This map is .7z and has to be unzipped into a folder (named S15 - Heroic Hardcore) and not an .x file because for unknown reasons my drPackez app refuses ( ; ) to pack the S15 folder into a .zwp file which I can convert to .x file using NotePad++. Sincere apology!
Instructions:
- Download the map: FIXED!
- Unzip the S15 - Heroic Hardcore.7z file into a folder S15 - Heroic Hardcore (I recommend right-clicking on S15 - Heroic Hardcore.7z, then choosing the option "Extract to S15 - Heroic Hardcore\" in the drop-down list);
- Rename the folder S15 - Heroic Hardcore to just S15
- Put the folder S15 into story < missions in your vanilla AMRTS directory.
- Enjoy!
- Modified cutscenes:
Spoiler
- Vanilla:
Ahem...
vs. - Heroic Hardcore:
Ahem...
- Vanilla:
- Instead of starting with just 2500 Plastic & 800 Electricity like in vanilla, player shall start with 5000 Plastic & 2000 Electricity
Spoiler
Vanilla:
Heroic Hardcore:
- The whole map is mined,
Spoiler
- so bring Hoover along; he's finally useful ( ).
- All Tan's attack trails have been redesigned.
- The Tan won't attack until around the 5-minutes mark, then they will attack without relent.
- Balanced-related stuff (not exhaustive):
- All Heroes are stronger and tougher, including Hoover ( )
- All Heroes are now clad in hero armor, making them taking 20% less damage from most sources (except each other)
- The generic Sniper is outranged by Bullseye;
- Paratroopers are now dropped in squad of nine, instead of just five; however, the Paratroopers Airstrike now costs 900 Plastic & 100 Electricity;
- Magnifying Glass no longer costs any Plastic, but only 300 Electrcity and immobilizes its victim for its entire duration;
- Radio Operator now costs 300 Plastic & 300 Electricity instead of just 400 Plastic;
- Minesweepers are built from Super HQ instead of Barracks and costs 25 Plastic & 25 Electricity
- Minesweepers are slower yet have increased Seeing Range.
- AA Guns require Super Duper HQ to be built.
- Choppers' HP reduced from vanilla 600 to 500 (as stated on p. 19 of AMRTS manual); however, they are effective against both Infantry & Vehicles and are immune to Magnifying Glasses and Bombing Runs;
- The Green Team's unit limit is 170 (from vanilla's default 70 & Heroic 1.1's default 140):
- Most non-combatant units and buildings cost only 1 Command Point (CP) each;
- Grunts only cost 1 CP each;
- Grenadiers, Machine Gunners, Bazooka Men, Mortar Men, Snipers cost 2 CPs each;
- Guard Towers, Pill Boxes, Halftracks, Tanks, & Choppers cost 3 CPs each;
- AA Guns cost 1 CP each;
- DumDums cost 4 CPs each ( );
- Heroes cost zero CP each, as they are the Green Army's Commanders.
- Mortar Men's & Shrap's have a seeing range of 89, farther than Guard Towers', Pillboxes', and Blintz's Acid Guns' attack ranges; so they can safely raze those base defense to the ground from a safe distance. use that to your -the Player's- advantage. Yet beware that Tan Mortar Men can and will do likewise towards your base defense.
- And many more...
- All Heroes are stronger and tougher, including Hoover ( )