Re: Heroic 1.1 Mod
Posted: Thu Feb 08, 2024 1:42 pm
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Thanks for pointing it out.
To prevent them from autotargeting whatever building which is nearest to them yet is also one I do not want them to damage lest they would accidentally draw unnecessary aggro from nearby enemies to themselves.
Yes. For whatever reason, in this version of the game engine, giving the unit the "FireIndirect" ability prevents them from auto targeting mobile units. Not even the AI will do so. I don't know why this change was made, but yeah...Secg wrote: ↑Sat Feb 10, 2024 11:51 pmI also experimented with allowing Mortar Men & Shrap to target not just buildings but units as well, yet when they got attacked, instead of retaliating by shooting back (like DR2 Artillery Units), they just... walked up to the attackers. So I again only allowed them to attack buildings.
This one is the easiest to solve. I would just remove the hero armor type entirely, as that's what allows them to be tanked by medics. If they were taking full damage, then the strategy of healing them wouldn't work anymore. If you want them to be tanky, that's fine. But I would recommend doing it simply by giving them a high health pool. That way they can still win most one on one engagements, and can fight for long periods of time. But they will still be outclassed by large groups of enemies, or can be relied on entirely solo.
This I think is a problem because it basically forces you to use your broken heroes for defense, or to build in abstract places where the AI doesn't patrol. I think in terms of difficulty there's a much better way to go about this kind of thing. First, I would recommend that you have much smaller squads that attack more frequently. So for example, instead of a group of 3 or 4 Half-Tracks every few minutes or so, why not just 1 Half-Track every few seconds? Something like that could prove much more manageable and would also help with unit traffic.
This is often simply because your base is ordering too many units. If you're requesting squads of upwards of 10 to 15 units each attack, then it may seem like you need to purchase a large group in order to keep up with demands. But you can combine this with the previous solution I provided. Create smaller squads and use them instead. You'll notice that an AI base repurchases a unit once it's been recruited into a script, rather than waiting for it to die. That means that if you only want a few units in a frequent pace, you only need to actually purchase that small amount as well. As as the squads are constantly recruited, they'll be constantly repurchased in rapid succession.
With Tanks being as nerfed as they are against infantry, Choppers easily become the best unit to use over any other. With their speed, they can be anywhere very quickly, or respond to danger when needed. They shred through any armor type, making them hard to counter. Balance is very tricky, but I could offer a few solutions?
I understand this is the largest order, but I always personally had this problem when it came to these types of mod. You've taken some correct steps at least, with changing some medal goals, or adding / repositioning some key strategic spots.
I would definitely go for more of this, or you could do something new. You can create new scenarios or rework existing ones? For example, what if in Mission 7, the Chemical Weapons Factory could retaliate, or its key destruction points had to be located à la Sarge's Heroes 2? What if in Mission 8, you had to defend the captured PS2 as left over coding may suggest was once done? What if some missions had a required time limit like Mission 5 does? Rescue Sarge in Mission 11 before he is killed... Blow up the railroad bridge before a train goes through it... Beat Flooded Follies before the counter actually floods...
Problem is I'm too emotionally attached to the hero armor type to simple just remove it (TommyCD1 wrote: ↑Sun Feb 11, 2024 5:43 amThis one is the easiest to solve. I would just remove the hero armor type entirely, as that's what allows them to be tanked by medics. If they were taking full damage, then the strategy of healing them wouldn't work anymore. If you want them to be tanky, that's fine. But I would recommend doing it simply by giving them a high health pool. That way they can still win most one on one engagements, and can fight for long periods of time. But they will still be outclassed by large groups of enemies, or can be relied on entirely solo.
and will double the base effectiveness of attackers' weapons' against the hero armor from just 10% - 40% to 20% - 80%. This mean that heroes shall be only slightly more resistant to damages instead of massively. That way, heroes, while still powerful, shan't trivialize most missions (e.g. this means Sarge won't be able to one-man-army the whole 1st campaign mission "The Thin Green Line" anymoreIf the 'double damage' heroes took was universal to all maps, that'd be more interesting.
[...]TommyCD1 wrote: ↑Sat Feb 10, 2024 2:07 pmMission 11
Easily the hardest campaign mission, and that's only because you can't cheese the entire thing with Heroes. This map also naturally has a shit ton of ants scattered around and in assault waves, so you'll really start to feel the effects of the super steroids they've been given when it comes to buffs. This is also around the time where the difficulty of the Tan's strategy starts to stem mostly from sheer numbers. It's not uncommon to be flooded with several constant squads of infantry and vehicles, mainly Grunts, Grenadiers, and Half-Tracks. When it comes to getting a gold medal, you must not spend over 12,000 plastic, practically making it required to abandon your base and sneak around the edge of the map.
I never intended to re-design Mission 11 into That One Level (just as Mission 9 "A Fistful of Plastic" was for me while playing vanilla).