#General Thread

1 messages · Page 3 of 1

warm quiver
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I just realised you could have a multiple choice mission if you can have objectives run simultaneously

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that would take so much work to flesh out but it could be a thing

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"pick one of these three targets [...] Okay, you're going for that one?"
[ends the two other target objectives]
"strike it and move on to the follow-ups"

warm quiver
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Will AI aircraft attempt to reach waypoint objectives for their own team?

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even though said waypoints can only be triggered by players

dense pebble
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hm

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dunno

warm quiver
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the answer is no

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damn, that makes it harder for me

topaz locust
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They go to the closest objective unless valid targets exist

last sable
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it would be great if you could set a threshold for using any weapon not just nukes

gritty willow
red grail
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that would be great

untold plover
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Do you need factories creating aircraft in order for the AI to spawn aircraft at friendly runways?

warm quiver
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Yeah, that or give them a starting inventory

warm quiver
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Surely there's a better way of adding units to a target/spawn list

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I've gotta be missing something this is too tedious

red grail
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If I give units to a faction inventory, how fast will the AI deploy them : all at once, or one every x seconds ?

warm quiver
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they spawn as soon as a spawn is available

red grail
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Ok good to know, thanks

humble compass
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I be having an issue where vehicles are ordered to go to an objective, but instead they initially clump up for no reason until the objective activating their order is completed, where they make a beeline for the ocean to die. I have no idea why its happening.

hardy linden
humble compass
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I'm telling them to go to Highway Strip 2, and it used to work, before they suddenly started the clumping behaviour

tacit prawn
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is there anyway to make the AI skill so bad that they just fire and miss the entire time? I'm trying to make an ambient ground battle during a mission

hardy linden
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cannot do more than that

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any slight maneuvering should be enough to not take any damage

tacit prawn
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is there a reason why I cannot give a unique name to the preplaced buildings? I'm trying to make a destroy obj on airfield infrastructure but I can't seem to do it unless its a building I put down.

warm quiver
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Pre-placed buildings straight up can't be modified for now

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So you'll need to put down new buildings, or units next to the target buildings

patent fern
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could use some opinions in #1140959119923236876 if anyone is passing by - trying to bring the mission back to life

brittle sorrel
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i'm looking for a few missions in which have a lot of ground vehicles on both teams, and a lot of ai aircraft
pvp or pve, both are fine

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i just find that vanilla escalation is really easy/empty

brittle sorrel
patent fern
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no big

young sparrow
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Hi there. I'm looking to modify the escalation game mode to allow the helicopter to be available from the start. So far the only option I've found is increasing the rank the players start with. Is there some way to lower the rank requirement for each vehicle?

final pulsar
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Not currently

humble compass
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it is unfortunately not possible to alter the rank for aircraft

young sparrow
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Cool, thanks for the info. Hopefully that gets added soon.

warm quiver
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Gonna host my custom mission c:
#1185479562092617738 message

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okay apparently its broken ffs

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apparently AI behaviour is different in singleplayer vs multiplayer

warm quiver
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Okay I think I have it in an acceptable state now

warm quiver
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this is so cool people are ignoring the obj

warm quiver
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Simultaneous objectives work, right? I should be able to set up a main objective with some side ones to do on the way?

topaz locust
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multiple objectives and branching/interdependent objectives are possible

warm quiver
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Veeeery nice.

warm quiver
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Running another test of my custom mission, here's hoping it doesn't break like last time lmao

warm quiver
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Even though simultaneous objectives are a thing, then don't display as such

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if its a "destroy units" obj

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because it'll take up all 3 active markers

final pulsar
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any more than 3 markers fills the hud up too much to be useful

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some people like really long objective text for their objectives......

warm quiver
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I just wish it would pick 3 different things to display instead of the same obj

final pulsar
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undetected objectives show the general area until they are spotted (why they look stacked)

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stock escalation does this as well with final objectives unless they are spotted first

warm quiver
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the fact they stack at all in that state is kinda annoying though

warm quiver
topaz locust
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I jumped through some hoops to make the objectives display as they do - usually the requirements for destroying stuff is kept invisible while another objective provides the markers.

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(Specifically in the two newest missions)

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I haven't touched the others yet

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I'll look at how they're displayed and see what can be done

warm quiver
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With how my mission is set up, two "destroy units" objectives end up running at the same time, one showing up later and overriding the first objective's markers

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Once that (and its follow up obj) is completed, the markers go back to the first objective, so it's not totally scuffed or anything

clever star
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how do i set up an airbase to spawn at? just staring out by making a simple freeflight mission

obtuse wadi
clever star
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ta

final pulsar
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Is there a way to have a placed unit respawn without placing duplicates of them in the editor? I tried starting the spawn objective again and the timer counted down, but nothing spawned when it finished. The units spawned correctly the first time.

topaz locust
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objectives can only be started once, but outcomes can be used multiple times

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so you can use the same spawn vehicle outcome from different objectives

dense pebble
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If anyone needs any large scale or high part builds for a custom mission, I'll be open to help / build what ya need

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I really gotta find simmering to cure my boredom

hardy linden
dense pebble
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You got a mission planned around it though?

hardy linden
dense pebble
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(We might have to make 2 separate versions btw)

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(Solo and multiplayer)

hardy linden
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nahhh

dense pebble
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If we want decent quality builds, it's going to force the game into solo only mode

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(Full mp break)

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Anyways

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Eepy time for me

hardy linden
final pulsar
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Bases that change hands more than once aren't targetable, sometimes you can use use the center of the map and spam the lock button but that doesn't always work especially of more than one base has flip flopped

final pulsar
hardy linden
final pulsar
final pulsar
final pulsar
hardy linden
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only preset buildings do

final pulsar
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It would still function, but there is a bug where spawn point building targeting data gets stuck at 0,0,0

final pulsar
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Sends the ai in the middle of the ocean

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ah. Will the ai ignore waypoints when this occurs?

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I know the planes really don't follow them, ground units generally do unless a player give them a direction

final pulsar
hardy linden
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very painful, doesnt work on depot spawned units

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use it as a last resort

final pulsar
hardy linden
final pulsar
hardy linden
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kinda funny you havent noticed thats a thing

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click on a unit and look in top right

final pulsar
hardy linden
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play around with the buttons

final pulsar
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oh I thought it would be on the object with the movement functions

topaz locust
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In ye olde linear objective system, I made a quasi-CTI where each team advances their frontline around the map clockwise. I used some json tools to cut down the workload for the extra objectives.

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Currently, this could be done again but using the new system you start all the first capture objectives at once.

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I want to introduce a system for making capture points that will complement the current objective system and work with the HQ system to move reinforcements around, so that doing this via the editor is not insane

final pulsar
red grail
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Please, also provide units waypoints (instead of faction wide), for both air and ground units

echo thistle
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Question to mission makers or devs. What does Min and Max Sortie size affect in faction settings?

dense pebble
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If you land at base after killing stuff, you get extra points

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It's called a sortie bonus

echo thistle
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Yeah, that one I know, but I'm asking about this one

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It should theoretically affect amount of spawned units in a group, but I would like to know precisely

obtuse wadi
echo thistle
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Having a way to start the scenario from wait screen would be nice to have

obtuse wadi
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a hidden trigger that covers the map should only trigger once a player joins in an aircraft

echo thistle
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Also, as a dev myself, I would like to compliment the network system you've implemented. Experienced 0 issues in multiplayer so far, never had a desync or any sort of bug despite objects moving at pretty nasty velocities. Really impressive work 💪

obtuse wadi
echo thistle
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Absolute legend

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Keep up the good work guys, your project is very promising

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Really enjoying it so far

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Also, love the default Unity UI buttons, made me chuckle

hardy linden
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if you want any tips on how to do that you can ping me

echo thistle
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And since it's coop and players start at the disadvantage, It could lead to potential destruction of friendly assets before players even join

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Depends on how long you have to wait tho, wouldn't affect an actual premade group. But sometimes you have to wait a fair bit for a public game to fill in

hardy linden
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indeed

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something like a bunch of filler enemies at the start, before any big airbases are unlocked may be a good way to keep players waiting

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cause not everyone will want to wait for people

echo thistle
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Fair point

hardy linden
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wish there was a way to change a point gain multiplier via objective outcomes now

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youd be able to make it so no/very little points are awarded during the warmup

echo thistle
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Additional ways of actually completing the said objectives would be nice as well

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Cause so far it's just destroying units and entering a trigger

hardy linden
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tho what else could it be?

echo thistle
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Having trigger count % of enemy to friendly ratio would make much more sense for capturing something

hardy linden
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ig

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a destroy % of enemies objective would be useful too

echo thistle
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Just destroying a specific unit is pretty barebones

hardy linden
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true

echo thistle
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But again, it's too early to judge for that, game is still in development and devs are competent

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Pretty sure they have the ideas

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In default escalation, you can destroy 1 unit on the airfield and auto complete it

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If you know which one it is, it becomes trivial

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It can be countered by adding additional targets that need to be destroyed I think

hardy linden
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maybe the only simple one

candid abyss
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is there a way to disable AI spawning?

obtuse wadi
candid abyss
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does that also prevent players from spawning?

obtuse wadi
candid abyss
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alright, thanks

warm quiver
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Or you can set it so players can't join that team

quick elm
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Anyone know what the "CrashAircraft" objective is supposed to be? theres a lives counter so i assumed it triggers when you and/ or your buddies die a certain number of times. but I cant trigger it in testing.
photo for context:

warm quiver
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It doesn't do anything, refer to #1131013817011294249 message for details on all the mission editor objective and outcome types

quick elm
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Thanks

last sable
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One neat feature would be to be able to edit/move world objects like preplaced hangars and such

clever flame
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Wtf

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2169 comments?

dense pebble
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Yeah?

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This is the map makers central

terse goblet
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this place is how to use mission editor and other things 101

clever flame
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Ok

north moon
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can you capture enemy airbases?

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or set that up?

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also - how to rotate?

final pulsar
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send a ground unit

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rather place it down with team faction in editor

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there is a rotate button top right screen

north moon
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I mean once the game has started-

final pulsar
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send a ground unit

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once you clear out theirs

north moon
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you can give them commands?! Man I wish this had a wiki already hahaha

final pulsar
strange arrow
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is there a way i can delete map objects? or assign them to one of the teams?

warm quiver
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not map objects no, but they're capturable by default so just plonk a ground unit next to one and it'll capture the base

hardy linden
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@dense pebble what do you think about creating an O.P.A.N. - OverPowered Aerial Nexus?

dense pebble
warm quiver
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funy

dense pebble
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I want an l3/33 base

dense pebble
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I new version of the nexus will be made sometime in the next few months

patent fern
terse goblet
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mine's fine

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why would it

soft heart
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i run my discord mainly on my browser

dense pebble
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I run mine off the old mobile

dense pebble
patent fern
dense pebble
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Android?

patent fern
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yes

last sable
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When an ai runs out of ordonnance, it rtb right?

hardy linden
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yes

last sable
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Great

final pulsar
last sable
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Nocs made me want to finish my Olympics of N.O.

patent fern
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gave me a motivation to work on RTWR 6 for the first time in months

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still workshopping a new name for that

obtuse wadi
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@patent fern Just pushed a small update that should fix vehicle depot priority

patent fern
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i'll check it when i get the chance

patent fern
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thank you

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so i heard you were supposed to be able to mess with the road editor yourself in the mission editor now, but i'm not sure how to work it

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was hoping to fix the issue of there being no roadmapping on this road

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its not a huge deal if it has to remain missing, but was kind of hopeful

true falcon
obtuse wadi
candid abyss
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how do i get a convoy to follow roads? first image is editor, second image is game

candid abyss
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nevermind, that area just isn't mapped

patent fern
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you can create your own roadmapping in the mission editor

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if you go to the road viewer, go to mission paths, find a starting node and shift-click, you should then be able to see a line stretching to your cursor, you can then click to place mini-nodes along the road that will cause vehicles to follow it when in the area, and then hit spacebar to end the road wherever you need it

candid abyss
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that works, but now they aren't really staying together

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it mostly sorts itself out but the back few vehicles have trouble

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spreading them out only helped a bit

dusky raven
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Heya, y'all got any tips for someone who wants to try making a custom mission for some friends and I to play together?

dense pebble
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Especially spaag

molten orbit
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Hey fellows, I have an extremely dummy question. How does one install those custom missions?

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Or share, in case I wuld find a way to make one

patent fern
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which is in appdata\locallow\shockfront\nuclearoption

dreamy peak
hardy linden
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I can see I probably should've boosted the how to download custom missions post more

celest forge
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Does pathfinding for vehicles work in the upper part of the map? I have vehicle depots right before the bridge between the two Boscoli airfields. Every time a vehicle spawns, they just chill and stack at the depot.

hardy linden
celest forge
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intriguing

hardy linden
celest forge
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which they have. which is why im confused

hardy linden
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yeah sometimes that may happen, i guess

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did you start the objective?

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that may be the issue

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also they need to see the units (have them on DL) to be able to pathfind to them

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if it's a destroy units objective

celest forge
# hardy linden that may be the issue

What do ya mean by have them on DL. My first objective for the game is them reaching a waypoint to capture one of the bases. They should see the point to capture but i suppose i can stick some recon trucks down or something along the lines of it

dreamy peak
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you can do this by placing a cricket with no weapons next to the objective units for example

topaz locust
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Press F2 and make sure the objective is active. Objectives need to be started via an Outcome. Fire the first Outcome from the pre-existing "Mission Start" objective.

quick elm
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wait, the unit has to be in DL even if the objective isnt hidden? i just kinda assumed if the target is marked by objective the AI kinda knows what to do.

dreamy peak
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if you have factories for your ground units they will accumulate in a large orb on the map view

quick elm
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Not sure this is the right place to post but here goes:

I have an asymmetrical PvP mission (escalation style, basically lots of cheap planes for PALA vs a much smaller balanced team for BDF) and im not sure how to keep things semi-balanced while also giving players a reason to join PALA. Originally I had locked off the revoker and darkreach but I decided to unlock those since it resulted in everyone joining BDF. But now PALA is definitely going to be OP in PvP and needs to be scaled back a bit. Any ideas and feedback is appreciated but here's a few ideas I'm considering (this is for PALA only):

  • Restricting the darkreach, since its most expensive and not as popular as revoker.
  • Restricting cruise missiles if the darkreach stays in
  • Restricting all nuclear weapons

As a side note, I kinda wish there was per faction rank options, or even different nuclear thresholds for each team, but I'm sure it wont make a big difference in the upcoming updates. It would be so much easier to balance this particular map out though.

dense pebble
quick elm
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honestly probably the easiest way lol

terse goblet
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no matter what i'm always joining pala

dense pebble
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Than we chose to fight against the winning side

terse goblet
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yeah

topaz locust
warm quiver
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Consider restricting or opening up more directions of attack per team, by giving them less or more airfields, or by building up defences along certain lanes

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Also sometimes the more capable team can be put through an early grind (be it points or whittling down defenses) to keep them at bay while the less-capable team builds up enough momentum to fully confront them

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I've been thinking about making a major-vs-minor-power asymmetric style pvp mission, and lots of redundancy and fallbacks are a must for a minor power

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Side note, it would be cool if there was a way to punish players for hitting (specified) neutral targets..
encourage precision/add difficulty to attacking an otherwise lightly defended area

quick elm
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Thats kinda what i did. I gave PALA both highway strips and naval/ south. I figured it was a good way to take advantage of the volume of aircraft and make up for not initially having more expensive options. Honestly this mission plays out more like a co-op mission but i thought it'd be cool to have players on the enemy team too.

Also i might do some event triggers for another mission ala Squeegy's idea.

topaz locust
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@cloud sparrow Place a vehicle on an airbase to capture it for that team. Assigning ownership explicitly is not a feature yet.

red grail
hardy linden
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you can always place some unarmed unit to make it change ownership

red grail
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Well, you can't edit or refer to Map object in objectives

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That's a pain and if it becomes a feature, a lot of missions will be easier/ possible

tardy sparrow
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anyone knows how to deliver bombs properly even from distance?

patent fern
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this isnt the best place to ask vs #general, but

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if you lock a target you get a CCRP hud with direction and a time cue to drop, lock on and fly to target until you get within 5-10 seconds on that timer (can do more but risks missing) and drop and it should virtually always hit, unless you dropped super awkwardly

tardy sparrow
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yeah okay but how i have to aim with the bar?

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the aim bar with one arrow at the bottom of the bar and the other arrow at the top of the bar

hardy linden
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just drop at 5-1

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if its below 0 its too late

patent fern
tardy sparrow
hardy linden
tardy sparrow
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okay thx

gray yew
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I'm currently trying to create a mission where neutral radar stations can be captured by chicanes, aiming to give them more purpose. I'm using waypoints to spawn AI near them. I'm wondering if anyone knows of a workaround for AI units to ignore waypoints.

topaz locust
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vehicles with "Hold position" will ignore objectives, but would then need their own waypoint set up on the vehicle. AI aircraft will only follow objectives until there is any target on datalink that they can engage successfully with the weapons they have.

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there isn't a way to make vehicles from depots ignore objectives yet

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or have certain objectives be ignored

gray yew
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Thanks for the info!

warm quiver
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I wish there was a distance-measuring tool

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or HLT Radar/Tanker/Munitions trucks projected a radius when selected

topaz locust
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I stuck that on a list to do at some point when I found myself cheating by using the unity editor

hardy linden
molten orbit
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@warm quiver your Co-op SP is a total treat, thank you for making it

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Can't wait for the update to try Medusa on those insane AA nests

warm quiver
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Thank you for joining!
Oh also if you have any specific feedback, let me know

warm quiver
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hey cool the editor doesn't limit placed aircraft alt at 1000m anymore

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I also can't turn my camera around

final pulsar
warm quiver
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aw man

warm quiver
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did already-placed custom roads get removed with this update

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it seems like it

full cloak
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no they got merged with the pre-placed roads

brave veldt
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Why did you remove my mission thread "Simple WWII-like"? :(
I didn't have backup of that mission

brave veldt
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Oh, Discord didn't find it when I've tried

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Thank you

terse goblet
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np

topaz locust
final pulsar
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is there some tutorials for making a custom mission ?

warm quiver
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Gotta make a mission with few radar AA assets and scattered SPAAGs so people can unleash hell with the new bombs

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Bonus points if there's dense industrial complexes and/or vehicle assembly areas

jade dawn
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what part of the vehicle depot needs to be above ground?

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any part or is there a specific thing

topaz locust
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the entrance to the garage & the painted area infront of it

dreamy peak
hardy linden
jade dawn
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3 questions
do purely AI factions need missions still? will they just go and attack whatever or do the missions give them some kind of priority

Does equipping enemies from the editor override weapon restrictions?

is there a way to disable bases that i dont want to be active?
i.e. if i dont want to use the western side of the map

dense pebble
patent fern
topaz locust
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they need either enemies on datalink which they can engage with the weapons they have, or an objective, or they RTB. If there is no base to return to, then they eject.

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by default the bases have no ownership, so they'll only receive a team if a vehicle comes to and captures them

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(there is no way to prevent them being able to do this currently)

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but they dont seek to capture themselves - they need a waypoint or objective that takes them through the airbase to capture it

full cloak
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tried making an armored train at SBGA

dreamy peak
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not to be insulting but if i had to guess a train would be the last thing to come to mind

full cloak
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keyword tried

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well, gameplay wise it'll work, trust PepeLaugh

dreamy peak
full cloak
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I made some changes

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well, with a giant mission objective marker that says "DESTROY ARMORED TRAIN" over it it should be fine

celest forge
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Has anyone experimented much with the Add Roads feature that was added?

final pulsar
full cloak
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yeah I fixed that

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it kinda works

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ish

final pulsar
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so a hand full lynchpins cause it not to roll over?

full cloak
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eh, needs more testing but I basically built a scaffolding for them

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it'll go down to a nuke or a few 500kgs but good enough for me, it's just meant to give SBGA some artillery overwatch

final pulsar
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depends on how tough the platforms are

full cloak
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they're just pillboxes it won't take much to knock them over

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it's not like artillery trains are modern equipment expected to last

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even the bridge is destructible

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Ace Combat 6: Mission 4 - Bartolomeo Fortress (Ace Difficulty)

I should've maybe kept the XAGMs for the second part of the mission but oh well, I love me a bit of warfare with just standard missiles and guns.

Full playthrough playlist: https://youtube.com/playlist?list=PLmgebIPKwdhDSOpEb3A2ut0EoL_WnJZ-H

Subscribe: https://www.youtube.com/@Cat...

▶ Play video
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kind of what I'm trying to go for

violet garnet
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how do i make the "Capture Airbase" mission appear after "Capture Airstrip" has been completed? Capture Airbase (South_Location is the specific name of the mission) doesn't appear in the outcomes tab

violet garnet
full cloak
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has anyone had any success with reusing SpawnUnit outcomes

full cloak
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or is it just that if some of the units in the outcome are still alive the game doesn't bother to check the rest

patent fern
dense pebble
full cloak
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trying to keep the entity count down for framerate

dense pebble
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Weak.

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Use more entities

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Honestly platforms don't cause much lag

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It's AI you wanna keep an eye on

topaz locust
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the most costly thing is still a plane

violet garnet
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I don't really remember, is there a way to make an airbase (for example Desert Airbase from Escalation), which doesn't have big hangars to spawn Darkreaches, actually have those big hangars? Because just placing the building down doesn't do anything..

patent fern
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no

violet garnet
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Sadge

violet garnet
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so i also can't make city airbase conquerable, for example

final pulsar
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You can already?

violet garnet
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mashallah

final pulsar
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Level it, send ground units, capture it, buildings come back on the capture

violet garnet
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ah based, thanks a lot

tacit prawn
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This maybe a bit nerdy but is there a list of which ground vehicles belong to which faction? Looking at the thumbnails of some of the missions, it looks like all the AFV 8 variants are part of the BDF and all the Linebreaker variants are part of PALA.

Is the Autosentry SPAAG a PALA vehicle since it has a digital camo scheme kinda similar to the Linebreakers and the Anvil FGA is the BDF equivalent? Initially I thought that every faction had access to everything since the aircraft types are shared between the two factions.

Trying to come up with the lore for my mission.

patent fern
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do you mean literally or appearance wise

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if you mean literally then yes every faction has access to everything

violet garnet
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i think he meant appearence-wise

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well in my case i use the desert-camo ones for PALA and the green-colored ones for BDF because they complement the planes' liveries (green for bdf and desert for pala)

patent fern
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i should but i use linebreaker sams on both sides just because they have more shots than afv8s

violet garnet
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fair

patent fern
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if you were to stick to proper appearances only you couldnt put any boltstrikes on bdf side because they all have pala markings, anyways

tacit prawn
final pulsar
violet garnet
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so i have re-created the objectives from scratch but for some reason no plane is spawning on the enemy side, apart form the ones at the beginning

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is there something i forgot? (map is ecalation pala coop but edited)

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(sending screenshots now)

full cloak
jade dawn
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hey whats the capture point for the naval airbase?
i know capture objectives are waypoints but i mean the actual point units have to reach to capture an airbase

full cloak
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its a large area not a point

#

whichever side has more ground units, chicanes, or corvettes inside the area will have ownership

#

I think for Naval specifically its a relatively large area around the island to allow for corvettes to capture the island

violet garnet
full cloak
#

oh I misread I think

#

well I'm not sure what you're trying to go for

#

if you want natural spawns for the enemy you gotta have factories making planes and airfields

#

if you mean objective-based spawns then you gotta use SpawnUnit

patent fern
#

^

violet garnet
#

yeah i have the map filled with factories

#

except no one spawns. I think it has to do with those "push" missions the Base Game Escalation has

full cloak
#

the push missions are just trails of breadcrumbs for ground units to follow

#

they should have nothing to do with spawns

warm quiver
#
  • are the factories set to produce specific units?
  • are there accessible vehicle depots?
  • is there a "destroy targets" objective (or any, for that matter) for the units to path towards?
#

Oh extra one

  • is the objective set to be triggered by "mission start"?
#

Objectives need to be triggered to become active, only then will AI act upon it

topaz locust
#

adding a new "Mission Start" assigned to no faction with an outcome that starts your first objective(s) should be enough to fix it

violet garnet
violet garnet
last sable
#

how can i get those planes to not eject ?

#

they are neutral has i do not want them to move

last sable
#

@patent fern you have experience with that ?

patent fern
#

not really, i don't believe you can make a neutral plane remain stationary, and truthfully i dont have an understanding of how neutral planes even behave

#

@full cloak would you have any idea?

full cloak
#

I've only ever managed to get helicopters to stay in place and that's by pinning their rotors to a ceiling lol

full cloak
#

plus they have no reason to go in the air since they have no mission objectives

last sable
#

i see maybe thx then i wont have those

last sable
full cloak
#

unfortunately if there's no enemies and no objectives planes will rtb, land, and eject to despawn themselves

patent fern
#

^

full cloak
#

so static aircraft aren't a thing

last sable
#

sad pepecry

patent fern
#

i figured these rules applied to neutrals but i honestly haven't seen enough usage of neutral planes to understand wtf they do in a live combat scenario

full cloak
#

though it would be cool to have a static toggle for aircraft like ships and ground vics

patent fern
#

i've seen a neutral plane one time, in one of brassy's missions, used merely as a setpiece

#

only reason i thought he'd know something about it

last sable
full cloak
#

said setpiece was for dropping off stunt actors at a movie shoot at which point a neutral Cricket yeets itself off a ramp and crashes

#

okay if there's one map I actually do need to remake for the new system its Desert Compass

patent fern
#

the driving time attack mission was fun

#

didn't get enough attention for there to be competition over who could get the better time or not

#

shame, would have been fun

full cloak
#

technically you could cheese it by flying under radar the whole time

patent fern
#

honestly come to think of it

full cloak
#

I wonder if I should add some hostile Medusas in the sky to drop the radar floor

patent fern
#

with gear wheels having less grip now, and wheelbrake effectiveness nerfed

#

that mission would be a bit harder now

#

lol

full cloak
#

oh shit you're right damn

patent fern
full cloak
#

I mean if you flew under 30m the entire way you kinda deserve the time

#

because the checkpoints are still 5m across

patent fern
#

shh no cheesing

#

🧀

full cloak
#

but it was by pinning Chicanes to the bottom of Gambit Gale's flying battleship

patent fern
#

i forgot you hogtied chicanes to hold them in place

full cloak
#

so that it would have belly guns

#

if it weren't for the fact that ships capsize I could do the same with shards now

#

the other way to make chicanes stay still is to snap their tail rotor

#

but then they don't make very effective gunners

last sable
patent fern
#

i need to make a mission that's like 50 darkreaches slamming into the ground in an area of shards and just seeing how much carnage ensues

full cloak
#

Operation Gambit Gale, which is unfortunately deprecated now

patent fern
#

just for the instagram reel

patent fern
#

i redownloaded your missions and did them a couple weeks ago with a friend who missed the playtest days

#

they were still pretty fun

full cloak
#

oh do they actually work still

patent fern
#

blockade breakers is obviously too OP now, but the others?

full cloak
#

I was expecting them to all be broken lol

#

wait really blockade breakers???

patent fern
#

invasion of boscali, dam raid, gambit gale, bridge defense EX? all good

#

because lynchpins lmfao

patent fern
full cloak
#

ah

patent fern
#

i didnt even bother trying it, i KNOW that shit isn't doable now

#

lol

#

but the others i could find from you are still fun to do

full cloak
#

I mean I presume Kia could still just one-tap the cursed IJN battleship with mach 7 bombs

#

Dam raid I actually pushed out with minimal testing lol

#

don't even think I properly did a playthrough of it aside from a few test runs of flying into the tunnels

#

Currently I'm working on a mission inspired by AC4's Whiskey Corridor

#

but I'm stuck on a few things, namely looping enemy spawns and setting up a 2/3 operation system (i.e. complete 2 out of 3 objectives to advance to the next phase)

#

I thought I had a good blueprint for the latter but when I tested it on a separate map it didn't work as it should

#

and it seems like SpawnUnit outcomes don't work as I hoped they would

patent fern
#

dam raid is just, group obliteration catharsis

#

it works without much testing because its so simple

#

you just peek the valley and throw a bajillion weapons

#

oh yeah speaking of that

#

the one big issue with your missions is they have no escalation threshold

#

well some might not see that as an issue kek but for missions where you intended nukes to not be available right off the bat, i mean

full cloak
#

ah yeah

#

need to set that

#

might also add some more goodies in when I eventually get around to it

last sable
#

could i get a little more help from you if you have time

full cloak
#

sure

last sable
#

i m trying to solve this, i know its a road checkpoint issue but i cant see the detailed view since .27

#

nor can i create a new road

#

kind of worked around it it s fine

full cloak
#

yeah it's best to put depots further away from the roads sometimes

#

I think the vehicles were trying to path to the closest node which is directly into the wall

dense pebble
#

hes both a dev, and one of the top map makers

last sable
#

Kk

topaz locust
#

if you want the depot butted right up against the road, make sure the node closest to where the vehicles spawn from lines up with the driveway

#

this might be hard to see on straight roads since the non-endpoint nodes are no longer visible

#

shakes fist at mitch

#

you'll have to do that at least until the vehicles know not to try to use roads to exit depots

last sable
#

I figured thx but can I still see the sub nodes like before?

last sable
#

Yeah I was talking about the straight ones but I guess I can't anymore

full cloak
#

okay after a bit of testing

#

my Ace Combat 6-style Operations system is working*

#

*currently only supporting up to 3 simultaneous operations of which players need to complete 2 in order to progress

#

how it works: there are 3 PALA IFVs and 3 BDF HLT trucks on this platform, whenever one of the three operations are completed one HLT truck and one IFV is spawned on different platforms. Finishing any two of the 3 operations is guaranteed to spawn 2 vehicles of opposing sides on the same platform, resulting in the destruction of the truck; all three of the trucks are set to start the next objective when destroyed

warm quiver
#

Oh god, people are starting to build computers in NO

full cloak
#

yeee

#

I mean I'm sure someone with more computer engineering skills than me can make it work for numbers bigger than 3

patent fern
full cloak
#

yes

patent fern
#

the chosen one

full cloak
#

I figured out a way to adapt two of these into a 3/4 gate, but

#

in hindsight it's straight up easier to just make a hidden "CompleteObjectives" objective for each unique permutation of the objectives you want done

molten orbit
#

I saw a custom map on the multiplayer once, and it had a massive wall on the Boscali side with whole plethora of AA systems on it. Is this one of the posted ones?

full cloak
#

Is it Mountain Airbase vs Desert Airbase

full cloak
#

if yes then it's probably one of the armored trains in Foxtrot Pass which is a WIP mission that I haven't released yet

molten orbit
molten orbit
#

So between BDF mountain base and Boscali airbase

warm quiver
#

I need motivation to make a """counter insurgency""" style mission but I got nothing aside from the basic idea

#

PvE mostly just for fun and a chill time

warm quiver
#

nah

#

more than that

#

What I got written down so far is a independent battalion or whatever has decided it doesn't like what its faction says and is gonna do its own thing, much to the horror of both BDF and PALA

#

basically just go bomb the crap outta those bozos who aren't receiving support from their faction anymore

crimson canyon
#

So I'm meddling with the editor - just to be clear, there's no way right now to assign waypoints to singular units and lets say, make an AI medusa float around with a radome and just provide assistance from a distance?

hardy linden
#

also medusa AI is garbage and I'd recommend avoiding it

red grail
#

There is no way to assign waypoints for aircraft.
The 'Reach waypoints' in the editor can be completed by the player only and are ignored by the AI, as far as I know.
Medusa AI likes to pick random loadouts and fly towards the enemy. Sometimes, they fly high enough to provide radar and laser coverage, collecting hundreds of points by shooting down the SAMs they attract like a magnet.
Not much use beside that at this stage.

full cloak
#

at one point I found some moderate success by putting a radar station in low earth orbit (~25km up) and they would do loops trying to get to it

#

but they tend to get into unrecoverable spins

quick elm
red grail
# quick elm Hehehe... from personal experience they do go after waypoints but cant complete ...

Ground units pick the closest active objective as their next waypoint, which means if you have a "Fly there" objective for the player several miles out in the ocean, they will be attracted there and drown miserably.
I'm lobbying @topaz locust and @obtuse wadi to improve AI and the editor, but I'm sure they're busy with other tasks (like making a new plane and an economy system for the game).

red grail
quick elm
#

Yeah. I find an easy fix is just to eventually time out anything that can make the AI go funky. But interesting enough aircraft chase these waypoints too

#

Source, i got ambushed by a revoker in the corner of the map on my side of the map, where ai never bothers to go normally.

#

Also, medusa is way too confident with the laser lol

full cloak
#

I know there's a way to get AI to stop responding if they go outside the map boundaties, but I haven't tested it enough to properly abuse it

hardy linden
rocky gorge
#

anyone know how to fix this?

hardy linden
#

place them where you want your ground units to go

dreamy peak
jade dawn
#

the road above is where you want them to be

topaz locust
#

if they're accumulating, it means the objective is still active and hasn't been completed or stopped

#

if it's a reach waypoints, these can only be completed by players

hollow path
#

Question . . . what does "Priority" under "Player Controlled" mean?

topaz locust
#

subsequent players take control of the aircraft in order of priority

#

so you can have a multiplayer single life type of setup

hollow path
#

Aha.

hollow path
#

Hmmm. The AI seems a little dumb to do what I'm trying to get it to do for this one mission.

kindred heron
#

is there an idiots guide to mission creation? there is so much that i cant work out how to do

quick elm
full cloak
#

the FAQ one is super super outdated

#

that one dates back to playtest era mission editor

#

might as well be a year out of date

last sable
full cloak
#

should be, I don't see any reason why not

#

there's no objectives or anything that would break lol

#

it's just a disco box and a compass that you can drive around the stage

last sable
#

Oh I see

quick elm
full cloak
#

oh never mind

#

I guess one of the Chicane updates must have changed the tail rotor physics

full cloak
#

hm, this might be troublesome to fix

#

the AI will still break their tail rotors but they just flop to the ground instead of staying afloat

quick elm
#

Anyone know if the current map will still be available once the new one comes out?
Im planning to port at least some of my missions once it comes out but its gonna take me an eternity and some change lol.

topaz locust
#

According to mitch this is but one territory in a larger war, so I don't imagine the old map is going anywhere

quick elm
#

Sounds nice. Thanks

patent fern
#

i didn't imagine it would

soft heart
#

i would think expanding the current map would be great, not as in more terrain but rather more use of the water inside and around the map. especially once carriers come round, the actual map GUI also should be expanded.

#

actually i have a hunch that the GUI is just clamped and can be adjusted

full cloak
#

how tf do choppers work in the editor

#

Feels like anything except spawning them on the ground at 0 speed kills them instantly

patent fern
#

huh

#

odd

full cloak
#

also if anybody's figured out a reliable way to get them into permanent autorotation right where they spawn lemme know

#

trying to fix Club SBGA

patent fern
#

didnt you use to have that one down

#

specifically for that mission

full cloak
#

Club SBGA does it by spawning their tail rotor inside an object while having them fly forwards slightly which, before, would cleanly snap off the tail and put them into an eternal spin

#

now they just flop to the ground as soon as the rotor snaps off

#

but I also had issues getting Chicane spawns to work in both Giant Robot Attack!! and Foxtrot Pass

#

the Chicanes that were spawning on the air cruiser would plummet and crash immediately

patent fern
#

true

full cloak
#

only ones that were working were the ones on mission start and even then sometimes they just nosedive and crash

patent fern
#

chicanes just built different

full cloak
#

my assumption is that some update changed the chicane so that the starting velocity is only forwards and they still have to spin up their rotors and raise gear

#

which is no good because they're gonna just be dropping like a rock

full cloak
#

anyway my next project is going to be making turning the Medusa into a turret so that I can have EW Air Cruisers (EWACs)

final pulsar
full cloak
#

yeah I read something like that

#

I know its not completely impossible though because I still see AI chicanes spinning

final pulsar
#

they have limit, then they give up and let the crash happen

#

they also get bombed by the AI if they are spining to long

full cloak
#

bleh

warm quiver
final pulsar
#

they mitch teaches them NOCS tricks lol

warm quiver
#

Where's the repeaters we need to destroy to stop this

hollow path
#

pondering which section of the map would be best for a "Team Deathmatch" game mode she just thought of.

jade dawn
#

probably something with dense enough terrain for air cover

#

pvp in flat areas is kinda boring and quick

hollow path
#

Probably Boscali Island itself, then.

full cloak
#

imo North Boscali Airbase to City Airbase is what you're looking for

#

two full size airbases with a good deal of terrain variety

#

relatively small area means instant action, but it's not so close that you're immediately under threat on the runway

#

Flying under the bridge will break most locks and the area over the water is a natural hotspot for dogfights

#

there's a valley that funnels both sides into a thunderdome-esque arena as well, if players opt for the over land route

hollow path
#

Hmmm. Indeed.

It strikes me that a good way to do it would be to have a high-ish Nuclear threshold, and maybe limited options for ground attack besides that.

Encourages a Dogfight phase to build up the points needed to eliminate the other team's base.

hardy linden
#

cool

full cloak
#

Team Deathmatch apparently

#

idk it kinda sounds like normal Escalation to me

#

but smaller scale ig

hardy linden
#

that what will end up being either a furball or a steamroll

hardy linden
#

and hopefully without the R9s

#

gotta hate the R9

full cloak
#

hehe funny 40km radar spike

#

I had a thought once of remaking my tunnel race map but instead of a single tunnel throughout, they lead into a particle accelerator-esque arena

hardy linden
#

would be funny to nuke it

full cloak
topaz locust
#

ha

#

good effect on target

full cloak
#

it's slightly more terrifying at full speed

warm quiver
#

"never been killed by one of these"

soft heart
#

shard sabot

dense pebble
hardy linden
soft heart
#

the unit ID's of all the darkreaches are "powder"

warm quiver
#

My favourite part of all this is that Brassy just reappeared one day after disappearing off the face of the earth

#

And immediately starts making this sh*t

#

What the hell, man

full cloak
#

'twas merely a training arc

#

well, and a bunch of RL work to be done

#

this was the initial concept

#

but friction isn't modelled properly for boats on land

#

and then crawler and I realized that planes can impart momentum to ships

full cloak
#

#screenshots-and-videos message new weapons system test

full cloak
#

initial concept

#

didn't work but fortunately what we got instead was even better

patent fern
full cloak
#

humanity

patent fern
#

i'll buy it when i see it

patent fern
full cloak
#

after a period of slumber razgriz returns with manmade horrors beyond your comprehension

#

or something like that

patent fern
#

mfw i'm shown horrors beyond my comprehension

#

(i can't comprehend them)

full cloak
# patent fern i'll buy it when i see it

specifically my own humanity because having to set up a rail and then drop shards from space so that they fall just right on the rail would have been very annoying

#

just having a darkreach with the heaviest possible load smash into them at mach 70 is much better

#

but yeah Shard Rain seems to work very well at suppressing the airspace for ~a minute or so

#

I might try implementing this when I get around to Total Annihilation v2.0

#

give each side a Shard Cannon aimed at Mountain/North Boscali, anyone on either side can blow up a marked neutral HLT tractor to fire a round, 15 min reload and a limit of 3 shard cannon shots

#

each time it happens five shards rain down on the enemy base and force defenders to hit the deck or die

#

but requires coordination for effective use

#

ofc the shard cannon can also be blown up by the opposing side which takes away the ability to shoot

patent fern
#

glad to see your absence truly sent you off the deep end

full cloak
#

are you gonna tell me that seeing hostile corvettes fall from the sky isn't the shock and awe tactic of all time

patent fern
#

you got me there

warm quiver
#

Brassy woke up from their slumber and chose hyperviolence

full cloak
#

the interesting part is that if I do this over water, the shards still leave a wake despite being in low earth orbit

#

I was a bit worried that they might not capsize when they hit the water and would therefore just become a roaming unit but

#

seems like shards at mach 2 have no problem bouncing and flipping over when they collide with the surface

#

a real 300iq play is to fire MMRs at the falling shards and get a hefty amount of kill credit when they roll over

#

other things to note: shards can work as catapults by putting a vehicle on their aft and spamming a darkreach down on their bow, using a rotated platform as the fulcrum

warm quiver
#

Wait since they're airborne they don't impart the A2A missile inaccuracy debuff do they

full cloak
#

they might

#

tbh idk

#

the pre-cursor to the current shard cannon was crawler and I trying to send a stratolance launcher to the moon using the catapult method

#

which worked but was kinda disappointing

warm quiver
#

I still find it hilarious that the tech I got ryu to find however many months ago is core to this

full cloak
#

which tech

warm quiver
#

Slap-a-shard-with-darkreach tech

patent fern
#

oh

#

flipping a shard by ramming it

#

yes that was an incredible discovery

#

squeegy carried on the legacy on april fools

hollow path
#

Hmmmm.

#

trying to decide the best way to do this "Compass only Domination" map.

How much SPAAGs, Missile defence, and other stuff to include, etc.

hardy linden
#

also they kinda screw up dogfighting

hollow path
#

Right now I have it set up where both bases have 3 forward IR SAM batteries of 2 vehicles, with the main base defended by 2 batteries consisting of 2 IR SAMs, 1 Boltstrike, and 1 Anvil. The main defences are deeper into the valley of each base, though, so the Boltstrikes are occluded from the main approach.

hardy linden
#

and Id recommend to give those SAM batteries SPAAGs so they cant be bombed easily

hollow path
#

Oooooh. Good to know.

quick elm
full cloak
#

tried it before shards were a thing

quick elm
#

oh, you mean the ramp or the darkreach ram? or both?
i was more gonna use it for dispensing HLT's across the map chaotically, and at this point Im too curious.

full cloak
#

both

#

physics for ground vehicles are fundamentally different, ramming doesn't work on them

#

and the response time is not sufficient for them to target enemies properly when tumbling

#

granted if you have them merely falling straight down and level maybe they have time to launch a missile or two BUT they will phase through the ground on impact if their speed is too high

#

I believe the reason why the Shard has its currently unique physics is to facilitate use of its helipad on the back for chicane and particularly daredevil revoker players

#

but it makes it rammable

hollow path
#

I believe the Shard also has other quirks. Like not dieing if it's beached unless it's REALLY messed up.

full cloak
#

Shard "dies" by capsizing and sinking

#

so if it can't flip over it has to die by structural damage

#

but iirc there's a simulated flooding thing where as the Shard takes damage it'll list to one side and then that makes it likely to capsize while turning or taking additional impacts

full cloak
#

has anybody experimented with the ReachUnits objective? I presume it works the same as ReachWaypoints but the waypoint can move?

topaz locust
#

Yes - just note that currently as every objective counts as a navigation target, and units will seek the closest navigation target, they can end up trying to reach themslves if on the same team with no explicit waypoints set

#

Point Blank uses reach unit objectives for landing on the ships

#

the ships used to go in circles in testing

full cloak
#

I assume it also works like ReachWaypoint wherein it doesn't actually trigger the objective until the distance from the center starts increasing

full cloak
hardy linden
full cloak
#

maybe I should add a muzzle brake

full cloak
#

working name for now is "Moonbreaker" since, well, there is no moon at night implying that there was one before

terse orchid
soft heart
#

Literally Stonehenge

rocky gorge
full cloak
#

crawler was the one who was with me in voice chat for that clip lol

full cloak
#

I wonder, if I spawn opposing shards at the same altitude would they be able to shoot at each other while they fall from low earth orbit

open mulch
#

Haha maybe…

hollow path
#

This is why Brassy is head of BDF R&D

full cloak
#

hm

#

the projectile turns out to be a bit bigger than the barrel

last sable
#

It's quite beautiful like so

warm quiver
#

it's also not like anyone will pay attention to that

#

wait it's just like a riflegrenade

last sable
#

IS THAT REALLY WHAT I YHINK IT IS !?!

hardy linden
#

the priority stuff?

#

its been there since .27

last sable
#

wow didn't see it how could pass over that

#

can someone here help me in vc i seem to have forgot how to make my missions work

hollow path
#

I've never been able to get Priority to work.

last sable
#

i also forgot in my tree last missions

#

bruh

hardy linden
#

if that doesnt work, then place aircraft in the order that you want them to spawn and give them the same priority

hollow path
#

Has not worked. Priority resets when I click away. And when I try to spawn a buddy in with that on a custom map, it either drops them in a random plane or not at all.

hardy linden
#

weird

#

it should work

full cloak
#

oh yeah the 20-man lobby update introduced some weird bugs with the mission editor

candid abyss
#

what are the conditions for getting AI aircraft to spawn in games?

#

the starting supply is full, airbases are on teams and i have factories producing aircraft

#

but they don't seem to spawn

topaz locust
#

That should be everything. I don't think a lack of an objective should affect whether they can spawn, but when they do spawn its at a location closest to an objective.

rocky gorge
#

any way to prevent this?

#

(id rather get rid of the 1 compass than the rest of the planes

terse orchid
full cloak
#

gotta figure out how to do something like this with my cannon

#

maybe I should have a shard get fired at lower velocity out the breach-end of the cannon and flip over, as if it were a casing

#

also, probably going to either delete the darkreach spawn or add a much larger delay to it because by the time they spawn there's already too many aircraft in the air and the cruise missiles cause even more lag

hardy linden
#

it happens very often

#

mitch pls fix

topaz locust
#

since the brakes were changed, the incoming planes overshoot the other ramp and try to reach the service point at that end instead. At the moment this is on us to make ATC better

hardy linden
full cloak
#

shouldn't they be automatically ejecting anyway if they can't reach the end of the taxiway

hardy linden
last sable
#

is there a way to make an objective to destroy map objects as i don't see a unique name for them ?

full cloak
#

basically no

#

you can put a vehicle very close or right on top of them to simulate the same effect

#

in some cases you can use noclip put it inside

last sable
#

thx, knew you be of great help

north moon
#

any tutorial vids or threads for mission editor?

full cloak
#

I wrote an FAQ way back for the playtest era but a lot of things have changed since then

#

I can answer any questions you have

north moon
#

It’s unfortunate no one has put together a video yet. I’m just having trouble getting it to work -

#

Can you build additional airfields using the platforms ?

full cloak
#

you can build resupply bases but not spawn points for aircraft

#

people can land, taxi around, and resupply using munitions trucks and fuel tankers on platforms, but the player-placed hangars, shelters, and revetments won't be able to spawn players nor AI units

rocky gorge
#

speaking of spawn points, ive been thinking:

make a timer objective that spawns an aircraft, then make starting that objective an outcome, creating an inf loop

#

thoughts?

last sable
#

Infinite loop idk but iirc it's possible with wait seconds objective

full cloak
#

doesn't work anymore

#

at one point it did in fact work but it was changed in an update and I've been bugging the devs to change it back lol

molten orbit
full cloak
#

had a thought

#

planes transfer momentum to ships and ships transfer momentum to vehicles

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...previous testing seemed to indicate that planes crashing into vehicles directly have very little impact

dense pebble
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But if you hit something in a convoy, it will go flying

full cloak
#

the testing was done on a moving vehicle... hm. maybe this is worth a retest then

dense pebble
#

Might be

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I've sent MBT,s across SBG with a revoker

#

Multiple tanks with a single plane

full cloak
#

noted. Might be worth re-evaluating the effectiveness of flying ground vehicles

last sable
#

we need "follow unit" objective to go with the new carrier

#

like the checkpoint one but for ai

#

you would have a slider for forward/backward offset and one for left/right offset

soft heart
#

Yeah that could be quite useful

full cloak
#

isn't this just ReachUnit

#

iirc the AI will attempt to path towards ReachUnit objs as well

soft heart
#

there may be a slight difference, pretty sure ReachUnit will just attempt to hit the carrier depending on the range

#

not sure about what units will try to reach the carrier as well

quick elm
#

Any tips on how to make maps less resource intensive (for escalation style missions)? I tried limiting the amount of aircraft that spawn in but i do like my share of air to air, at the same time i know a lot of people run this game on steam decks and cheaper hardware and want to keep my missions accessible.

full cloak
#

reduce missile spam as much as possible

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do more with less, make AI on AI furballs last longer by spawning them in with only guns

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do not spawn more than one cruise missile Darkreach at a time

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do not spawn aircraft on runways, spawn them slightly above the ground at cruising speed, angled with their noses slightly upwards

#

avoid spawning more than half a dozen aircraft at a time if possible, use timer objectives to spread them out over multiple segments

#

you can also use timer objectives to stagger factories with the same production time, so that the AI don't all come out of hangars at the same time

#

traffic jams on the ground cause massive lag, large amounts of missiles or rockets can cause moderate lag; minimize both as much as possible

#

make sure both sides are relatively evenly matched in air power throughout the whole mission, or else AI planes will build up drastically on one side which will slowly become resource intensive

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oh, and make sure ground pathing from vehicle depots is clear such that ground units don't get stuck and build up in one location

quick elm
#

I do need to find a way to solve traffic jams on my missions. But i think if i limit the airframes spawned in at a time thatll solve itself. I might try having objectives spawn in as each one is completed (namely factories)

full cloak
#

basically the most resource intensive moments from my experience come when the AI pathing can't compute a clear path to reach their objectives and thus end up constantly recalculating, resulting in lag

#

this can either be airfield traffic jams (the worst offender), improperly configured roads leading to AI units going offroad and getting stuck (gets very bad if not dealt with), and large numbers of cruise missiles calculating terrain-following waypoints to reach their destination (temporary until they get intercepted or hit their targets)

quick elm
#

Ill have to take a look at my vehicle depots too because they do sometimes get gummed up too

full cloak
#

move the vehicle depots a bit further away from the roads

#

about like half a depot length from the roadway should be good

quick elm
#

Okay. Well, thanks for the tips.

full cloak
#

best of luck with your mission

indigo valley
#

One thing I still don't understand is the sortie settings. The AI doesn't seem to follow them OR I'm not understanding how they work.

full cloak
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ah yeah uh

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don't use those, basically

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they suck, simply put

#

might even be disabled now

indigo valley
#

I think so. I thought I could reduce the max AI in the air but seems to have no idea

#

Effect**

full cloak
#

the idea is to prevent AI from spawning alone, but the problem is that when more than one AI is trying to take off at a time they either crash or cause massive amounts of lag trying to path around each other

#

best to just leave it at default which has the planes spawn as soon as they come out the factory

indigo valley
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Yeah, I try to start spawned aircraft in the air for that reason

#

Sounds good

full cloak
#

its a legacy setting from back during the playtest... honestly should probably just be disabled for the time being

indigo valley
#

I've setup my factories to stagger them to hopefully reduce performance issues

#

I remember back then, I set it to max and so many AI spawned that I had like 3 fps

full cloak
#

yeah I presume they tried to spawn 8 at once and then proceeded to cause an orgy on the taxiway

#

made worse by the fact that Mitch recently removed front wheel brakes so now they crash into each other upon overshooting their exit

indigo valley
#

Yeah, it took me quite awhile to get my escalation to a good point, it's not perfect, but it's been a long process.

#

There are a lot of missiles though

indigo valley
#

Actually... Considering it took a team of 10+ randoms 4 hours to beat it, I think it needs changes... That was a slog.

final pulsar
#

using randoms is a better test bed vs coordinated team to test some things.

indigo valley
#

Oh, I agree. It was still a bit of a slog though

#

Need to fix mid game

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Early and late are okay

#

I think

terse orchid
#

@indigo valley i almost feel like there's no mid game though it's like you try to scrounge up enough for a Compass then try to takedown as much of the radar sources as possible to lessen the work for Medusa operators then it's just a homerun fest til nukes and then well..... gameover....

patent fern
#

there pre-nuke and post-nuke and not much in between

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and post nuke usually comes fast

indigo valley
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No, sorry, I'm actually referring to my own custom, objective based escalation specifically.

#

Which seems to have a weird mid game

terse orchid
indigo valley
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No, nukes come early, but even then it's a slog to takeout all of the bases and other constructs

#

Mostly due to my trying to make a balanced, yet difficult, air defence

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This is a co-op escalation btw

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Which changes things of course

#

But I don't know if people love a co-op escalation that takes 3-4 hours

final pulsar
#

the issue is, smoother brain randoms will only take nukes once they are active, so if there are sams that are not thined out sufficiently, game can turn into slog due to this

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once econ is live, people will end up going broke with smash the head into wall tactics vs continued AD thinning and then bailing from the match because they get stuck in cricket

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more coordinated teams take out sams and factories / depots to stop the ground game.

indigo valley
#

Yeah, you're absolutely right

dreamy peak
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and i loved it

indigo valley
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I suppose

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I wonder how long it would take SP...

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Or if it's even possible 👀

dreamy peak
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where is the mission file

indigo valley
#

I'm sure it is

dreamy peak
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i will try

indigo valley
#

Ugh, one sec

final pulsar
#

speed running a map

indigo valley
#

That being said, it's a hybrid of escalation and objectives

#

So it's kind of weird

#

And it has scripted events

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Basically the premise is:

Resist ground invasion - push back and destroy Boscali city airbase - survive counter attack - and then the end game starts

full cloak
#

bit scuffed but... 5" coastal battery?

hardy linden
full cloak
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heh

#

you'd think so, right

hardy linden
#

yeah I have some experience with ground units in buildings

full cloak
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well, uh. They don't. thanks to the revetment

#

its a bit finnicky but they'll snap onto the wall if you make sure they're in just the right spot

full cloak
#

to elaborate more, yes vehicles will snap to surfaces below them when stationary, which may cause them to phase in or out of buildings instead of where you want them to be. My design takes this into account and provides a surface under the MBTs tracks for them to snap to while the pillbox protects everything under the turret ring

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I will also note that for some reason the walls of the revetment aren't solid on top so for this one I had to put the tanks slightly overhanging the side of the revetment to get them to snap properly

#

you can blow up the pillboxes to crack the concrete armor and expose the MBT inside

warm quiver
#

corvids using tools to open tree nuts:

full cloak
#

anyway, the final product can blow up corvettes foolish enough to wander within 5km and gives the tanks slightly more protection than they would otherwise, though corvettes still outrange them with the 57mm gun

#

overall, a good priority bombing target for pilots. highly recommend.

#

the MBT can also be replaced with a IFV to grant the bunker a ATGM missile launcher

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or an aerosentry for some semblance of air defense

warm quiver
#

When we get actual static defences that will be so cool

full cloak
#

next thing to test on the menu

#

do nukes blow things up under the ground mesh

dreamy peak
#

i would think they dont

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if the ground mesh works like the city buildings

full cloak
#

I'm pretty sure I've seen units survive a nuclear blast by being on the other side of a hill

#

but some distance is involved

patent fern
#

i thought i recalled reading that terrain didn't protect you from a nuke's guaranteed kill radius

full cloak
#

hmm

patent fern
#

i would imagine it does blow up things underground going off of that

#

but it would just need tested

indigo valley
#

@full cloak I've been meaning to ask, Foxtrot pass is a neat mission but what are these for? Cruise missile nets?

patent fern
#

s h e ld

full cloak
#

they're just cool-looking shields

patent fern
dreamy peak
#

spawn shields against IR missiles

full cloak
#

basically yeah

dreamy peak
#

add more

indigo valley
#

Interesting

full cloak
#

there's a cricket that spawns close enough to harass the base before you take off

indigo valley
#

I've only ever joined in progress, so it was a mystery

full cloak
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also provides cover for the vehicle depot and boltstrikes from random AI lobbing AGM-68s

patent fern
#

me when friendly compass nukes highway strip after it gets captured because the anvils left one enemy vehicle alive there for some reason

full cloak
#

there was a point in time where instead of the Moonbreaker there were three Darkreaches that would spawn with a full cruise missile loadout

patent fern
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(the shield didnt work)

full cloak
#

but the 40-something cruise missiles would cause an insane amount of lag

indigo valley
#

I learned that the hard way too lol

#

Which is too bad

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I do hope that we eventually get the ability to spawn ordinance

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It would make scripted events much easier to make

full cloak
# indigo valley Interesting

basically every enemy base that's intended to be seen in Foxtrot Pass has a large amount of shielding around it

dreamy peak
#

can you script targets for AI?

full cloak
#

so I felt that the player side should have one too

full cloak
#

results may vary

dreamy peak
#

ah that sucks

indigo valley
#

Yeah, exactly. If you want them to attack something for sure you need to make it the closest object they spawn to

#

at least in my experience

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That's why some of my missions have things spawn in weird places

indigo valley
full cloak
#

anyway I sorta figured out why the enemy AI in F_Pass are flying into the ocean, most likely they're trying to avoid radar pings from the boltstrikes, and later on stratolances

patent fern
#

correct

indigo valley
#

I have seen that too though, like a revoker flew 150km north of the BDF base, so it was well behind it's own lines. And PALA really doesn't have radar coverage in TE

patent fern
#

the same thing happens on my mission

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AI just leave because they try to go around

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and they just keep going and going

full cloak
#

another reason why we need bigger buffer zone between the coast and the map border

indigo valley
#

agreed

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I actually stopped producing Crickets and Compasses, because Revokers are just so much more brave

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Seems to happen less anyways

#

Not sure if that's a thing, or just anecdotal

full cloak
#

revokers kinda do it too

full cloak
#

see the nice thing about the Spirit of Motherwill is

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we already have the head-piece in game

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it looks like the goddamn refinery structure

patent fern
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i still have to get clarified where #feedback-and-suggestions message this is coming from

#

cause it doesn't go down quickly

full cloak
#

eh

patent fern
#

maybe if you have 16 players

full cloak
#

whenever I run it someone eventually just flies in with a nuke and deletes it in one pass

#

I've done it myself even

patent fern
#

maybe if the AA is all killed beforehand, before then its very nuke resistant

full cloak
#

there's a blind spot or two

patent fern
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due to the massively open air around it and all the RSAMs

#

i think the ship does just fine

full cloak
#

hm

#

well, I'll consider it as I make Bunker Shot

#

I'm kinda stuck on what to make for the central objective

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right side is an oil/enrichment facility again, left side is the air cruiser base

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center should be the main push, getting to the road going to City Airbase