Heroic 1.1 Mod

Custom Single Player Maps
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Required: All new map posts must include a direct link to the map, either screenshots or a video, and a description.
Not Required but Recommended: It would be a good idea to include a voting poll in your post so that others can rate your map.

How would you rate Heroic 1.1 mod?

Rubbish
0
No votes
Meh-diocre
0
No votes
Middling
0
No votes
Well-made
0
No votes
Very Hard... and Great !
0
No votes
Without cheatin', some missions can't get beaten!
2
100%
 
Total votes: 2

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TommyCD1
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Re: Heroic 1.1 Mod

Post by TommyCD1 »

Okay. I probably will not be playing this anytime in the future soon, but I can help bugfix if need be, anyone else reports things.

My advice for balancing difficulty, especially in regards to vanilla gameplay:
If you want more difficult Tan attacks, they should never be simply made bigger. I would recommend either making them slightly faster (either sending them sooner, or sending them more frequently) or replacing units with "stronger" variants. For example, instead of grunts, send grenadiers. Instead of machine gunners, send snipers. Instead of half-tracks, send tanks. Add a single mortar man to a squad. There are lots of ways to drastically increase the effectiveness of the enemy AI in very subtle ways.
Another reason making enemy squads even 10-20 seconds more frequent, or the reason why the vanilla game only sends squads every 5 or so minutes: the Tan AI has the advantage of having an already fully constructed base, AND has an exorbitant amount of resources, AND being a computer player is can micro-manage perfectly. 10 - 20 seconds can make a big different when you are out of resources, and you're trying to fight your way in after trading units with towers and other static defenses. It also helps in that, while the Tan is attacking the player, yes, the main flow of the game is going to usually be the player advancing onto the Tan's territory. Meaning that they have the advantage in that their facilities construct units which are then thrust into battle sooner: they have less distance to go after all and pretty much construct as soon as possible (ignoring build modifier handicaps of course).
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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Secg
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Bugfixed and Further Updated Version of Campaign Mission S09 "Fistful of Plastic"

Post by Secg »

Download Link
Extract the contents of S09.7z into S09 < story < missions of your AMRTS Heroic 1.1 copy.

Changes:
  • Fixed a bug which caused Two Half-Tracks + Infantry combo to come much earlier than intended;
  • Fixed the backwards-facing Heroes bug:
    Spoiler
    Image
  • The Outpost is assigned... one more Bazooka Man as guard
    Spoiler
    Image
  • The Speed Boost is moved towards the end of the road; the Green Team shall need to fight the Tan guards to get it:
    Spoiler
    Image
  • Redesigned the event-triggers:
    • The "Tan welcome commitee" (1 Grunt + 1 Machinegunner + 1 Half-Track + 1 Chopper from the West and 1 Grunt + 1 Sniper from the Northeast ) will pay the Blokos' Village a visit AFTER the Green Team will have built an HQ or Resource Depot (the hero-armored Bravo Company can easily crush them tho')
    • The Tan western Base and eastern Outpost will only attack AFTER the Green Team will have killed all Tan units guarding the Road; even so, the Green Team shall still be compelled to clear the Road because the Villagers will always come out at the 5-min mark (5 minutes should suffice for the player-controlled Green Team to build some defense and a few Medic Jeeps);
    • The Tan Base & Outpost shall dispatch attack squads less often.
Tips:
Spoiler
  • Rush the Super Duper HQ to unlock AA Guns or simply leave 1 Hero (Sarge or Riff or Thick; advisably Riff because he deals splash damage) at home to defend against Choppers;
  • Spamming Infantry is inadvisable, as the Tan attack squads consist of only anti-infantry units (Don't worry too much about the attacking and defending Tan Snipers; Bullseye outranges them and, even if Tan Snipers somehow get the 1st shot on him, it shall take them...seven shots to fell hero-armored Bullseye);
  • If player has enough Electricity, lay down Thumbtacks to outright kill the incoming Half-Tracks so base defense will only have to handle Infatry & Choppers.
Please report bugs, I will fix them asap!
Last edited by Secg on Fri Mar 15, 2024 11:39 am, edited 1 time in total.
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Secg
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Re: Heroic 1.1 Mod

Post by Secg »

TommyCD1 wrote: Tue Mar 12, 2024 4:43 pm maps where you cannot rely on Heroes, such as some Great Battles where you only have Sarge and cannot use him effectively to defend multiple chokepoints.
I'll add more Heroes to those two GB missions
Spoiler
  • Scorch, Shrap, & Hoover for waterway "Waterway War"
  • Riff, Thick, & Bullseye for basement "Basement Baloney"
I hope I can finish doing so by this week's Sunday (17 March).
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Secg
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Great Battles Maps "Waterway War" & "Basement Baloney" - Slightly Updated

Post by Secg »

Download Links:
Extract the contents of
  • waterway.7z into the folder waterway < gb < missions
  • basement.7z into the folder basement < gb < missions
Of your AMRTS Heroic 1.1 copy.

Features:
  • More Heroes are added to both maps (to help players defend better):
    Spoiler
    Scorch, Shrap, & Hoover for "Waterway War":
    Image
    Image
    Riff, Thick, & Bullseye for "Basement Baloney":
    Image
    Image
  • Also:
    Spoiler
    There are three health bonuses to pick up in "Waterway War", one in each Tan base
Please report bugs, I will fix them asap!
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