=0,1,0,1,27,-1,9,0,-1,0,12,-1,55,-1,12,-1,15,-1
clrl=0,2,0,0,27,-1,12,0,-1,0,12,-1,55,-1,0,-1,-1,-1
esc=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,7,11,-1,-1
pha3=0,2,1,0,13,-1,18,27,-1,8,7,11,-1,-1,7,12,-1,-1
pha4=0,2,1,0,13,-1,23,27,-1,8,7,12,-1,-1,0,-1,-1,-1
pha5=0,2,1,1,13,-1,15,27,-1,8,17,-1,-1,28,17,-1,-1,6
rvlp=0,2,0,0,1,-1,2,0,-1,0,17,-1,-1,27,0,-1,-1,-1
pha6=0,2,0,1,27,-1,8,0,-1,0,12,-1,55,-1,12,-1,64,-1
los3=0,6,1,0,13,-1,5,11,-1,6,2,-1,-1,-254,0,-1,-1,-1
clrh=0,0,0,0,27,-1,20,0,-1,0,12,-1,25,-1,0,-1,-1,-1
exp2=0,2,0,0,0,-1,0,0,-1,0,32,-1,-1,-1,0,-1,-1,-1
stl2=0,1,1,0,13,-1,1,27,-1,10,22,-1,66,-1,0,-1,-1,-1
dog=0,2,0,0,13,-1,2,0,-1,0,7,13,-1,-1,0,-1,-1,-1
pha7=0,2,0,0,27,-1,8,0,-1,0,12,-1,45,-1,0,-1,-1,-1
clos=0,2,0,1,1,-1,2,0,-1,0,12,-1,55,-1,12,-1,45,-1
plnt=0,2,0,0,1,-1,2,0,-1,0,2,-1,-1,-254,0,-1,-1,-1

quote:

[Briefing]
1=Our spy has informed us of a new technology the Allied forces are
2=developing. Stalin wishes to acquire it.@@Use Volkov to steal this
3=prototype vehicle, and make sure they will not be able to reproduce it.
4=Destroy the production facility after stealing the plans for the vehicle,
5=and then bring Stalin his new toy.@@Do not fail us.



This took me a good hour to sort through the triggers, even after trying to play it first.

Spookydonut fucked around with this message at 13:14 on Jun 8, 2020

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Red Alert: Soviet Mission 5

This is pretty evil but there's one weird trick that will make it really simple.

There's three caveats to the trick:
- Do it in under 15 minutes
- Don't walk through the cell triggers in the middle of the island
- Don't build a sub pen

Edit: The island trigger applies to the whole island, its a new trigger type called "Zone Entry"

The MCV leaves for the island at the 15 minute mark, or when you hit the gau1 trigger, marked on the map (dark red).
The thing is, that MCV never actually goes to the island, it just travels off the map then a NEW transport + MCV spawns and travels to the island.
If you build a subpen the MCV leaves.
But it doesn't if you drop paratroopers on the island.
Edit: Any unit that sets foot on the island will trigger the mcv escape.

The fsal trigger (yellow) happens when you destroy both turrets and the refinery (and both production buildings, the barracks and naval yard) forcing the AI to sell all its poo poo.

The cycp trigger on the construction yard happens when the barracks and navalyard are destroyed and you've captured the construction yard, sending an engineer filled APC to that con yard, if you don't capture the construction yard it instead sends the engineer APC to your base in bottom left.

easth2 triggers after 15 minutes sending a transport with some units, easth1 at 20 minutes
grnf2 happens when the mcv on the island deploys, so kill it before it can deploy or you'll have 3 medium tanks to deal with.
Edit: grnf2 seems to happen regardless

Spookydonut fucked around with this message at 02:42 on Jun 10, 2020

axeil
Feb 14, 2006
Probation
Can't post for 17 days!


Wedge Regret

Spookydonut posted:

Red Alert: Soviet Mission 5

This is pretty evil but there's one weird trick that will make it really simple.

There's three caveats to the trick:
- Do it in under 15 minutes
- Don't walk through the cell triggers in the middle of the island
- Don't build a sub pen

The MCV leaves for the island at the 15 minute mark, or when you hit the gau1 trigger, marked on the map (dark red).
The thing is, that MCV never actually goes to the island, it just travels off the map then a NEW transport + MCV spawns and travels to the island.
If you build a subpen the MCV leaves.
But it doesn't if you drop paratroopers on the island.

The fsal trigger (yellow) happens when you destroy both turrets and the refinery (and both production buildings, the barracks and naval yard) forcing the AI to sell all its poo poo.

The cycp trigger on the construction yard happens when the barracks and navalyard are destroyed and you've captured the construction yard, sending an engineer filled APC to that con yard, if you don't capture the construction yard it instead sends the engineer APC to your base in bottom left.

easth2 triggers after 15 minutes sending a transport with some units, easth1 at 20 minutes
grnf2 happens when the mcv on the island deploys, so kill it before it can deploy or you'll have 3 medium tanks to deal with.



So if I'm reading this right, the strategy to make this less of a headache is to never build a subpen and drop paratroopers on the island and in doing so you'll guarantee the AI never builds the doom base on the island?

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

axeil posted:

So if I'm reading this right, the strategy to make this less of a headache is to never build a subpen and drop paratroopers on the island and in doing so you'll guarantee the AI never builds the doom base on the island?

Yes but dont walk through the LAND trigger in the middle, and make sure you kill the MCV as soon as it lands before it deploys

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

GDI Mission Nine

There's a crate in bottom left make sure to grab it early.

The pro-strat here is to use one of your chinooks to drop a load of engineers right in the bottom left of their base, once you get their conyard you can chip away the power plants and power down the obelisk.

Also if you time it right to enter bot1 and kill both top right turrets at the same time you can spawn 3 gunboats at once though you want them slightly staggered because turrets do splash damage.

The guys in the orange box on the bridge north of their base when destroyed cause a flank attack.

Watch out for the all to hunt trigger when mass capturing their base.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

NOD Mission 11

This is the easier of the two.

Watch out for the flank attacks when you arrive at the base to capture it.
Also watch out for the MLRS that attacks from the north side of the cliffs

Do the bottom part first because if you can't clear the mammoth tank, the gunboat and the turrets with the artillery you won't win this mission.



This is the alternate scb11eb, it's harder.

Not only is there an extra medium tank at the bottom but you get one less artillery.
And there's no blossom tree inside your base either.

Again, you need to 'win' the bottom half of the map because you need to kill the gunboat and turrets with your artillery.

The base defenses in this map if all destroyed cause an apc to arrive from off-screen into their base.

Also there's a bug in the top left units, one of rocket soldiers isn't marked with the lose trigger, so it doesn't count towards the 'all destroyed' condition meaning you can lose even if he's still alive.

Sodium Benzoate
Dec 31, 2008


Pillbug

I'm somehow stuck on GDI mission 12B, where you have to evac Mobius by chopper. Whenever I kill the last Sam site the helicopter appears, flys around a bit, and then flys off the map. I've reloaded a bunch, tried directing the helicopter, nothing seems to work. Is there something I'm missing? Any look under the hood would be appreciated.

3 DONG HORSE
May 21, 2008

I'd like to thank Satan for everything he's done for this organization



Just wanna say this is freaking awesome!

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Sodium Benzoate posted:

I'm somehow stuck on GDI mission 12B, where you have to evac Mobius by chopper. Whenever I kill the last Sam site the helicopter appears, flys around a bit, and then flys off the map. I've reloaded a bunch, tried directing the helicopter, nothing seems to work. Is there something I'm missing? Any look under the hood would be appreciated.



If you blocked waypoint 16 with a building/units the chopper might try to land outside the map.

Code diving, as a backup it will attempt to land at the "Reinf." waypoint, which in this map is next to it basically.

I can't really find how it deals with Reinf. also being blocked or landing in like the adjacent squares, but I'm betting you have both of those waypoints blocked, it's basically a perfect overlap with putting a powerplant in that spot

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

GDI Mission 12

12B

No conyard on this mission.

Crate at the top left SAM.

The bridge/fjord cell triggers cause flank attacks so setup an ambush on the flank then send a minigunner to trigger the attack, then send one over the delx/dely triggers to cancel those regular attacks.

That being said xxxx/nod1 and yyyy/nod2 only happen every 10 and 18.5 minutes respectively.

The base defenses have the 'auto' trigger which when those buildings are discovered starts the AI autobuilding so avoid sighting the base until you're ready. WARNING: the cliff turret on the top left also has this trigger!

Watch out for the landing spot of the evac chinook, if you block it things might bug and it land outside the map boundaries.

I recommend flanking the base around to the north with an MLRS to take out those two advanced power plants as they won't get rebuilt, that should be enough to power off the obelisks and let you kill the two SAMs in the base.



12A is basically the same thing.

Spookydonut fucked around with this message at 07:33 on Jun 10, 2020

FORUMS USER 1135
Jan 14, 2004



axeil posted:

So if I'm reading this right, the strategy to make this less of a headache is to never build a subpen and drop paratroopers on the island and in doing so you'll guarantee the AI never builds the doom base on the island?

Are the triggers different on casual? I just finished this mission and the MCV hadn't left even though I built a sub pen.

Also the best part of this mission is the doom base.

Thanks for this thread!

Sodium Benzoate
Dec 31, 2008


Pillbug

Spookydonut posted:

If you blocked waypoint 16 with a building/units the chopper might try to land outside the map.

Code diving, as a backup it will attempt to land at the "Reinf." waypoint, which in this map is next to it basically.

I can't really find how it deals with Reinf. also being blocked or landing in like the adjacent squares, but I'm betting you have both of those waypoints blocked, it's basically a perfect overlap with putting a powerplant in that spot

Well, turns out I had a few technicians standing around that spot from selling off base buildings. I can tell you if you block both the 16 and Reinf. waypoints then the helicopter takes one look and promptly fucks off to the left of the map boundary and it softlocks the map. drat technicians. Thanks for the help!

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Ahahahaha...I did GDI 12B without knowing about the crate (despite their being a SAM site right loving there, go me) and by slamming my dick into the base. I had sold a bunch of my poo poo to help pay for building my army (guard towers provide a fuckton of minigunners/obelisk chaff). Attacked via the north gate and made sure my Engi APC stayed up in the top of the base until I could capture as much as I could, including the power plants to shut down the obelisks.

Somehow beat it on the first try!

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

I've updated the soviet mission 5 post, turns out I misread the triggers and ANY unit on the island including paratroopers triggers the mcv escape to the island.

axeil
Feb 14, 2006
Probation
Can't post for 17 days!


Wedge Regret

Alkydere posted:

Ahahahaha...I did GDI 12B without knowing about the crate (despite their being a SAM site right loving there, go me) and by slamming my dick into the base. I had sold a bunch of my poo poo to help pay for building my army (guard towers provide a fuckton of minigunners/obelisk chaff). Attacked via the north gate and made sure my Engi APC stayed up in the top of the base until I could capture as much as I could, including the power plants to shut down the obelisks.

Somehow beat it on the first try!

I just did 12A and my strategy was to blow a hole in the wall, then use an APC loaded up with Engineers to capture the Construction Yard, Power Plants and Airstrip, immediately sold them and then followed up with another strike on the refinery and Hand of NOD. If your APC dies you have to restart but I think this would work pretty well for 12B too.

Spookydonut posted:

I've updated the soviet mission 5 post, turns out I misread the triggers and ANY unit on the island including paratroopers triggers the mcv escape to the island.

Ah, so there's no easy way to cheese it now unless you speedrun it and finish it in under 15 minutes?

axeil fucked around with this message at 07:06 on Jun 10, 2020

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

axeil posted:

I just did 12A and my strategy was to blow a hole in the wall, then use an APC loaded up with Engineers to capture the Construction Yard, Power Plants and Airstrip, immediately sold them and then followed up with another strike on the refinery and Hand of NOD. If your APC dies you have to restart but I think this would work pretty well for 12B too.
I added 12A to that post, you can do the same thing with the MLRS to kill the power plants.

axeil posted:

Ah, so there's no easy way to cheese it now unless you speedrun it and finish it in under 15 minutes?

No, you have to drop your 5 paratroopers before 15 minutes is up and hope you manage to kill the MCV with just those 5 minigunners, I only JUST managed it.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Dino Missions

All the dino missions you play as Multi4 faction but internally the game considers you HOUSE_JP which is called "containment team"

They're really simple, I don't think they spent much effort on them.





The orange and yellow star groups when all destroyed each give you a reinforcement wave





Nostalgamus
Sep 28, 2010



Spookydonut posted:


No, you have to drop your 5 paratroopers before 15 minutes is up and hope you manage to kill the MCV with just those 5 minigunners, I only JUST managed it.

I usually made some Yaks at home to assist in the kill. Sure, it takes double-digit numbers to kill a full-health Construction Yard, but 6-8 are enough to finish one off after the paratroopers bring it to low health.

Bob Smith
Jan 5, 2006
Well Then, What Shall We Start With?

Spookydonut posted:

No, you have to drop your 5 paratroopers before 15 minutes is up and hope you manage to kill the MCV with just those 5 minigunners, I only JUST managed it.

It's a massive pain in the arse and needs judicious use of micromanagement and very slow game speed.

Totally worth it though.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Ugh the dino missions. Westwood definitely half-assed those (as fun as they were just for a random dino/Jurrassic Park thing). The dinos have the worst AI which isn't so bad when you're fighting them because they have a fuckton of armor and do a hilarious amount of damage. But when you use them on Mission 5 it's so painful because they'll just sit there, taking damage instead of ambling towards the enemy.

It doesn't help that Triceratops and Stegosaurs have no speed. Raptors are fine as speedy glass cannons, T-Rexes are fine because they have a fuckton of HP, regen on kill and are a bit faster (they're like the Mammoth tanks of dinos) but Triceras and Stegos just suck.

Also, heh, raptor woods indeed.

CAPTAIN CAPSLOCK
Sep 11, 2001





Dino mission 3 made me super paranoid about checking behind every tree. At least I don't get ambushed by flame troopers or dogs anymore

I cheesed mission 4 with sandbags because gently caress that poo poo. Dinos are goddamn ridiculous.

Alkydere posted:

Ugh the dino missions. Westwood definitely half-assed those (as fun as they were just for a random dino/Jurrassic Park thing). The dinos have the worst AI which isn't so bad when you're fighting them because they have a fuckton of armor and do a hilarious amount of damage. But when you use them on Mission 5 it's so painful because they'll just sit there, taking damage instead of ambling towards the enemy.

It doesn't help that Triceratops and Stegosaurs have no speed. Raptors are fine as speedy glass cannons, T-Rexes are fine because they have a fuckton of HP, regen on kill and are a bit faster (they're like the Mammoth tanks of dinos) but Triceras and Stegos just suck.

Also, heh, raptor woods indeed.

. Also the raptors regen on kill too.

UED Special Ops
Oct 21, 2008


Grimey Drawer

Yeah, those dino missions, cool idea, not so cool to actually play them. As for other missions, Fall of Greece 1: Personal War from the Red Alert Counterstrike expansion is one I would really like to see, as man, I remember that you had to pull off some crazy stuff to beat that one.

axeil
Feb 14, 2006
Probation
Can't post for 17 days!


Wedge Regret

CAPTAIN CAPSLOCK posted:

Dino mission 3 made me super paranoid about checking behind every tree. At least I don't get ambushed by flame troopers or dogs anymore

I cheesed mission 4 with sandbags because gently caress that poo poo. Dinos are goddamn ridiculous.


. Also the raptors regen on kill too.

I'm doing the Dino missions now and for Dino 4 I just turtled up and built Obelisks then baited the Raptor Forest of Doom into lasers.

But christ that was a slog. Mission 3 is also a real pain. The RA Ant missions are much, much better.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Allies, Counterstrike: Fall of Greece Part 1: Personal War, Siberia scg23ea Expansion Mission

This whole map is just rush B.

At every stage just keep moving, if you slowdown or pause at any point the poo poo chasing you will catch up and you'll be screwed.

Sheen Sheen
Nov 18, 2002


I just beat GDI 15a in the Remaster; is the AI able to build construction yards without an MCV? Because on one try I ended up playing whack-a-mole with the two Nod construction yards long enough that I finally just reloaded an earlier save and engineer rushed the one in the village, built a little satellite base around it, then took out the obelisk guarding the other construction yard with the ion cannon and engineer rushed that whole chunk of the base.

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Mordja
Apr 26, 2014




Hell Gem

I also played 15a yesterday but I didn't have that problem. They were able to rebuild in places they shouldn't have been able to, but stopped when I killed their conyards. Of course I had also knocked out their economy by then too.

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