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Archimedean Dynasty Augmented Mod (1.2 released!)

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
======================================================
Link to current version (1.2):

https://www.mediafire.com/?7ju1zd29lpyechl
======================================================

BROS, I've decided to jump the modding bandwagon at last. :oops:

Since AD is one of the best PC games evar, and modifying gamefiles is piss-easy (script files in txt format), I've decided to modify it a little bit - some things seem broken (some missions are close to impossible due to weird trigger behavior), and some other things are totally imbalanced (DAT Biont bombers & final missions in general).
People who played the game should know what I mean...

This mod changes some variables of certain objects in the game, which makes playing it much easier more streamlined.

Usage:
Extract all files from the archive to your AD/ folder.

AD Streamlined Mod 1.0

Explanation of variables:

KineticShield = Armor (HP)
ShockShield = Energy Points
KineticStrength = Regular Damage
ShockStrength = EMP Damage

Objects modified:

1) Biont Bomber

a) KineticShield:

old: 240 000
new: 120 000

Makes destroying bombers MUCH easier/faster - you no longer have to spend 10 minutes shooting at the bloody thing to blow it up. Just paralyze it with EMP and destroy it.

BTW - Flint's final boat (Succubus) has 4*24 000 = 96 000 :roll:

b) ShockShield:

old: 17 280
new: 12 000

Reduces bomber's energy to make it more prone to paralysis. A single Leech 2 torpedo has ShockStrength = 6000 (1200 MJ), so two of them are required to disable a bomber.
You can also use improved Plasma Guns (see below).

2) Biont Scout

a) KineticShield:

old: 60 000
new: 40 000

HP reduced by 1/3, which makes destroying them (without the necessity to paralyze them first) actually possible.

b) ShockShield:

old: 5 920
new: 7 000

A single Leech 2 is no longer enough to paralyze them. :incline:

3) Plasma Gun 1 / 2

a) KineticStrength:

old: 2*300 / 4*300
new: no change

b) ShockStrength:

old: 2*20 / 4*20
new: 2*40 / 4*40

Plasma weapons do twice as much EMP damage now, which makes them much more useful against Bionts.

!BEWARE! Since Bionts use plasma weapons as well, their units (Scouts/Bombers/Turrets) will inflict more EMP damage as well. Fortunately, EMP damage doesn't affect Flint's boat.

:smug:

4) Plasma Death 1 / 2 / 3

a) KineticStrength:

old: 2*350 / 4*350 / 8*350
new: no change

b) ShockStrength:

old: 2*60 / 4*60 / 8*60
new: 2*120 / 4*120 / 8*120

So, a salvo of 8 plasma projectiles will do 960 EMP damage (96 MJ) - single Leech 2 torpedo does 6000 EMP (1200 MJ) damage.

5) Doom Mortar

KineticStrength:

old: 1200
new: no change

ShockStrength:

old: 2*500
new: 2*1000

6 hits from this baby (200 MJ) = one Leech 2 hit (1200 MJ).

Since things modified by this mod appear late in game, you need late saves to test it. You can grab my old saves here (require v1.120):

AD Final Saves

People who can be interested in this shit:
Trash, Gondolin, Cenobyte, SuicideBunny, Bluebottle, JoKa
----end----

Next thing to do: modify mission files to fix broken triggers. I know where to look, but I'm not sure how exactly shit works. :(
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
As long as DosBox runs in Win7...

You need special build of DosBox and nGlide wrapper to play it in 3dfx mode. Check final post in my LP for instructions.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
BROS, already found how to fix missions.

Fixed first mission and everything seems to be working fine.

:smug:
 

dnf

Pedophile
Dumbfuck Shitposter
Joined
Nov 4, 2011
Messages
5,885
I got bored with the sequel. Wich is better and why?
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
AD is 100 times better than itz direct sequel - Aquanox. Check out Aquanox threads on GoG - 50% of them go like "Who gives a fuck about Aquanox or Aquanox 2? Bring us AD nao!". :lol:
 

dnf

Pedophile
Dumbfuck Shitposter
Joined
Nov 4, 2011
Messages
5,885
AD is 100 times better than itz direct sequel - Aquanox. Check out Aquanox threads on GoG - 50% of them go like "Who gives a fuck about Aquanox or Aquanox 2? Bring us AD nao!". :lol:
Yeah, pretty graphix but fail atmosphere, also controls are a little lacking, i was expecting freespace in deep waters.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
BROS, I started fixing the most "infamous" missions (protect object A which has 0,1 HP, etc.) and liked the results very much. Unfortunately, I also realized that mission files are total fucking mess: many English names are either missing or left in German (or German-English hybrid), some names are duplicated (or triplicated), many flags in communication messages are broken (text is green instead of red for foes), some lines in mission briefings aren't showing up, etc, etc.

So... I fired up the game from the beginning and started fixing EVERY fucking mission in the game...
So far, I was able to fix 6 missions in 1st hub (Topo's Asylum area).

List of fixes so far (global changes not included):

================================================================================
00101: CLEAR THE DEBRIS

- fixed / changed names of some objects and their cargo (mostly not translated German words)
- unified naming format of turrets, crawlers and boats
- fixed some communication messages

Hard to find stuff: Anarcho base which we will be discovered in next mission can be found SE from NAV C.

--------------------------------------------------------------------------------
00102: PATROL EL TOPO'S ASYLUM

- tweaked briefing a bit
- unified naming format of turrets, crawlers and boats (matches with previous mission as well)
- fixed some com messages and tweaked them a bit

--------------------------------------------------------------------------------
00103: ATTACK (MAGELLAN)

- added distinctive name
- fixed non-showing tip in briefing and added another one
- 1* "Grill'Rat(I)": changed name to "Hicks" (that's how Flair addresses him). And "Grillgerät"? WTF, Germany?
- unified naming format of turrets
- named two depots
- tweaked com messages a bit

Hard to find stuff: You can find Magellan in all its glory (6 Gun-Turrets plus 2 Depots) if you look long enough.

--------------------------------------------------------------------------------
00104: DEFEND VESPUCCI

- fixed incorrect tip in briefing; tweaked briefing a bit
- unified naming format of turrets, crawlers and boats
- fixed / changed names of some objects and their cargo (mostly not translated German words)
- named two depots

--------------------------------------------------------------------------------
00105: ATTACK (TOPO'S ASYLUM)

- added distinctive name
- tweaked briefing a bit
- added one tip to briefing
- 1* "Anarcho-Blimb" (name) / "Anarcho-Scout" (com): unified its name; fixed incorrect flag in com (foe)

--------------------------------------------------------------------------------
00106: AMBUSH (VESPUCCI)

- added distinctive name
- fixed non-showing tip in briefing
- unified naming format of turrets and boats
- named two depots
- fixed some com messages and tweaked them a bit

--------------------------------------------------------------------------------

Stay tuned!



qwinn
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Time for Beta2, you little bitches!

AD Augmented Mod Beta2 obsolete

--- AD Augmented Mod Beta2 ---

Usage: Extract all files from the archive to your AD folder.

================================================================================
Explanation of abbreviations:
================================================================================
PD: Physical Defense (Armor/Hit points)
ED: Energy Defense (Energy Points)
PA: Physical Attack (Damage to PD)
EA: Energy Attack (Damage to ED)

SR: Sonar Range (in meters)

BRF: Briefing
COM: Communication messages during missions

================================================================================
Global changes:
================================================================================
1. Script

- unified naming format of places to use roman digits
- cleaned ALL conversation files (typos, punctuation errors), [not implemented in the archive yet!]
- Scavenger - Garcia's Lounge - Eva: conversation's end now fits Flint's character much better... :D

--------------------------------------------------------------------------------
2. Cockpit

- Removed this highly annoying "Caution! System breakdown eminent!" audio message. I think huge "ALERT" info in the middle of the screen is enough...

--------------------------------------------------------------------------------
3. Flint's boats

- changed PA caused by ramming into object; added some EA:
old Hiob: 200 PA, 0 EA
new Hiob: 200 PA, 20 EA
old Gator: 200 PA, 0 EA
new Gator: 300 PA, 30 EA
old Zorn: 300 PA, 0 EA
new Zorn: 400 PA, 40 EA
old Succubus: 200 PA, 0 EA
new Succubus: 500 PA, 50 EA

- all 4 boats can use Noise Reduction Skin (previously only Zorn & Succubus); no changes for Silator (Gator/Zorn/Succubus only)

--------------------------------------------------------------------------------
4. Ships / Vehicles / Objects

- Biont Bomber: PD decreased from 240000 to 120000 (makes destroying them MUCH faster); ED decreased from 17280 to 12000 (two Leech 2 torpedoes (EA=6000) are now enough to paralyze a single bomber)

- Biont Scout: PD decreased from 60000 to 40000 (so you can actually destroy them, without paralyzing them first); ED increased from 5920 to 7000 (a single Leech 2 is no longer enough to paralyze them)

- EnTrOx Boat: PD increased from 5800 to 9000
These boats are described as "one of the most powerful in all Aqua", so I made them a bit more durable. They are immune to EA as well (both in original game and my mod).
This change makes mission "EnTrOx agents at LIMBO" slightly harder, but EnTrOx boats should be more useful in final missions, where they fight on our side.

- mines do much more damage now: passive ones went from 2000 PA to 4000 PA, active ones from 1500 PA to 3000 PA

- changed ammo for regular guns from unified number (900 for all) to the values below. Should affect all users (Flint, allies, enemies).
Vendetta 1: 800 (-100)
Vendetta 2: 900 (no change)
Vendetta 3: 1000 (+100)
MaxImpact 1: 1100 (+200)
MaxImpact 2: 1200 (+300)

- doubled EA for all energy weapons:
Plasma Gun 1: from 40 to 80
Plasma Gun 2: from 80 to 160
Plasma Death 1: from 120 to 240
Plasma Death 2: from 240 to 480
Plasma Death 3: from 480 to 960
Doom Mortar: from 1000 to 2000

================================================================================
General changes in missions:
================================================================================
1) unified naming format of ALL boats, turrets and objects. All names have following format: !!-TYPE @#, where:
!! = side (AT - Atlantic Federation, AN - Anarchist, PT - Pirate, etc.)
TYPE = type of boat / object (Scout, Bomber, Gun-Turret, Torp-Turret, etc.)
@ = wave for boats / area for turrets (a-z)
#= unit's number (1-9)

So, "distinctive" names (like AN-Scout xb2z) were removed. But:
a) all duplicated / multiplicated names were fixed
b) it's much easier to orientate now
c) names now work more as "sonar echoes" instead of "boat's registration numbers"

--------------------------------------------------------------------------------
2) added names (and numbers, if necessary) & cargo to ALL devices and non-hostile boats (crawlers, freighters, depots, tanks, etc.)

--------------------------------------------------------------------------------
3) unified PD for ALL enemies (PD=100%)
Depending on mission, some enemies were nerfed (PD<100%), others were buffed (PD>100%). Now all enemies have default PD for their type.

!IMPORTANT!
This makes some missions easier, but others more difficult.

--------------------------------------------------------------------------------
4) allies now have PD>=100%
There are no longer nerfed allies (PD<100). Most of them have default PD for their type (100%), some of them are buffed (PD>100%) - as long as it's justified by mission's character (see next section "Changes in missions" for details).

!IMPORTANT!
This makes some missions easier, but at least those look more like a regular battles now, instead of "Flint destroying 100 enemy boats on his own".

--------------------------------------------------------------------------------
5) unified SR for ALL units - both enemies and allies (100m)
Originally, sonar range for enemies depended on variables set in mission files. Same as in PD's case, some units were nerfed (less than 100 m), some were buffed (up to even 200m).
Some turrets were able to detect you from 80m, others (same type!) from 140m. Same thing with allies: sometimes AN-Bombers had SR set to 100, sometimes to 140m...
Now ALL units have SR=100m.

!IMPORTANT!
This is probably the single most controversial change in the mod and it has to be tested more.
Still, SR in vanilla does not depend neither on sonar's type (1-4) nor unit's type. Which is weird and should be changed IMO...

--------------------------------------------------------------------------------
6) fixed / tweaked / cleaned briefing information (BRF) for ALL missions
Some messages did not show up, some were incorrect (tips pointing to wrong keys), etc. I also had to apply new naming format here (turrets instead of towers for example).

--------------------------------------------------------------------------------
7) fixed / tweaked / cleaned communication messages during missions (COM) in ALL missions
Some flags were incorrect (foes using green text instead of red), some triggers were not taking difficulty modes into consideration (units active in COM did not show up on Easy at all).
Once again, I had to apply all changes made to unit names here.

================================================================================
Changes in particular missions:
================================================================================
00101: CLEAR THE DEBRIS

- fixed / changed names of some objects and their cargo (mostly not translated German words)

--------------------------------------------------------------------------------
00102: PATROL EL TOPO'S ASYLUM

- 1*"AT-Scout": PD decreased from 400% to 200%

--------------------------------------------------------------------------------
00103: ATTACK (MAGELLAN)

- added distinctive name
- fixed non-showing tip in BRF and added another one
- 1* "Grill'Rat(I)": changed name to "Hicks" (that's how Flair addresses him). And... "Grillgerät"? :/

--------------------------------------------------------------------------------
00104: DEFEND VESPUCCI

- fixed incorrect message in BRF
- fixed / changed names of some objects and their cargo (mostly not translated German words)

--------------------------------------------------------------------------------
00105: ATTACK (TOPO'S ASYLUM)

- added distinctive name
- 1* "Anarcho-Blimb" (name) / "Anarcho-Scout" (com): unified name; fixed incorrect flag in com (friend->foe)

--------------------------------------------------------------------------------
00106: AMBUSH (VESPUCCI)

- added distinctive name
- fixed non-showing message in BRF

--------------------------------------------------------------------------------
00201: AMBUSH (ENTROPOINT VI)

- added distinctive name
- ALL unit names were missing in this mission - now fixed
- changed the only Torp-Turret in the area from foe to friend (you can lure enemies toward it now)

--------------------------------------------------------------------------------
00202: STOP THE SABOTAGE ATTEMPT AT LIMA I

- fixed non-showing message in BRF
- changed position of "AN-Infiltrator" - now he needs more time to reach the "Control Unit".
- "Controlunit": changed name to "Control Unit", increased PD from 50 to% 200%
Attacking "AN-Infiltrator" will spawn enemy units, who will try to blow up the "Control Unit" (Wave B): 1 on Easy, 2 on Medium and 4 on Hard.
- 3*"Connection Tube": named them 1/2/3, increased PD from 180% to 720% (now they can survive more than one hit...)
Destroying "AN-Infiltrator" will spawn enemy units who will try to blow up the "Connection Tubes" (Wave C): 1 on Easy and 2 on Medium / Hard.
- fixed some entries concerning difficulty modes (enemy unit active in COM did not appear on Easy mode at all)

--------------------------------------------------------------------------------
00203: ATTACK (ATACAMA CITY)

- added distinctive name
- fixed some entries concerning difficulty modes (enemy unit active in COM did not appear on Easy mode at all)

--------------------------------------------------------------------------------
00204: INCIDENT (ATACAMA CITY)

- added distinctive name
- "Cingan": PD increased from 200% to 300%

--------------------------------------------------------------------------------
00205: AMBUSH (SCAVENGER)

- added distinctive name
- removed some "German sense of humor" from units' names and COM (Mama/Papa/etc. stuff is gone)

--------------------------------------------------------------------------------
00301: FAKE ATTACK ON STYX

- ALL English names of friendly units were missing in this mission - now fixed
- 1*Crawler: fixed alignment (friend->foe) and changed its position a bit

--------------------------------------------------------------------------------
00302: REVENGE OF KING'S ANARCHISTS

- fixed non-showing message in BRF

--------------------------------------------------------------------------------
00303: ATTACK (MOCKTURTLE I)

- added distinctive name

--------------------------------------------------------------------------------
00304: ATTACK (RIFTIA)

- added distinctive name
- "Freighter": increased PD from 60% to 75%; changed cargo from "Weaponsytems" to "Weapons"

--------------------------------------------------------------------------------
00401: PIRATES IN GIBBS CANYON

- changed names of some objects (Helinox System -> Distributor Unit)

--------------------------------------------------------------------------------
00402: STICK-UP

- general

--------------------------------------------------------------------------------
00403: PIRATE ATTACK ON DEEPDRAFT I

- increased PD of some allied units (1*buggy, 2*tank, 2*bomber) from 10-70% to 100%.
- increased PD of some enemy units (14*scout) from 30-70% to 100%.
- 5*"Helinox Tank": increased PD from 100% to 200%

--------------------------------------------------------------------------------
00404: PIRATES AT JULES I

- fixed non-showing message in BRF
- added missing English names to 4 enemy boats and some objects

--------------------------------------------------------------------------------
00405: DANGER

- 4*"PR-Scout" (final four guardians): decreased PD from 200% to 100%

--------------------------------------------------------------------------------
00406: THE PIRATE SUPPLY CENTER

- 1*"Control Center": changed alignment to foe
- 1*"AT-Bomber": PD increased from 100% to 200%
- 2*"AT-Scout": PD increased from 100% to 200%
- 2*"PR-Bomber": PD increased from 70% to 100%
- 12*"PR-Scout: PD increased from 30%-50% to 100%
- number of enemy scouts changed from 8 easy / 10 medium / 12 hard to 6 easy / 9 medium / 12 hard
- 1*"PR-Gun-Turret": changed (fixed?) model

To be continued...
 

JoKa

Cipher
Joined
Nov 22, 2006
Messages
689
Location
Nordland
It might very well be a very long while till I can try out your mod for lack of free time, but your efforts are appreciated. keep on inclining!

EDIT: It's a problem that i have the superior German version of this, right? Gotta sail the seven seas for the English one...
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Yes, this mod is mostly for ENG version, not for original Sleichfahrt - text not translated from ger to eng is one of main problems this mod tries to fix.
Modifications to objects (Global changes - points 2-4) should work fine in german version, though.

But, since the most important part are modifications to missions... grab eng version if you wanna try this shiat.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
So, not that anybody cares, but since the latest version was uploaded in March, here's Beta3 (last 3 hubs still missing). Expect final version ~ next Thursday.

AD Augmented Mod Beta3

General changes:

--- AD Augmented Mod Beta3 ---

Usage: Extract all files from the archive to your AD folder.

================================================================================
Explanation of abbreviations:
================================================================================
PD: Physical Defense (Armor/Hit points)
ED: Energy Defense (Energy Points)
PA: Physical Attack (Damage to PD)
EA: Energy Attack (Damage to ED)

SR: Sonar Range (in meters)

BRF: Briefing
COM: Communication messages during missions

AM: Attitude Matrix (defines groups of friends/foes)

================================================================================
Global changes:
================================================================================
1. Script & Locations

- Unified naming format of all locations - roman digits are always used.
- Cleaned ALL conversation files (typos, punctuation errors, weird English).
- Changed some conversations significantly (mostly Avalon) - they should actually make sense now...
- Scavenger - Garcia's Lounge - Eva: conversation's end now fits Flint's character much better... :D
- Fixed audio descriptions (clips) for Mole & Polar (errors in scripts led to lack of audio).

--------------------------------------------------------------------------------
2. Cockpit

- Removed this highly annoying "Caution! System breakdown eminent!" audio message. I think huge "ALERT" info in the middle of the screen is enough...
- Changed/shortened some names showing up in HUD (MaximumImpact I -> Max. Impact I). The new ones fit up the space better.

--------------------------------------------------------------------------------
3. Flint's boats

- Changed PA caused by ramming into object; added some EA:
old Hiob: 200 PA, 0 EA
new Hiob: 200 PA, 20 EA
old Gator: 200 PA, 0 EA
new Gator: 300 PA, 30 EA
old Zorn: 300 PA, 0 EA
new Zorn: 400 PA, 40 EA
old Succubus: 200 PA, 0 EA
new Succubus: 500 PA, 50 EA

- All 4 boats can use Noise Reduction Skin (previously only Zorn & Succubus); no changes for Silator (Gator/Zorn/Succubus only)
- You can buy Carbon Armor at the Mole (immediately after receiving Zorn) - makes 3 missions against Santiago slightly easier (still: to buy Fixer, Booster, etc., you have to reach the Triton)

--------------------------------------------------------------------------------
4. Ships / Vehicles / Objects

- Biont Bomber: PD decreased from 240000 to 120000 (makes destroying them MUCH faster); ED decreased from 17280 to 10000 (two Leech 2 torpedoes (EA=6000) are now enough to paralyze a single bomber).

- Biont Scout: PD decreased from 60000 to 40000 (so you can actually destroy them, without paralyzing them first); ED decreased from 5920 to 5000.

- EnTrOx Boat: PD increased from 5800 to 9000
These boats are described as "one of the most powerful in all Aqua", so I made them a bit more durable. They are immune to EA as well (both in original game and my mod).

- Mines do much more damage now: passive ones went from 2000 PA to 4000 PA, active ones from 1500 PA to 3000 PA.

- Changed ammo for regular guns from unified number (900 for all) to the values below. Should affect all users (Flint, allies, enemies).
Vendetta 1: 800 (-100)
Vendetta 2: 900 (no change)
Vendetta 3: 1000 (+100)
MaxImpact 1: 1100 (+200)
MaxImpact 2: 1200 (+300)

- doubled EA for all energy weapons:
Plasma Gun 1: from 40 to 80
Plasma Gun 2: from 80 to 160
Plasma Death 1: from 120 to 240
Plasma Death 2: from 240 to 480
Plasma Death 3: from 480 to 960
Doom Mortar: from 1000 to 2000

================================================================================
General changes in missions:
================================================================================
1. Unified naming format of ALL boats, turrets and objects. All names have following format: !!-TYPE @#, where:
- !! = side (AT - Atlantic Federation, AN - Anarchist, PT - Pirate, etc.)
- TYPE = type of boat / object (Scout, Bomber, Gun-Turret, Torp-Turret, etc.)
- @ = squadron for boats / area for turrets (a-z)
- #= unit's number (1-9)

So, "distinctive" names (like AN-Scout LolWat2) were removed. But:
- all duplicated / multiplicated names were fixed,
- it's much easier to orientate now,
- names now work more as "sonar echoes" instead of "boats' registration numbers".

--------------------------------------------------------------------------------
2. Added names (and numbers, if necessary) & cargo to ALL devices and objects (crawlers, freighters, depots, tanks, etc.).

--------------------------------------------------------------------------------
3. Enemies now have PD >= 100%

There are no longer nerfed enemies (PD < 100). Most of them have default PD for their type (100%), some of them are buffed (PD > 100%) - as long as it's justified by mission's character (see next section "Changes in missions" for details).

!IMPORTANT!
This makes some missions more difficult.

--------------------------------------------------------------------------------
4. Allies now have PD >= 100%

There are no longer nerfed allies (PD < 100). Most of them have default PD for their type (100%), some of them are buffed (PD > 100%) - as long as it's justified by mission's character (see next section "Changes in missions" for details).

!IMPORTANT!
This makes some missions easier, but at least these look more like regular battles now, instead of "Flint destroying 100 enemy boats on his own".

--------------------------------------------------------------------------------
5. SR now depends entirely on unit's type (with some exceptions)

Originally, sonar range of each unit depended on variables set in mission files. Same as in PD's case, some units were nerfed (less than 100 m), some were buffed (up to even 200 m).
Some turrets were able to detect you from 80 m, others (same type) from 140 m. Same thing with boats / vehicles.
As for now, there are 4 values for SR:

100m:
Gun-Turret #6 (1 barrel)
Buggy #2
Buggy #65
Scout #11 (pirate small)
Scout #39 (anarcho small)
Scout #88 (anarcho small)

120m:

Gun-Turret #5 (2 barrels)
Gun-Turret #7 (4 barrels)
Torp-Turret #36
Tank #3 (single barrel)
Tank #4 (double barrel)
Scout #1 (anarcho big)
Scout #10 (shogunate)
Scout #12 (atlantic federation)
Scout #13 (pirate big)
Boat #15 (clansunion)
Scout #89 (anarcho big)

140m:

Scout #8 (biont)
Scout #9 (Hong Long)
Boat #14 (mogh)
Bomber #16 (anarcho small)
Bomber #40 (anarcho big)
Bomber #41 (atlantic federation)
Bomber #42 (pirate)
Bomber #44 (shogunate)
Boat #67 (entrox)

160m:

Bomber #43 (biont)

In certain missions, some units have SR lower than default - as long as it's justified (or required) by mission's character (see next section "Changes in missions" for details).

--------------------------------------------------------------------------------
6. Checked/fixed/tweaked ALL turrets and vehicles, to ensure that they use proper gun types

There are 14 entries for gun types in Globweap.des file. Entries 0-10 correspond to guns used by boats (from 0 = PlasmaGunI to 10 = VendettaIII), while entries 11-13 correspond to guns used by gun turrets and vehicles (Max1/Max2/Vendetta projectiles will be used in all (1-4) barrels).
To my surprise, in some mission files gun turrets / vehicles use improper entries (0-10). Due to this, such objects shoot more projectiles than they should.

For example, gun turret #6 (single barrel type) should shoot only one projectile per salvo. And that's how it works when you use entries 11-13. But when you use entry #10, it will shoot four projectiles per salvo - the game assumes that this turret is equipped with Vendetta 3 gun (4 projectiles).
And since there are two more types of gun turrets (#5 = 2 barrels & #7 = 4 barrels) you can find turrets, which will shoot 16 projectiles per salvo (4 barrels with Vendetta 3 in every barrel). Which is clearly wrong.

All this is now fixed. All gun turrets and vehicles will shoot 1/2/4 projectiles per salvo, depending on their type (number of barrels).

!IMPORTANT!
Since this change made some units weaker (1-barreled turret shooting Vendetta projectiles is a joke), I decided to:
- use "standard" setting for guns, depending totally on unit type,
- use Max1 / Max2 projectiles for all turrets and vehicles.

New settings (used in the entire campaign) look like this:

model# unit type gun type

2 buggy #1 max1
3 1-barreled tank max1
4 2-barreled tank max2
5 2-barreled turret max1
6 1-barreled turret max1
7 4-barreled turret max2
65 buggy #2 max2

If the change described above was making certain mission too easy / too hard (stronger/weaker turrets/vehicles were required), I was simply changing unit type (instead of gun type - now standardized).

So, boats are now the only units, able to use various gun models (0-10), depending on settings set in mission files (see point #7).

--------------------------------------------------------------------------------
7. Checked/fixed/tweaked ALL boats, to:
- ensure that they use proper gun types (see above) - some boats were using gun settings 11-13,
- increase game difficulty by equipping boats with stronger guns,
- increase game difficulty by equipping boats with stronger torpedoes / more torpedoes.

Exemplary changes:
- enemies use VendettaI only in 1st hub, after that they quickly switch to V2/V3 and MaxImpacts,
- enemies use stronger torpedoes than in vanilla game (by 1-2 tiers), as long as it doesn't brake particular mission (missions where you have to protect something were tricky to tweak, since it's now much easier for enemies to blow up something),
- enemies generally have more torpedoes than in vanilla game (in some missions they were having 0-2, now at least 2-4); in later missions units generally use their maximum torpedo capacity: 6-8 for scouts and 8-20 for bombers (Flint's boats can use max 12 torpedoes, but original game files sometimes use ntor = 20, so I decided to use it for some heavy bombers).

!IMPORTANT!
This change made the entire game significantly harder, but in a good way. :D
I tested ALL missions in the game and was able to complete them all without using torpedoes (with an exception of missions against Bionts, for obvious reasons).
If you can't finish some mission, you have to improve your skill...

!IMPORTANT!
Both above changes (#6 & #7) can be sum up as follows:
- gun turrets and tanks are not as deadly as in vanilla (especially some turrets were overpowered),
- boats are now significantly more dangerous, since they can use powerful torpedoes,
- the ability to shake off / distract / shoot down torpedoes is now CRUCIAL.

--------------------------------------------------------------------------------
8. Rebalanced difficulty settings (which boat appears on which difficulty mode)

My goals was to assure that additional boats (appearing on higher difficulty levels) can be a threat to Flint / mission objectives.
For example, if originally number of boats looked like this: 8 easy, +1 medium, +1 hard, it was modified to: 6e, +2m, +2h.

--------------------------------------------------------------------------------
9. Fixed / tweaked / cleaned briefing information (BRF) for ALL missions

Some messages did not show up, some were incorrect (tips pointing to wrong keys), etc. I also had to apply new naming format here (turrets instead of towers for example).

--------------------------------------------------------------------------------
10. Fixed / tweaked / cleaned communication messages during missions (COM) in ALL missions

Some flags were incorrect (foes using green text instead of red), some triggers were not taking difficulty modes into consideration (units active in COM did not show up on Easy at all). And of course, I had to apply all changes made to unit names here as well... :(

Missions:

================================================================================
Changes in particular missions:
================================================================================
00101: CLEAR THE DEBRIS

- fixed / changed names of some objects and their cargo (mostly not translated German words),
- 1*"AN-Gun-Turret": fixed some triggers to make it active,
- added NAV D @ Anarcho base - you can check it out after completing the mission (a suicide at this point of the game)...

--------------------------------------------------------------------------------
00102: PATROL EL TOPO'S ASYLUM

- 1*"AT-Scout": PD decreased from 400% to 300%,
- 1*"AN-Bomber": SR set to 120 (default for its type (140) is too much - bastard keeps chasing AT-Scout),

--------------------------------------------------------------------------------
00103: ATTACK (MAGELLAN)

- added distinctive name,
- fixed non-showing tip in BRF and added another one,
- 1* "Grill'Rat(I)": changed name to "Hicks" (that's how Flair addresses him). And... "Grillgerät"? :/
- added NAV A @ Vespucci - good luck with finding it without it, but its there,
- tweaked COM significantly (way too complex, which often led to situations, when "dead" unit kept babbling about),

--------------------------------------------------------------------------------
00104: DEFEND VESPUCCI

- fixed incorrect message in BRF,
- fixed / changed names of some objects and their cargo (mostly not translated German words),
- changed some triggers for scouts - now they become active faster and will attack the bomber when it appears,
- 2*"Turret Controls": increased PD from 70% to 100%,
- 1*"AN-Bomber": SR set to 80 (140 was too high this time - he is able to wipe out all turrets too easily),

--------------------------------------------------------------------------------
00105: ATTACK (TOPO'S ASYLUM)

- added distinctive name,
- 1*"Anarcho-Blimb" (name) / "Anarcho-Scout" (com): unified name; fixed incorrect flag in com (friend->foe),
- 1*"AN-Scout": PD increased from 100% to 200%,

--------------------------------------------------------------------------------
00106: AMBUSH (VESPUCCI)

- added distinctive name,
- fixed non-showing message in BRF,
- 2*"Turret Controls": increased PD from 70% to 100%,
- added NAV A @ Vespucci,

--------------------------------------------------------------------------------
00201: AMBUSH (ENTROPOINT VI)

- added distinctive name,
- ALL unit names were missing in this mission - now fixed,
- changed the only Torp-Turret in the area from foe to friend (you can lure enemies toward it now),
- 2*"EN-Boat": fixed identification triggers, so they will actually attack enemies now; they will appear after 30 sec, instead of 60,
- 4*"EN-Gun-Turret": changed model to 2-barreled (still, the new ones are slightly weaker than the original ones),

--------------------------------------------------------------------------------
00202: STOP THE SABOTAGE ATTEMPT AT LIMA I

- fixed non-showing message in BRF,
- "AN-Infiltrator": increased time required to hack Control Unit from 40 to 50 seconds,
- "Controlunit": changed name to "Control Unit", increased PD from 50 to% 200%,
- 3*"Connection Tube": named them 1/2/3, increased PD from 180% to 720% (now they can survive more than one hit...),

--------------------------------------------------------------------------------
00203: ATTACK (ATACAMA CITY)

- added distinctive name,

--------------------------------------------------------------------------------
00204: INCIDENT (ATACAMA CITY)

- added distinctive name,
- "Cingan": PD increased from 200% to 300%,
- all gun-turrets have SR set to 100% - higher values made this mission way too random,
- modified AM: all enemy turrets are now able to attack Cingan,

--------------------------------------------------------------------------------
00205: AMBUSH (SCAVENGER)

- added distinctive name,
- removed some "German sense of humor" from units' names and COM (Mama/Papa/etc. stuff is gone),

--------------------------------------------------------------------------------
00301: FAKE ATTACK ON STYX

- ALL English names of friendly units were missing in this mission - now fixed,
- 1*Crawler: fixed alignment (friend->foe) and changed its position a bit,
- 3 buildings @ NAV B: changed alignment to foe (AT and AN bases in 100m vicinity...?),
- modified AM and triggers to get along with mission briefing: all crawlers and buildings (but not mines @ NAV A) are "neutral" now (AT units won't attack them),
Triggers now work like this: one of the tanks gets destroyed -> one squadron of enemy scouts appears (B-I) -> any unit from this squadron gets attacked -> AT-A and AN-A squadrons appear -> AN-Scout A1 gets destroyed -> mission complete (after 30 seconds).

--------------------------------------------------------------------------------
00302: REVENGE OF KING'S ANARCHISTS

- fixed non-showing message in BRF,
- fixed trigger for NAV A: it will become available after 60 seconds, not right at the start of the mission,

--------------------------------------------------------------------------------
00303: ATTACK (MOCKTURTLE I)

- added distinctive name,

--------------------------------------------------------------------------------
00304: ATTACK (RIFTIA)

- added distinctive name,
- "AT-Freighter": increased PD from 60% to 75%; changed cargo from "Weaponsytems" to "Weapons",

--------------------------------------------------------------------------------
00401: PIRATES IN GIBBS CANYON

- changed names of some objects (Helinox System -> Distributor Unit),
- decreased PD of 12 PR-Scouts (squadrons B-D) from 200% to 100% - now they are regular enemies, not "executioners" (they use weaker torpedoes as well)...
- 2*"PR-Gun-Turret" (B1 & B2): destroying Control Unit disables them now,

--------------------------------------------------------------------------------
00402: STICK-UP

- 1*"Fleischman": PD increased from 100% to 200%,

--------------------------------------------------------------------------------
00403: PIRATE ATTACK ON DEEPDRAFT I

- 5*"Helinox Tank": increased PD from 100% to 200%,

--------------------------------------------------------------------------------
00404: PIRATES AT JULES I

- fixed non-showing message in BRF,
- added missing English names to 4 enemy boats and some objects,
- 1*"PR-Scout": fixed model (anarcho -> pirate),

--------------------------------------------------------------------------------
00405: DANGER

- 4*"PR-Scout" (four final guardians): PD decreased from 200% to 100%,
- the number of units using passive detection was increased,

--------------------------------------------------------------------------------
00406: THE PIRATE SUPPLY CENTER

- 1*"Control Center": changed alignment to foe,
- 1*"AT-Bomber": PD increased from 100% to 200%,
- 2*"AT-Scout": PD increased from 100% to 200%,
- named 3 enemy bombers (Squadron B),
- 1*"PR-Gun-Turret" (A1): changed settings, so it can actually attack you now (due to low sensoring radius, it was helpless against attacks from behind),
- 2*"PR-Tank": changed settings, so they use active sonar now (this makes the "stealth" approach at least slightly difficult),
- modified AM: all enemy buildings and 2 crawlers (repair crew) are now "neutral" to AT units; prevents AT units from wasting their torpedoes / ammo on harmless stuff,

--------------------------------------------------------------------------------
00601: ATTACK ON FREIGHTER ISHTAR

- changed some unit's names (Boarding Boat -> Infiltrator),
- 1*"PR-Hunter": PD increased from 200% to 300%,
- 1*"CU-Captain": PD increased from 200% to 300%,
- changed "target" triggers for SH Squadron A: previously all 4 units were targeting Flint, now every one of them picks different target (at least initially),
- modified AM: all PR units except PR-Hunter will ignore CU-Captain now (originally they were attacking him),

--------------------------------------------------------------------------------
00701: ENTROX AGENTS AT LIMBO

- fixed non-showing message in BRF,
- fixed some missing or untranslated names,
- 3*"Control Unit": PD increased from 20% to 100%,

--------------------------------------------------------------------------------
00702: REVENGE ON CURLY

- fixed non-showing message in BRF,
- fixed some missing or untranslated names,
- 4*"PR-Scout": PD increased to 160% (easy) / 170% (medium) / 180% (hard),
- 1*"Curly": PD set to 200%,
- 3*"Control Unit": PD increased from 20% to 100%,

--------------------------------------------------------------------------------
00703: ATTACK (LIMBO)

- added distinctive name,
- fixed non-showing message in BRF,
- fixed some missing or untranslated names,
- 3*"PR-Scout": PD increased to 160% (easy) / 170% (medium) / 180% (hard),
- 3*"Control Unit": PD increased from 20% to 100%,

--------------------------------------------------------------------------------
00704: DESTROYING THE LOCK

- tweaked BRF: AT-Saboteur is not a "bomber": it's a scout and it doesn't "bomb" anything,
- 2*"Floodgatecontrol": named both of them properly as "Floodgate Control 1/2",
- 1*"Generator": added missing English name,
- 6 Gun-Turrets (E1-E3 and F1-F3) use passive sensors now, instead of just 3 (F1-F3) - counters increased sensoring range of the turrets a bit,
- modified AM: both floodgate controls are "neutral" to AT-Saboteur (he won't be attacking them),

--------------------------------------------------------------------------------
00705: DUEL

- fixed non-showing message in BRF,
- fixed some missing or untranslated names,
- 4*"PR-Scout": PD increased to 160% (easy) / 170% (medium),
- 1*"Marquez": PD increased to 200%,
- 1*"Stan": he appears on med and hard now,
- 1*"Technic-Freak": changed name to "Schwartz"; reduced time required to hack Control Unit from 20 to 15 seconds,
- 3*"Control Unit": PD increased from 20% to 100%,
- added NAV A @ Limbo,
- changed the role of Schwartz and PR-Gun-Turrets completely:
6 "red" turrets in this mission looks and feels wrong. Originally, these were hostile, but inactive. Schwartz was activating them by infiltrating and they were attacking Flint.
Now all those turrets (and Schwartz) are friendly, and will help Flint deal with Marquez when hacked.

--------------------------------------------------------------------------------
00706: HELP SEACORE

- 1*"AT-Command": PD increased from 30% to 50%,

--------------------------------------------------------------------------------
00902: PARALYZE A MUHAMMA BOMBER

- removed incorrect and unnecessary info from BRF: two Flash Sharks II are NOT enough to paralyze the bomber + you should use Leeches anyway...
- 6*"CU-Boat": PD increased from 100% to 150%,
- added NAV A @ the Base,

--------------------------------------------------------------------------------
00903: ATTACK (FLOATING BOMBAY)

- added distinctive name,
- 3*"AN-Scout": PD increased from 100% to 150%,
- 1*"CU-Freighter": PD decreased from 150% to 100%,
- 1*"CU-Gun-Turret": fixed alignment (foe->friend),
- added NAV A @ the Base,

--------------------------------------------------------------------------------
01001: PATROL STAR OF BENGALIA

- 1*"AT-Escort": PD increased from 100% to 200%,
- 1*"Franklyn": PD increased from 100% to 200%,
- 4*"AN-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- first wave of attackers (Franklyn's Squadron) will use both anarcho and pirate boats (makes sense - these guys are the "refugees" from Gibraltar),
- modified AM: biont cruiser uses special AM setting now (foe, but can't be locked on), AN-Scout A1 is "neutral" to AT-Escort (so he ignore the poor bastard now),

--------------------------------------------------------------------------------
01002: PROTECT THE BREATHING GAS TRANSPORT

- fixed (and changed) non-showing message in BRF,
- changed "target" trigger for one of the biont scouts: he will attack CU-Freighter now, not Flint,
- CU-Freighter: PD decreased from 500% to 100%,
- added triggers for mission objectives: destroying the freighter fails the mission now,
- changed triggers for enemies significantly: old values were so complex, that in (not so) rare cases, this mission was impossible to complete,
Now: both biont scouts appear at once, none of them tries to escape when another one gets paralyzed, you have to destroy both of them to complete the mission.

--------------------------------------------------------------------------------
01101: BOARDING A BIONT SCOUT UNIT

- fixed (and changed) non-showing message in BRF,
- 1*"BT-Scout": increased ED from 20% to 50%,
- 1*"AT-Specialist": increased PD from 100% to 150%,
- changed trigger for NAV A, so it appears from the beggining,

--------------------------------------------------------------------------------
01201: ATTACK ON BELLINGSHAUSEN

- 2*"Chemical Tank": PD increased from 100/150% to 300% (enemies have stronger torpedoes now),
- 5*"AT-Gun-Turret": PD increased from 30-100% to 300%,
- changed triggers for scouts attacking chemical tanks: 2+2 scouts will attack BOTH tanks now, not only #2,
- changed trigger for chemical tank #1 - destroying it will fail the mission now (did not work before),
- unified infiltration time for all 4 units able to infiltrate the freighter (2 bombers and 2 scouts) from 20-60 seconds to 40 seconds,
- modified AM: TC-turrets will now attack ALL AN-scouts and vice versa,
- modified (fixed?) a massive number of triggers in this mission, making the final part (rescuing the freighter) obligatory,
This mission will now play in following way (ALL enemies must be destroyed, both tanks must survive, freighter can't be infiltrated):
1) defend chemical tanks against AN Squadron A; only scouts A1 & A2 will target the tanks, A3 will attack Flint, other scouts will simply patrol the area (fire at will),
2) destroy AN Squadron C (turrets should do most of the work),
3) after 120 seconds, two more scouts (D1 & D2) will appear and attack the tanks (as longs as AN-Command is still alive),
3) destroy AN Squadron B and AN-Command,
4) go to NAV B and destroy all enemies there (Squadron E), preventing them from infiltrating the freighter,

--------------------------------------------------------------------------------
01202: AMBUSH (PHOBOS)

- 6*"AN-Scout": PD increased to 160% (easy) / 170% (medium) / 180% (hard),
- 1*"AN-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- added NAV A @ Research Station,
- modified "activate" trigger for TC-Bomber: attacking TC-Researcher will activate the bomber now,
- modified AM: WB scouts will ignore tanks @ TC base now,

--------------------------------------------------------------------------------
01203: WILLY BOY's MERCENARIES

- tweaked BRF,
- changed triggers for two looters (A2 & A3): originally, after being detected, they were staying in one place for 10 seconds, which was more than enough for you to destroy them,
- 5*"AN-Scout": replaced "big mk1" model (#1) with "big mk2" (#89),
- increased infiltration time for all looters from 55 to 60 seconds,
- added some missing names and changed others,
- "civilian" boats (5*scout, 2*bomber) use various models now (AT, AN & CU) instead of just AT - makes sense, since MA is a part of Tornado Zone (Anarchos),
- changed position of NAV A a bit (now looters actually are to the east of it),
- added "mission target" triggers for enemy Squadron B: you have to destroy all these boats to complete the mission (previously destroying Squadron A was enough),
- modified AM: TC-Scouts (summoned by attacking CU-Freighter) will now attack WB units (instead of only Flint, as before) and vice versa,

--------------------------------------------------------------------------------
01301: ATTACK ON BLUE HAWAII

- 5*"AN-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- 2*"AN-Scout": replaced "big mk1" model (#1) with "big mk2" (#89),
- 2*"WB-Minesweeper": PD decreased from 200% to 100%, fixed alignment from friend to foe,
- 2*"SA-Gun-Turret": changed model to two-barreled (#7),
- 1*"SA-Gun-Turret": increased sensoring angle (originally it was set too low, which led to low effectivity),
- 3*"SA-Scout": PD increased from 100% to 160%,
- 1*"SA-Scout": decreased patrolling radius (originally this scout was blowing itself up on mines most of the time),
- 1*"WB-Scout" (A4): changed (fixed?) its trigger - it should start going back to the main force when other units from its squadron get destroyed,

--------------------------------------------------------------------------------
01302: GOTCHA!

- 1*"SA-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- 5*"SA-Scout": replaced "big mk1" model (#1) with "big mk2" (#89),

--------------------------------------------------------------------------------
01303: ATTACK ON BIG FAT MAMA

- fixed non-showing message in BRF,
- 4*"SA-Freighter": PD changed from 20-150% to 100%,
- changed triggers for allied boats a bit: both squadrons will patrol keeping more distance from BFM than before (so they won't get killed by turrets so easily),
- added "mission target" triggers for enemy Squadron D: you have to destroy all these boats to complete the mission (previously destroying Squadron C was enough),
- modified AM: units from both allied groups (AT squadrons A & B) will now attack: 1) units from SA squadrons A-D and 2) SA freighters, but ignore SA-BFM and its surroundings (tanks, crawlers, etc.); SA-BFM will attack all AT units (including Flint),

--------------------------------------------------------------------------------
01304: THE CAPTURE OF THE BIG FAT MAMA

- 1*"AT-Infiltrator": PD increased from 150% to 300% (enemies have much stronger torpedoes now); infiltration time decreased from 40 to 30 seconds,
- 5*"AT-Scout": PD increased from 100% to 150%,
- 1*"AN-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- 1*"SA-Big-Fat-Mama": added (missing?) triggers - the moment boarding team reports success ("The Defense Systems [...] are disabled!"), B. F. M.'s gun turrets will switch to "Don't act" mode,
- changed (fixed?) very important trigger ("summons" the majority of boats in this mission) - now it will work the moment you reach the vicinity of NAV A (previously the "trigger area" was to the north of it, which could be abused),
- modified AM: allied units will now ignore SA-BFM and its surroundings (tanks, crawlers, etc.); SA-BFM will attack all AT units (including Flint),

--------------------------------------------------------------------------------
01305: BIG FAT MAMA'S LOCATOR SHIP

- 1*"SA-Scout": replaced "big mk1" model (#1) with "big mk2" (#89),
- 3*"SA-Bomber" (#16): PD changed from 100-200% to 100%,
- 1*"SA-Bomber": fixed alignment to foe,
- changed triggers for mission objectives: SA-Locator is now the only boat you have to destroy to end the mission (previously you had to destroy the locator and its entire escort (Squadron B)),
- modified AM: all tanks and both crawlers near the BFM are now "foes" to Flint,

--------------------------------------------------------------------------------
01306: KEEP COOL

- 1*"AN-Tank": changed alignment to friend (makes the battle more balanced),
- 2*"SA-Gun-Turret": changed model to two-barreled (#7),
- added some missing names,
- modified AM: enemies are now able to attack Control Units (destroyed CU = both nearby turrets disabled),

--------------------------------------------------------------------------------
01307: A MOGH SHIP NEAR BLUE HAWAII

- added some missing names,

--------------------------------------------------------------------------------
01308: THE END OF SANTIAGO

- 1*"Santiago": PD decreased from 300% to 200%,
- 4*"SA-Scout": PD changed from 150-200% to 160%,

--------------------------------------------------------------------------------
01501: PATROL BIG FAT MAMA

- 8*"WB-Scout": replaced "small mk1" model (#39) with "small mk2" (#88),
- 5*"AT-Crawler": PD increased from 50-100% to 150%,
- 2*"AT-Tank": changed model to two-barreled,
- fixed AI triggers for some allied and enemy boats: originally they were "patrolling" (fire at will) only for 35 seconds, switching to "goto" (return fire) after that,
- fixed & modified AM: both groups of allies (AT squadrons A & B) will attack both groups of enemies (WB squadrons A & B-D) and vice versa; WB squadron A will be the only one, attacking the crawlers; destroying AT crawler 3-5 fails the mission,
Originally, AM was a total mess: half of allies were ignoring half of enemies (and vice versa), both groups of enemies were fighting among themselves (sic!), some WB scouts from squadrons C&D were able to attack the crawlers (failing the mission),

--------------------------------------------------------------------------------
01601: AVALON'S UNDER SIEGE

- removed NAV H (leftover from testing phase?),
- 1*"AN-Freighter": PD decreased from 200% to 100%,
- changed (fixed?) trigger for one group of mogh boats (Squadron B) so they will actually appear on map (the moment you identify freighter's cargo),
- 1*"AT-Scout": PD increased from 100% to 200%,
- fixed AM: now AT-Scout will actually attack the enemies and vice versa,

--------------------------------------------------------------------------------
01602: THE MOGH BATTLE

- 1*"AT-Freighter": PD increased from 450% to 500% (enemies have much stronger torpedoes now),
- fixed triggers for AT-Scouts from squadron B - they appear after MO-Freighter gets destroyed (together with the bombers), not from the beginning of the mission,
- changed "target" triggers significantly: originally ALL moghs in the area were targeting either AT-Freighter (Squadrons A&B) or Flint (Squadrons C&D); now it looks more like an actual battle,

--------------------------------------------------------------------------------
01701: THE SHOGUNATE IS ATTACKING!

- fixed non-showing message in BRF,
- 1*"AT-Bomber": PD increased from 100% to 200%,
- 1*"AT-Triton": PD increased from 100% to 150%,

--------------------------------------------------------------------------------
01702: ATTACK ON THE TRITON

- tweaked BRF: enemy units are set to destroy Triton, not capture it,
- 3*"SH-Bomber": changed PD from 100-150% to 150%,
- 2*"AT-Bomber": increased PD from 100% to 200%; fixed AI triggers (final trigger was to patrol for 60 seconds, now it's set to infinity),
- 3*"AT-Scout": fixed AI triggers (final trigger was to patrol for 50 seconds, now it's set to infinity),
- 11*"SH-Scout" (squadrons C & D): increased patrolling speed from 50% to 100% (default speed),
- fixed and changed "appear" triggers for enemy squadron D: all 4 boats will appear when both SH-Bomber B & C get destroyed,
- changed trigger for NAV A, so it appears from the beginning,

Major changes to the game since Beta2:

1) SR now depends totally on unit type,
2) turrets and vehicles were nerfed/buffed (but they use proper firing animations now),
3) boats were buffed (they use stronger / more torpedoes).

Due to my steadily increasing knowledge about mission files I was able to fix > 9000 weird things / errors / bugs. Notable examples:
- 00201: AMBUSH (ENTROPOINT VI): EnTroPol boats were totally ignoring the anarchos and vice versa (wrong identification trigger),
- 00601: ATTACK ON FREIGHTER ISHTAR: pirate units will now ignore Captain's boat - originally they were attacking it, and its destruction means mission failure,
- 00705: DUEL: totally changed this (originally quite weird) mission; bitching about low quality of added content is totally expected...
- 01002: PROTECT THE BREATHING GAS TRANSPORT: changed triggers to avoid the (high) probability of this mission turning into a mess (impossible to complete),
- 01201: ATTACK ON BELLINGSHAUSEN: tweaked triggers significantly, making the final phase of the mission obligatory,
- 01303: ATTACK ON BIG FAT MAMA: added "mission target" triggers to the final enemy squadron - originally you could end this mission in the middle of the battle,
- 01304: THE CAPTURE OF THE BIG FAT MAMA: added trigger which will disable BFM's gun-turrets the moment boarding team captures the boat (did not work before, despite the message in COM),
- 01501: PATROL BIG FAT MAMA: fixed totally botched Attitude Matrix and identification triggers: originally some allied and enemy groups were ignoring each other and two groups of enemies were fighting among themselves (which was making the mission quite easy),
- 01601: AVALON'S UNDER SIEGE: fixed AM, so the friendly scout will actually attack enemies, instead of happily swimming around, doing nothing,

:dance:

tl;dr version:

Why should you use my mod? Well, I would say that the difference between vanilla AD and AD + my mod is something like the difference between vanilla 1.0 VTMB and VTMB with latest Tessera's mod (naked bitches, tranny models and everything included). Not using this mod is a goddamn' crime!

:obviously:
 

gondor

Learned
Joined
Jun 10, 2013
Messages
68
So, not that anybody cares, but since the latest version was uploaded in March, here's Beta3 (last 3 hubs still missing). Expect final version ~ next Thursday.

AD Augmented Mod Beta3

snip
:obviously:


Great stuff, thank you very much for giving this classic so much love :)
I have maybe a not so humble request (and after reading the readme_,mod.txt I doubt it is possible): is the separation of pure fixing aspects (to extract some kind of unofficial patch) from the modding and rebalancing aspects possible?
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Well, not really. :oops:
99% of changes apply to mission files (.des), as those store almost all interesting info.

I started this mod by adding missing English names to objects. But then I realized, that sometimes communication messages describe events, that do not happen in the mission. So I started "fixing" those, but always using my own judgment on what should be happening.
Then I realized that sometimes turrets use "wrong" gun types. It was made deliberately, to make turrets weaker / stronger, depending on the mission. Same thing applied to boats: sometimes 2-3 boats in mission use weaker torpedoes than the rest or have only 1-2 of them (mostly when they try to destroy something, and you have to stop them). Such units are a threat to some poor oxygen tank / pipe, but not to Flint. So I gave them stronger weapons and increased their target's (tank / pipe) HP. Same outcome, but achieved differently.
So - it's not quite possible to separate "fixed" and "added" content. That's why I call this thing a mod, not a patch.

At some point I was thinking about making 2 versions of this mod, the way Wesp does it with his patch. But eventually, I gave up: making some things work as they should often requires adding something: slightly changing mission objectives, tweaking communication messages, etc. And such things are not pure "fixes".
Another things is, some missions were such an awful mess (broken triggers all over the place, mission completable only due to two bugs neutralizing each other, strange COM messages not making any sense, etc.), that my mod makes them at least 3 times better.

:smug:

I would propose something else: try my mod and find changes that you really / truly hate the most. And then I can think about making those optional.
 

gondor

Learned
Joined
Jun 10, 2013
Messages
68
So I gave them stronger weapons and increased their target's (tank / pipe) HP. Same outcome, but achieved differently.
So - it's not quite possible to separate "fixed" and "added" content. That's why I call this thing a mod, not a patch.

Thanks for the extensive explanation. As you take changes not to light-hearted and your motivation for the rebalancing was re-adjustment after the fixing of clear bugs, in my book your mod is a patch, great. :)
(will test your work if I get my hand on a english version, as I'm a proud owner of the german version too ;P )
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
BROS, changelog for another hub (Red Sea):

--------------------------------------------------------------------------------
01801: GUARD THE STRAITS IN SECTOR A

- removed COM about "stolen plans": it's just a banter (you can't prevent it from happening) and some people could think that's some optional objective...
- 11*"CU-Gun-Turret": PD increased from 150% to 200%,
- 7*"CU-Gun-Turret": increased sensoring radius, so they are no longer helpless against attacks from behind,
- 8*"CU-Torp-Turret": PD increased from 100% to 150%
- 2*"Fire Control": PD increased from 200% to 300%,
- 1*"CU-Freighter": PD increased from 250% to 500% - original value was too low, considering stronger torpedoes for enemies,
- 1*"AT-Freighter": it will now appear together with it's attackers (originally, in most cases it was appearing in the middle of the battle, with its "attackers" and Polar already there); added "must survive" trigger for it - missing originally,
- 16*"SH-Scout": PD decreased from 150-200% to 100%,
- 6*"SH-Bomber": PD decreased from 150-200% to 100%,
- 1*"AT-Polar": PD decreased from 200% to 100%; changed its initial state from "don't act" to "patrol" (some SH-Scouts are able to attack Polar, now it can fight back); changed trigger which makes Polar leave for AT-Freighter (originally, Polar was appearing there bofore the freighter and its attackers); on its way to AT-Freighter, Polar will now move 10% faster,

--------------------------------------------------------------------------------
01802:AKIRA's 2nd WAVE OF ATTACK

- 11*"CU-Gun-Turret": PD increased from 150% to 200%,
- 7*"CU-Gun-Turret": increased sensoring radius, so they are no longer helpless against attacks from behind,
- 8*"CU-Torp-Turret": PD increased from 100% to 150%
- 2*"Fire Control": PD increased from 200% to 300%; added missing "must survive" trigger (so destroying one of them fails the mission) and related COM message,
- 1*"AT-Freighter": PD increased from 400% to 500%,
- 1*"AT-Polar": PD decreased from 200% to 100%,
- 28*"Helinox Tank": PD increased from 400% to 500%; added missing "must survive" triggers to some of them (not a single one can be destroyed now!),
- 2*"AT-Buggy": fixed "appear" triggers, so these units actually appear on map,
- 11*"SH-Tank": PD decreased from 200% to 100%, but:
- 5*"SH-Tank": changed model from 1-barreled to 2-barreled,
- modified trigger responsible for summoning 2nd wave of enemies: originally, those units were appearing right in front of Flint,

--------------------------------------------------------------------------------
01803: BIONTS IN THE RED SEA

- 11*"CU-Gun-Turret": PD increased from 150% to 200%,
- 7*"CU-Gun-Turret": increased sensoring radius, so they are no longer helpless against attacks from behind,
- 8*"CU-Torp-Turret": PD increased from 100% to 150%
- 2*"Fire Control": PD increased from 200% to 300%; added missing "must survive" trigger (so destroying one of them fails the mission) and related COM message,
- removed "must survive" triggers for some tanks (probably leftover from the template) - enemies can't attack these, but still...
- 1*"AT-Polar": PD decreased from 200% to 100%; changed its initial state from "don't act" to "patrol" (so it can defend against the Biont bomber),
- 4*"AT-Scout": PD increased from 100% to 150%,
- 3*"AT-Bomber": PD increased from 100% to 150%; they will appear in 60-seconds intervals, not all at once; in the final part of the mission they will go help Polar,
- 6*"BT-Scout": PD decreased from 120-150% to 100%, ED decreased from 120% to 100%,
- 3*"BT-Scout": fixed AI triggers (main trigger was to patrol for 60 seconds, now it's set to infinity),
- 1*"BT-Bomber": ED decreased from 200% to 150%,
- changed the final part of the mission: instead of running away, the Bomber will now attack Polar.
Originally, the bomber was impossible to destroy and paralyze (high enough PD & ED values). Its arrival at certain point (border of the map) was ending the mission. First-time players would waste plenty of Flash Sharks, trying to paralyze the beast - to no avail.
Now you have to destroy all Biont units to end the mission, bomber included.
- added NAV A @ Polar, renamed NAV points,

--------------------------------------------------------------------------------
01804: AKIRA's KAMIKAZE ACTION

- 11*"CU-Gun-Turret": PD increased from 150% to 200%,
- 7*"CU-Gun-Turret": increased sensoring radius, so they are no longer helpless against attacks from behind,
- removed "must survive" triggers for some tanks (probably leftover from the template) - enemies can't attack these, but still...
- 8*"CU-Torp-Turret": PD increased from 100% to 150%
- 2*"Fire Control": PD increased from 200% to 300%,
- 1*"AT-Polar": PD decreased from 500% to 100%; fixed model from mk2 (plasma turrets) to mk1 (max impact turrets); changed its initial state from "don't act" to "patrol" (so it can defend against Akira),
- fixed COM triggers for Polar: it will no longer communicate after being destroyed.
Note to the authors / people interested:
A "self-destruct" trigger (0#typ = 11) doesn't seem to work together with the "object is alive" trigger (bccond# = 39). In case of this mission, using the latter in COM segment to make sure that certain messages appear only if Polar did not blow up yet, won't work.
You have to create a "dummy" object (I went with a simple tank), which gets summoned by Akira's arrival close to Polar (bccond# = 43) AND HAS 0 HP (inte = 0). Polar's COM messages are now linked to this object, instead of Polar.
Akira's arrival will now trigger: Akira's self-destruction, Polar's self-destruction and the "dummy" tank's appearance and imminent destruction (0 HP) - which prevents further Polar's COM activity.
- 6*"AT-Scout": PD increased from 100% to 150%,
- 1*"SH-Akira": PD decreased from 500% to 400%; changed its final position, so now it blows up when it makes contact with Polar,

--------------------------------------------------------------------------------
01805: HELP THE SHOGUNATE

- 10*"Tank": increased PD from 20-100% to 150%,
- 2*"Tank": added missing "one of these objects must survive" triggers,
- fixed AI triggers for ALL boats (main trigger was to patrol for up to 60 seconds, now it's set to infinity),
- 3*"SH-Bomber": fixed AI triggers, so they become active the moment when they appear on map.
These boats appear together with 3 squadrons of SH-Scouts (B-D) and 2nd group of Bionts. Originally, they appear inactive, and get activated by Flint moving close to them. Unfortunately, most of the time they get destroyed / paralyzed by Bionts long before Flnit reaches them.
- 2*"CU-Gun-Turret": PD & ED increased from 100% to 200%, changed their type to 4-barreled,
- 1*"BT-Bomber": ED increased from 70% to 100%,
- fixed very important activity/COM trigger:
Once again, authors decided to use the "self-destruct" trigger to make sure that 2nd part of this mission and related COM messages activate only when at least one tank is intact. Which didn't work.
Now, the destruction of all tanks triggers the summoning of a "dummy" tank (0 HP). It appears and immediately gets destroyed, failing the mission and preventing 2nd part of the mission (and all related COM messages) from launching.

--------------------------------------------------------------------------------
01806: FREE HONG LONG

- 3*"Energy Supply": PD increased from 100% to 200%
- 2*"Energy Supply": added missing "must be destroyed" triggers - you have to destroy all 3 of them to free Hong Long,
- 3*"ZM-Boat": PD increased from 100% to 200%,

--------------------------------------------------------------------------------

Why am I posting this? Well, I wasted an entire day trying to restore the changelong, since I accidentally the changelog file yesterday.

:rage:

Good news: only 2 hubs left.

:yeah:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
JoKa, Cenobyte, SuicideBunny

I got a business to the local Krauts.

I would be really thankful if any of you could send me mission files from ze German version of the game (Schleichfahrt).
How to do it? Just copy two directories from CD:
/AD/DAT/

and

/AD/VFX/

Pack them using any archiver and upload somewhere. The compressed file should be ~8 mb. You can delete 2 directories: /AD/VFX/Surface and /AD/VFX/Texture to make the archive even smaller.

I would grab those files myself, but UG is no longer operational.

:salute:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Thanks to gondor being a BRO, I was able to compare ENG and GER files.

The most important thing is: mission scripts (/AD/VFX/Scenario/) and object scripts (/AD/VFX/Sobjects/) are EXACTLY the same in both versions - all CRCs match.
So: you can safely use my mod with Schleichfahrt, just make sure that you extract ONLY following subdirectories from the archive:

/Gfx/
/Sfx/
/Vfx/

And that's it!

DON'T extract following directories:

/Dat/
/Txt/

As this would overwrite your German files with English files.

The only things that could bother GER users, will be some missing / not fixed / weird COM messages during missions (I left all GER names intact). You have to deal with it or wait for some German-speaker to translate new COM messages (modified / added by me) to GER.

Oh, and BTW: I'm working my tits off on next missions:

--------------------------------------------------------------------------------
02001: SHOGUNATE PATROL

- 1*"SH-Bomber": PD increased from 100% to 200%,
- 2*"SH-Scout": PD increased from 100% to 200%,

--------------------------------------------------------------------------------
02002: ATTACK ON SVESDA WOSTOCK

- fixed position of SH-Scout B2 - he was escorting SH-Bomber B in the exact same position as SH-Scout B1 (models were overlapping),
- removed one of the freighters (this weird small one) from the map: it's too small and fragile when compared to 2 others plus it is located so close to the other one, that it looks like some kind of a bug...
- 2*"SH-Freighter": PD increased from 300/400% to 500/600% (Bionts use stronger engines now),
- 1*"SH-Bomber C": PD increased from 20% to 100%, ED increased from 0% to 1% (he will play around with the Bionts for a very little while now),
- added "goto" triggers for SH-Bomber A & B:
Originally, they were switching to "patrol" the moment Flint reached them (near NAV A), which led to them moving everywhere, except NAV B. Now they will go to NAV B first, and then start patrolling its vicinity.

--------------------------------------------------------------------------------
02003: THE BATTLE FOR THE WATERWORKS

- fixed AI triggers for all 6 SH units (final trigger was to patrol for up to 60 seconds, now it's set to infinity),
- fixed a massive clusterfuck of triggers related to destruction of pumps and generators:
Originally, instead of using something simple (like for example "one object from this group must survive" (wccond# = 9) trigger), authors created a bizarre matrix of triggers, which... doesn't work as it should.
There are 4 pumps and 3 generators in the area.
Destroying even a single generator will fail the mission, but you'll never get a COM message describing the reason. I removed one generator from map (fixing COM would require much more work with 3 objects), but left condition intact (a single generator destroyed = mission failed) and fixed COM message.
Pumps work in "pairs". If you destroy any "pair" (two pumps close to each other), you will fail the mission and get a COM message. Unfortunately, originally one of the pumps used "object must survive" trigger, so if you destroyed it first, you had failed the mission, without any COM messages. This is now fixed.
- added "must be alive" trigger to a COM message of SH-Bomber A,
- removed some weird "dummy" object: destroying it would fail the mission, it's on the other side of map, it does not work at all... Some kind of a leftover probably.

--------------------------------------------------------------------------------
Whoever was responsible for scripting in mission 02003 should kill himself and dispose of the body.

:roll:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Summon gondor

:oops:

BROs, I need your help once again.

One of the conversations in ENG version is broken, and I can't fix it without a proper .dia file. And such files aren't txt scripts, but something binary, so there's no simple way of fixing it.
I need a GER file for this dialogue - let's hope it will work.

What to do?

If you have Schleichfahrt installed, compress your entire /AD/Txt/Dia/ directory and upload it somewhere.
I need a specific file (020011.dia), but the others may be necessary in the future.

BTW - Shogunate hub almost done, expect Beta4 in a couple of days - I have to implement a global change suggested by Deepstar (a guy from German fan-forum http://www.jealousjellyfish.de/
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Time for the last (?) beta version - two things missing: final hub (Survion) and 4 Instant Action missions. Everything else is done.

AD Augmented Mod Beta4 obsolete

Most important changes in Beta4:
  • changed naming format of objects (2-lettered prefix) to match with Aquanox and Aquanox 2 (3-lettered prefix) - thanks, Deepstar,
  • tweaked PD & ED of Biont Scout and Biont Bomber again: initially I made them too weak,
  • tweaked EA of all energy weapons again: initially I made them too powerful,
  • changed ranks of Lopez (Captain), Cox and Akira (Vice Admirals),
  • Plasma Death 3 will now be available only during 5 final missions,
  • reintroduced a Wing Commander reference in mission 00103 - thanks, Deepstar,
  • renamed some entries in game menu.
More info in readme_mod.txt

o8m9lKx.png

vCDJprg.png

3IM8VPZ.png

7L9w7JY.png

HIo1c74.png

MSX2B9Q.png


BTW, I fixed the problem with the dialogue (described above) on my own. Germans sux.

:rpgcodex:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
BROs, first mission in the final hub completed. How many enemies are there?
Well: 2 battleships, 5 bombers, 10 scouts and... 27 gun turrets.

:dance:

Originally, all turrets were nerfed (PD & ED < 100%).

:popamole:

Of course I "fixed" this.

:smug:

Good news: these missions seem to be really well-scripted (for a change) - not a single broken trigger so far.
It's like this part of the game was actually play-tested or some shit.

:roll:
 

trais

Arcane
Patron
Joined
Jun 11, 2007
Messages
4,248
Location
Festung Breslau
Grab the Codex by the pussy
It was already pain in the ass to take out all those turrets around Survion, I guess now even more methodical approach will be necessary. Not sure if I like the change, but I'll try it out first before complaining.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,329
Well, changes in first two "Survion" missions look like this so far:

- bombers are much weaker, since they have less HP and Energy; still, if you don't take them out from a distance, you're toast, especially with so many turrets around,
- turrets have more HP (100%) but on the other hand I unified their engines (some of them had been using the strongest models - I plan to use those only in 1-2 final missions) and fixed some broken gun settings (once again, some turrets had been using boat gun types (2-4 projectiles per barrel) instead of turret gun types (ONE projectile per barrel); Both changes should equilibrate,
- allied "big" ships (Polar, Star of Bengalia) were originally inactive, I made them very much active, so they will attack the Bionts now,
- allied regular ships have more HP and Energy, use stronger guns, better torpedoes, etc. so they are actually useful - originally they were going down within seconds.

I've just completed testing 2nd mission in this hub and it took me ~40 minutes - usual business...
 

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