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Archimedean Dynasty Augmented Mod (1.2 released!)

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
I wonder, those lowercases files mean that you used the windows installer instead of dosbox like me. Mmmmh.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Hey, wait a second, is that 1.150 patch your fan patch or something else? Not exactly 1.115.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Can you do me a small favor spekkio? Just to be sure that gog fucked with the game version they distribute and not something fucked is occurring with windows path resolution versus dosbox one:
Search for a file named:
we_02-1b.pcm on your cd (case irrelevant). That's one of the files that AD2.exe can't find on the cd when run from dosbox. Then for good measure search it on your install.


Never mind, i removed one from inventory and saw that indeed the gog version 'cd' is missing files (or they were renamed on purpose !?!) so the patches can't be used correctly. Thats all folks!

BTW spekkio, i had to uppercase every file in your mod to install in a case sensitive filesystem. Idk how windows behaves nowadays, but if the game is installed from dosbox all the files will be uppercase, so for things to overwrite in a case sensitive filesystem its a good idea to have the same name. I'm not a moron so this trap won't catch me, but it might others.
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Search for a file named: we_02-1b.pcm on your cd (case irrelevant). That's one of the files that AD2.exe can't find on the cd when run from dosbox

GGPTHwY.jpg


Then for good measure search it on your install.

It's present in /Sfx/Snd/Vfx/

:obviously:

BTW spekkio, i had to uppercase every file in your mod to install in a case sensitive filesystem. Idk how windows behaves nowadays, but if the game is installed from dosbox all the files will be uppercase, so for things to overwrite in a case sensitive filesystem its a good idea to have the same name.
I don't remember how I did the patching: via Windows (XP x86) or via Dosbox. ATM patches' installers don't work (Win7 x64) but OFC can be opened by Winrar and such.
Problem is, I was modifying folders / files using different programs / environments, so in Winrar contents of AD_Augmented_Mod_1.01.rar indeed look like this:

mGa2SXN.jpg

2PyL978.jpg

QaFWDdx.jpg

f5ElpC9.jpg


:oops:

Not that anybody complained so far, which says something about loonix popularity... :lol:
I plan to make a 1.02 soon (?), so it shouldn't be a problem to prepare an archive with uppercase-only files / directories.

heart_pillow1._love-special-an-exclusive-just-for-you-heart-pillow.jpg


I grabbed the GoG version of AD out of curiosity. In before lulz.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
SCO said:
Hey, wait a second, is that 1.150 patch your fan patch or something else? Not exactly 1.115.

spekkio said:
readme 1.150 should be readme 1.115 ofc.


Tested setup_archimedean_dynasty_2.0.0.3.exe on Win7 x64. Problems - zero.

game.gog (more liek game.iso) isn't missing any files afaik:

gmNvp10.jpg

2nQW65K.jpg


My original bin+cue looks like this:

GGPTHwY.jpg

uWIIWa8.jpg


It uses some weird filesystem, though. Not regular mode1/2352 + audio (.wav), as in bin+cue:
Code:
FILE "Archimedean Dynasty.bin" BINARY
  TRACK 01 MODE1/2352
    INDEX 01 00:00:00
  TRACK 02 AUDIO
    PREGAP 00:02:00
    INDEX 01 63:58:31
  TRACK 03 AUDIO
    INDEX 00 67:27:63
    INDEX 01 67:29:63
  TRACK 04 AUDIO
    INDEX 00 70:40:41
    INDEX 01 70:42:41
  TRACK 05 AUDIO
    INDEX 00 72:16:18
    INDEX 01 72:18:18

But something like this (gog+ins):
Code:
FILE "game.gog" BINARY
  TRACK 01 MODE2/2352
    INDEX 01 00:00:00
FILE "MUSIC\Track02.ogg" MP3
  TRACK 02 AUDIO
    INDEX 01 00:00:00
FILE "MUSIC\Track03.ogg" MP3
  TRACK 03 AUDIO
	INDEX 01 00:00:00
FILE "MUSIC\Track04.ogg" MP3
  TRACK 04 AUDIO
    INDEX 01 00:00:00
FILE "MUSIC\Track05.ogg" MP3
  TRACK 05 AUDIO
    INDEX 01 00:00:00

The fuck is this shit? Instead of glorious 740 MB .bin you get a 656 MB .gog, but I bet it fucks something up (they had to modify the .exes for cd-audio to work, using external .ogg files?).

:?

Anyway, the GoG version uses Daum's SVN build from july 2013 :roll: and nGlide 1.03.
dosbox_ad_single.conf points out to the ad3dfx.exe, so it's the only version "supported".

But!

By modifying dosbox_ad_single.conf, you can run both 1.115 (ad.exe):

LB1GuY6.jpg


And 1.120 soft (ad2.exe) just fine:

IcEY4oR.jpg

cW2aXTY.jpg


OFC my mod works just fine as well:

PRyFjpW.jpg

OHdrlq0.jpg


So, it's either:
- old setup file (with broken game.gog - missing files?),
- your belowed .ogg screwing things up in linux (unsupported format?),
- loonix itzself.

Get yourself a proper OS for gaming. :obviously:

:troll:

SCO
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
One PROTIP.
Since nGlide 1.02 introduced sth which broke AD, if you get flickering after using external camera (numpad):

1VLMx11.jpg


Downgrade to 1.01. Shit will work fine (as long as you disable v-sync in nGlide configurator):

2yjLh2t.jpg
 

Severian Silk

Guest
Is the latest version of this mod still on ModDB? According to ModDB the mod has not been altered since 2013. But last post here is 2015.
 

passerby

Arcane
Joined
Nov 16, 2016
Messages
2,788
The last version mentioned as actually finished and released is 1.01 which is on moddb.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Light, dear mud-dwellers.

In November '18 I've started my n-th playthrough of AD. I was thinking about testing my mod once again and maybe tweaking a thing or two...

Problem is, once you get into modding, it's almost impossible to get out. :cry:

Anyway, v1.2 is on the way. So far I've dealt with first four hubs (Topo's Asylum, Atacama City, Galapagos and Neopolis). ETA of the final version: Thursday, somewhere around 2020 / 2021.

:negative:

When making the mod in 2013 I was mostly learning how stuff works, fixing most glaring errors and introducing new "unified" format to object names.

But I wasn't checking every goddamn trigger / object / dialogue, etc. And that's basically what I'm doing now, when making v1.2.

BVsSOLq.jpg


Anyway, short list of changes below.

- All files and directories now use proper DOS 8.3 naming format system. This should fix problems reported by Linux users (Linux distinguishes between uppercase / lowercase filenames).

- Renamed all readme files using 8.3 format.

- Changed mod info in main screen (removed version).

- Intro movie ("The Prehistory") is now viewable in the Movie Player.

yTro8ra.png


- Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).

WsWVN2U.png


- Tweaked help screen (expanded abbreviations, made some options more clear).

- Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).

SumaiSZ.png


5Ejvmhz.png


- Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des. If you want to re-enable it, simply delete this file (so the game uses the one from CD image).

- Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).
- Reintroduced old ranks for Akira & Cox (generals) and Lopez (major). Let's not mess with the lore...

- Checked and tweaked conversation files AGAIN (punctuation errors, better flow).

- Fixed dialogue with the Worker @ Magellan. Flint's final line ("Well then, all the best, my friend.") was missing due to broken .dia file. This required some painful reverse engineering & hex editing, but at least I've learned how these files work...

- Fixed broken setting which was disabling one of the speakers entirely (Guard @ Topo's Asylum). He (and his funny exchange with Flint) is now restored. Swapped his and Toshiro Budjow's positions to make him look like he is actually guarding something.

VjGiGCl.png


SIKBV8R.png


- Changed conversation with Bob Kramer @ Entropoint 2. Original Flint's line: "You work for EnTrOx? You must be lonely!" sounded a bit like Flint was hitting on Kramer. I've changed it to: "You work for EnTrOx? I don't think you guys have a lot of friends around here...".

- Modified triggers responsible for relations between Nephros, Madeleine Tapi (Galapagos), Atahualpa Jones & Tina Pao (Mockturtle 2).
Originally it worked liked this:
a1) Speaking with Nephros was disabling Madeleine Tapi entirely (she was no longer visible), enabling Jones and Tina and setting a trigger which was used in dialogue with Jones ("Yum. I'm looking for a man by the name of ZORN. NEPHROS sent me."),
a1) Speaking with Madeleine was disabling Nephros entirely (he was no longer visible), enabling Jones and Tina and setting a trigger which was used in dialogue with Jones ("Oops... Well, MADELEINE thought you might be able to help me. VELASQUEZ said I was to talk to a man named ZORN."),
b) Speaking with Jones was enabling Nephros and Madeleine again (which was IMO wrong), and setting a trigger ("Zorn mission ended") which was changing some characters' dialogue to "neutral" path (small-talk, unrelated to Zorn).
This looked very weird, as Flint and his interlocutor were repeating the beginning of their previous conversation and then moving to small-talk.
After a day of figuring out how dialogue triggers work (they are being set by .dia files and later stored in saves - 'MessageBoard' section) AND some hexediting, I was finally able to fix this.
Now it works like this:
a1) Speaking with Nephros enables Jones and Tina and sets a trigger which is used in dialogue with Jones ("Yum. I'm looking for a man by the name of ZORN. NEPHROS sent me."), AND changes dialogue with Madeleine into small-talk. She is visible after Flint speaks to Nephros, just has different lines.
a1) Speaking with Madeleine enables Jones and Tina and sets a trigger which is used in dialogue with Jones ("Oops... Well, MADELEINE thought you might be able to help me. VELASQUEZ said I was to talk to a man named ZORN."), AND changes dialogue with Nephros into small-talk. He is visible after Flint speaks to Madeleine, just has different lines.
b) Speaking with Jones sets a trigger ("Zorn mission ended") which changes some character's dialogue to "neutral" path (small-talk, unrelated to Zorn), but does not affect Nephros / Madeleine. And it shouldn't, as you HAVE TO speak with either Nephros or Madeleine to enable Jones, so you can't speak with him before speaking with one of them. Duh.

- Changed conversation with Atahualpa Jones @ Mockturtle. Now it should be clear that Zorn is actually dead. Original lines sounded weird (literal translation from German?):
Jones: Shhh... Well, if you're a friend of VELASQUEZ's, I'll tell you. KING's people moved ZORN out of the way.
Flint: Out of the way.... Alright, where will I find KING?
I've replaced the above with this:
Jones: Shhh... Well, if you're a friend of VELASQUEZ's, I'll tell you. You won't speak to ZORN, because KING's people moved him out of the way. Permanently...
Flint: Oh... Then it looks like my business is with the big man himself. You wouldn't know where to find KING, would you?

- Fixed dialogue between Flint and King (two lines were swapped).

- Fixed dialogue with the Drunkard (Timothy) in Neopolis. Previous lines were wrong / confusing, since if you went with:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Well, alright - here. Now what about the address?
Drunkard: Thank you for your kindness. Do you know TORSTEN SKY?
[...]
Torsten would claim that Flint did not give Timothy any money.
Of course we can also assume, that Timothy was simply lying to Torsten about not getting any money from Flint, because of Flint being rude to him, but I think this dialogue can be changed to something simpler.
The way this .dia file is constructed, the dialogue ought to have three outcomes. And with my changes it has. They are as follows:
a) Speaking with the Drunkard enables Torsten and he's friendly (will give you a job). Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Sure. Don't drink it all at once!
The rest is irrelevant.
b) Speaking with the Drunkard enables Torsten, but he isn't friendly (won't give you a job). Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Oh really?
Drunkard: Listen, man. Do you know TORSTEN SKY?
The rest is irrelevant. Flint gets the info, but without spending money on Timothy.
Later Torsten will ask Flint if he gave Timothy some money, and either call him a liar if he says he did, or tell him to GTFO if he says he didn't.
c) Speaking with Drunkard does not enable Torsten at all. Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Huh... Sleeping places for homeless flea catchers? No thank you!
Drunkard: You're missing some great information! Keep it up and I'll never tell you what a great guy TORSTEN SKY is!

- Renamed "Engineer" @ Entropoint IX to "Female Engineer". Beacuse that's who "einer ingenieurin" is(t).
- Renamed two "Guards" @ Limbo to: "Pirate" and "Woman".
- Switched positions of "Werner von Punch" and "Pirate" to prevent Werner's name being cut off.

pSxI8r5.png


Xn1LElM.png
00101: CLEAR THE DEBRIS
- Switched identifiers of all debris parts from "neutral" to "foe". Now this part of mission looks and works as described in COM (enemies are actually hard to distinguish from all the trash).
- Changed trigger responsible for the appearance of ANR-Scout-A1 from "certain area reached" to "1/2 of the trash @ NAV A destroyed". Originally, this enemy often hasn't been appearing at all, now it will appear every time.

00102: PATROL EL TOPO'S ASYLUM
- Replaced the "big" anarcho bomber (#40) with the "small" one (#16). Let's wait with introducing these big baddies till Galapagos.
- Slightly tweaked COM & AM.

00103: ATTACK (MAGELLAN)
- Renamed "Colonel Flair" to "Flair". Second enemy is just "Gobbes" (without rank), so let's skip the formalities.

00104: DEFEND VESPUCCI
- NAV B appears earlier (the moment you reach the crawlers, not when you destroy their attackers),
- 2*"ANR-Scout-A": changed their triggers. Originally they were unable to destroy even a single crawler, now they are more than able to blow up all of them...
- 2*"TOP-Scout-A": tweaked their triggers a bit. They will deal with the ANR-Bomber or die trying...
- Tweaked COM slightly.

00105: ATTACK (TOPO'S ASYLUM)
- Tweaked COM trigger. Second message form the enemy will appear only if he is actually still alive.

00106: AMBUSH (VESPUCCI)
- Slightly tweaked COM.

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

00201: AMBUSH (ENTROPOINT VI)
- 4*"ENT-Gun-Turret": PD increased from 100 to 150. Still, without Flint's or EnTrox Boats' help, ANR-Bomber will deal with all 4 of them with ease.
- 2*ANR-Scout: will activate after 30 seconds, instead of 60.
- Fixed COM and triggers. The way triggers were set up, Flint should get scolded for dealing with enemies on his own (that's what happens now) and not for leaving EnTrox guys do the job for him (that what was happening previously).
- This mission can now go in two ways:
a) Lure enemies to the EnTrox station. Reaching its vicinity triggers the "call for support" trigger. As long as the bomber is still alive, two EnTrox boats will show up 30 seconds after the trigger and mop up. Mission ends with all enemies dead.
b) Deal with all enemies right away / on your way to NAV A. As long as you didn't reach the vicinity of NAV A, EnTrox boats won't show up and Flint will get scolded for wasting EnTrox time. Mission ends.
- Tweaked BRF a bit, removing the "OMG, there's no way you can deal with the bomber on your own!!!" part. Yes, we can.

00202: STOP THE SABOTAGE ATTEMPT AT LIMA I
- "ANR-Infiltrator": PD increased from 100% to 150%
- Tweaked COM. Originally you'll get "Well done, we love fireworks!" after destroying squadrons B & C, even if Control Unit or some Tube got destroyed (which fails the mission). Replaced it with "No more enemies on sensors...", which fits both winning and losing scenario.
- "ANR-Scout-C2" (medium difficulty) will appear 2 seconds after "ANR-Infiltrator" gets destroyed, not right away. "ANR-Scout-C1" (easy difficulty) appears after 4 seconds.
- NAV B appears 2 seconds earlier (3 seconds after any Tube gets attacked).

00203: ATTACK (ATACAMA CITY)
- Scouts from the first squadron (A) are now more prone to familiarize themselves with mines (tweaked their patrol routes).
- Added new COM line: after 25 seconds Cingan will prompt Flint to finish off survivors from the first squadron (A). All of them being dead is obligatory to complete the mission, so even if you reached NAV B and killed all scouts there (squadron B), you still had to go back to deal with squadron A for mission to end. Now it should be more clear.

00204: INCIDENT (ATACAMA CITY)
- Changed Cingan's movement pattern a bit (moved his boat a little bit higher, away from turrets). Changed his AI from 1 to 3 (AFAIK he can use guns, torpedoes and buzzers with this setting).
- Changed triggers of enemy scouts. Previously all of them had specific target (either Cingan or Flint), now almost all of them will simply attack closest enemy. Only ANR-Scout-A1 will target Cingan (and closest target when Cingan is dead).
- Cingan's survival is no longer mission objective. Explanation:
a) COM triggers suggest multiple solutions to this mission (depending on Cingan being alive or dead). With my changes it actually makes sense.
b) Why should both Flint and Lisa suddenly start caring about Cingan's survival? To the point of this being an obligatory mission objective? If you can't take the heat, stay out of Tornado Zone...
c) Lisa doesn't mention Cingan at all during "debriefing",
d) Let's wait with introducing escort missions until later...

00205: AMBUSH (SCAVENGER)
- Changed order in which enemies activate (squadron A -> squadron B -> Buggy -> Bomber),
- Enemies now activate much faster than previously (2 seconds instead of 20),
- Added NAV A just in case (of somebody getting lost),
- Added hint in BRF (You don't have to kill all enemies to end the mission, just squadron A).
- Tweaked COM a bit.

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

00301: FAKE ATTACK ON STYX
- 1*ATL-Tank-A1: changed model from "big tank" (#4) to "small tank" (#3). These two tanks were previously murdering all enemy scouts way too easily...
- Enabled "enemy" alignment for two "trash fields" near NAV A to make aiming harder for Flint.
- Changed alignment of the minefield @ NAV A from #2 "enemy to be attacked" to #6 "enemy to be ignored". This way ATL tanks won't attack those mines, and (more importantly) destroying one of them won't trigger the main section of this mission ("Go to NAV B"). You have to attack one of the scouts summoned by destruction of a tank to do that.

00302: REVENGE OF KING'S ANARCHISTS
- 1*ATL-Tank-A1: changed model from the small one to the big one.
- 1*ATL-Tank-A2: this tank will now appear on all difficulties instead of Hard difficulty only. ANR-Bomber is still able to deal with all ATL units on its own...
- 2*ATL-Tank, 1*ATL-Scout: PD increased to 150% (enemies actually target them now).
- All enemy scouts will attack nearest enemy, instead of targeting Flint specifically (as before).
- Tweaked enemy scouts' triggers. They will now appear with some delay.
- Tweaked COM: Poseidon will now ask you to deal with the bomber only if it is still alive.

00303: ATTACK (MOCKTURTLE I)
- All enemies must now be eliminated to complete the mission (previously only squadron B, which felt wrong when there were still enemies from squadron A attacking you).
- Tweaked COM significantly. Previously one message did not appear at all (weird or IMO broken trigger), and second one appeared only if you tried to sneak around squadron A. Now it works like this:
a) First enemy taunt appears always, at mission start.
b) Second one ("You will not escape!") appears when you reach the vicinity of NAV A (see below), as long as at least one enemy from squadron B is still alive.
- Added "reach area" trigger near NAV A and marked it as obligatory mission objective instead of NAV A itself. This way you won't get a "NAV A has been destroyed" line in COM after reaching it (caused by using wccond trigger).

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

00401: PIRATES IN GIBBS CANYON
- Tweaked BRF,
- 1*PIR-Bomber: switched turrets from Vendettas to MaxImpact I, it will appear 5 seconds after the Control Unit gets attacked (not right away, as before).
- 3*PIR-Scout D: fixed triggers responsible for their appearance. Previously they were summoned by Flint's death. Now all 4 of them will show up if you go too high (same way as groups B&C work).
- 1*Helinox Tank: added missing wccond trigger,
- 2*PIR-Gun-Turret B: decreased SR from 120 to 100m (should make dealing with Scouts from group A & both Buggies easier).


00402: STICK-UP
- NAV A and info about it will now appear after 32 seconds, instead of 60.
- PIR-Fleischman will now move to the vicinity of NAV A when Flint reaches it (same as the rest of scouts from his "escort"). Previously, if you went to NAV A, you had to go all the way back and kill him to end the mission. Now he will hang around near the outpost @ NAV A.
- PIR-Fleischman: decreased his speed to 75%. With the original value (100%) he was almost impossible to chase off, following Flint to NAV A and getting himself killed by the turrets. Now he will follow Flint, but if Flint is fast enough to reach NAV A ahead of him, Fleischman will start patrolling outside of turrets' range (so Flint has to kill him himself).
- Changed number of scouts appearing on various difficulty levels, from 2e / +2m / +3h to: 3e / +2m / +2h.
- Tweaked COM, once again introducing "dummy" object, linked to Fleischman's escort. Their COM line, enabled by Fleischman getting killed, will now appear only if any scout from the escort is actually still alive. So, if you kill Fleischman as the last unit, you won't get the following line:
[Pirate] You killed Fleischman! This is not our matter anymore...

00403: PIRATE ATTACK ON DEEPDRAFT I
- Tweaked BRF & COM,
- 2*PIR-Scout (A squadron): changed their guns from Max. Impact 1 to Vendetta 3. Still, you have to be VERY quick when dealing with them, or they will blow up the tanks. Tested multiple times without using torpedoes and it's 100% doable.
- 2*PIR-Scout (B & C squadron): will appear on Normal and Hard difficulty (diff = 1), instead of all difficulties (diff = 0).

00404: PIRATES AT JULES I
- Tweaked BRF,
- 2*ATL-Gun-Turret: Changed their positions a bit.
- Modified the way energy-related equipment work. Originally each piece was "tied" to 1-2 turrets, so destroying either Energy Transmitter or one of the Generators was disabling 1-2 turrets. Problem is, only 2 scouts from squadron A were targeting Energy Transmitter, while 3 scouts from squadron C were targeting Generator B (as long as you didn't kill them @ NAV B). Other units were using "choose nearest target" setting, which in most cases meant "closest gun turret". Now it works like this:
Destroying Energy Transmitter disables ALL 7 turrets. This object is being targeted by 2 scouts from squadron A & all (1-3) scouts from squadron C.
Destroying Energy Generator 1 disables turrets A1, A2 & A3; Energy Generator 2: A4 & A5, Energy Generator 3: A6 & A7. Each generator is being targeted by one scout from squadron A.
- Scouts from squadron A got equipped with better torpedoes:
3*PIR-Scout-A (the big ones): changed torpedoes from Tiger Sharks 2 to Bull Sharks 1,
2*PIR-Scout A (the small ones: changed torpedoes from Tiger Sharks 1 to Tiger Sharks 2,
Previously they were 99% unable to destroy any energy equipment (Flint could sit back and still two turrets were shredding the scouts with ease). Now the scouts are quite able to blow up their targets (disabling some / all turrets).
- 1*Energy Transmitter: PD increased from 100% to 150% (more enemies target it now, and its destruction disables ALL turrets).
- Tweaked number and type of scouts appearing on different difficulty levels. Now it should be more balanced than previously.

00405: DANGER
- Tweaked COM & BRF,
- 3*PIR-Scout: changed model from big to small. "Big" enemy scouts are quite difficult to deal with in this mission, due to narrow canyons' walls. Plus they can "glitch" through those, while Flint can't...
- 10*PIR-Gun-Turret: decreased SR from 120m to 100m. With default values moving past them was kind of difficult, at least with sonar and engine turned on...
- 2*Control Unit: renamed them to "Gun-B Control Unit" and "Torp-C Control Unit" to make clear what destroying them does. You have to find them first, anyway...
- Changed number of units appearing on various difficulty levels. There was no difference between "medium" and "hard" originally, now it is. You will face 6*Buggy, 6*Tank & 10*Scout only on "Hard" difficulty.

00406: THE PIRATE SUPPLY CENTER
- Tweaked BRF,
- 2*PIR-Torp-Turret B: changed sonar type to "passive", decreased SR to 80m, tweaked triggers ("active" from the beginning, like the gun-turrets nearby). Previously one of them was being activated by attacking the Fire Control, which was weird / wrong / too hard. Now you can sneak past everything except two PIR-Tanks @ NAV A. On the other hand, going "loud" is not advised. Like, really...
- Changed triggers responsible for the appearance of PIR-Scouts. Now you will ALWAYS face from 6 (easy) to 12 (hard) of them. Enjoy.
- 3*PIR-Torp-Turret A: changed entry in AM, so ATL units won't waste torpedoes on attacking them (they should be disabled during the fight with PIR bombers and scouts due to destruction of Fire Control).
- 1*ATL-Bomber: changed torpedoes from Bullshark 1 to Bullshark 2.
People interested can test v1.2 alpha 1 (first 4 hubs done). This is not a "full" release yet, so you have to apply the files to AD installation PATCHED WITH a v1.1 of Augmented Mod.

https://www.mediafire.com/?w2pe7zz7b62z2zt/
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Well, doing some modding and not having to deal with hex-editing? It's like going to prison and not being fucked in the ass...

:negative:

Short quote from readme:

Fixed / restored an interesting interaction between Lou Wesson, Tira Wing and Curd Stahlschmidt. Originally it worked like this:

a) If you talked with Tira first, you would get her "regular" lines (flirty banter):
- Tira: I'm TIRA WING. I can help you survive Gibraltar, stranger.
- Flint: I believe you, TIRA. Did I mention I'm almost dead from loneliness?
- Tira: Poor baby... Dear TIRA can rescue you from this fate. How would you like it?
Speaking with her would enable Ezra and his mission as well.

b) If you talked with Lou first (speaking with him would enable Curd and his mission), Tira would get different lines (due to the "Message Board" trigger #721 being enabled):
- Tira: I'm TIRA WING. I can help you survive Gibraltar, stranger.
- Flint: Yeah? What've you got for me?
- Tira: I heard that you spoke to LOU WESSON. The lousy swine is always planning special outings. What did he want from you?
Flint could've answered either with:
- Flint: He and STAHLSCHMIDT were planning an attack on a guy named CURLY.

uMdBRGN.png

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or:
- Flint: Hey... What's that got to do with YOU? I thought you wanted to do ME a favor!

c) Problem is, first option wouldn't change later dialogue with Curd, despite Lou asking Flint to keep his mouth shut (in all 3 possible dialogue variants) AND appropriate lines being present in Curd's .sen file:
- Curd: That's right. And YOU are the lousy washerwoman who gave away our plans to TIRA WING, aren't you? Get lost before I crush your jaw!
No matter what you've chosen in dialogue with Lou and Tira, you would always end up with:
- Curd: Aha, the new guy! Talk to my buddy LOU WESSON first.
- Flint: I have. You're CURD STAHLSCHMIDT, aren't you?
- Curd: That's me. You must be FLINT. LOU says you're going to help us get one over on that old jellyfish CURLY.
Another strange thing that caught my attention was the fact, that Curd's mission is probably the only "optional" one (or at least one of the very few), which simply cannot be turned down by Flint. He will automatically accept it, same way as with "plot" missions. This felt wrong, since two appropriate lines are present in Curd's .sen file:
- #0602 {Forget it. I don't want anything to do with your personal revenge!}
- #0702 {Forget it. I don't want to be a part of your grudge.}

So, after about two days of reverse-engineering of .dia files...

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:dance:

I was able to come up with something like this:

a) If you talk with Tira first, you will get her "regular" lines (flirty banter). Speaking with her will enable Ezra and his mission as well.

b) If you talk with Lou first (speaking with him will enable Curd and his mission), Tira will get different lines (due to the "Message Board" trigger #721). If you go with:
- Flint: He and STAHLSCHMIDT were planning an attack on a guy named CURLY.
A new "Message Board" trigger #789 will be enabled, changing dialogue with Curd.

c) Conversation with Curd will be very short now:
- Curd: Aha, the new guy! Talk to my buddy LOU WESSON first.
- Flint: I have. You're CURD STAHLSCHMIDT, aren't you?
- Curd: That's right. And YOU are the lousy washerwoman who gave away our plans to TIRA WING, aren't you? Get lost before I crush your jaw!

2EEfGe6.png

B1yh1VI.png


He won't give you his mission of course.
I also modified Curd's .dia file further, so if you did not screw things up as described above (you didn't speak with Tira at all or spoke with her, but kept your mouth shout about Lou and Curd), you can either accept Curd's mission, or turn it down with:
- Flint: Forget it. I don't want to be a part of your grudge.

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Send help. :cry:
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROS, new Alpha is ready. Not that anybody cares. Even the modder is spending much more time staring at 2B's ass than working on this mod.

Still... Everything up to Santiago + Big Fat Mama has been fixed, tested and actully fixed this time around.

Two guys contacted me about translating final version to GER, so Schleichfahrt can finally be fully augmented, but I don't have high hopes about this. It's just too much work for any sane person...

List of changes below.

- All files and directories now use proper DOS 8.3 naming format system. This should fix problems reported by Linux users (Linux distinguishes between uppercase / lowercase filenames).

- Renamed all readme files using 8.3 format.

- Changed mod info in main screen (removed version).

- Intro movie ("The Prehistory") is now viewable in the Movie Player.

- Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).

- Tweaked help screen (expanded abbreviations, made some options more clear).

- Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).

- Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des. If you want to re-enable it, simply delete this file (so the game uses the one from CD image).

- Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).

- Fixed bad name (Armsdealer) @ Ajanta I.
- Reintroduced old ranks for Akira & Cox (generals) and Lopez (major). Let's not mess with the lore...

- Checked and tweaked conversation files AGAIN (punctuation errors, better flow).

- Fixed dialogue with the Worker @ Magellan. Flint's final line ("Well then, all the best, my friend.") was missing due to broken .dia file. This required some painful reverse engineering & hex editing, but at least I've learned how these files work...

- Fixed broken setting which was disabling one of the speakers entirely (Guard @ Topo's Asylum). He (and his funny exchange with Flint) is now restored. Swapped his and Toshiro Budjow's positions to make him look like he is actually guarding something.

- Changed conversation with Bob Kramer @ Entropoint 2. Original Flint's line: "You work for EnTrOx? You must be lonely!" sounded a bit like Flint was hitting on Kramer. I've changed it to: "You work for EnTrOx? I don't think you guys have a lot of friends around here...".

- Modified triggers responsible for relations between Nephros, Madeleine Tapi (Galapagos), Atahualpa Jones & Tina Pao (Mockturtle 2).
Originally it worked liked this:
a1) Speaking with Nephros was disabling Madeleine Tapi entirely (she was no longer visible), enabling Jones and Tina and setting a trigger which was used in dialogue with Jones ("Yum. I'm looking for a man by the name of ZORN. NEPHROS sent me."),
a1) Speaking with Madeleine was disabling Nephros entirely (he was no longer visible), enabling Jones and Tina and setting a trigger which was used in dialogue with Jones ("Oops... Well, MADELEINE thought you might be able to help me. VELASQUEZ said I was to talk to a man named ZORN."),
b) Speaking with Jones was enabling Nephros and Madeleine again (which was IMO wrong), and setting a trigger ("Zorn mission ended") which was changing some characters' dialogue to "neutral" path (small-talk, unrelated to Zorn).
This looked very weird, as Flint and his interlocutor were repeating the beginning of their previous conversation and then moving to small-talk.
After a day of figuring out how dialogue triggers work (they are being set by .dia files and later stored in saves - 'MessageBoard' section) AND some hexediting, I was finally able to fix this.
Now it works like this:
a1) Speaking with Nephros enables Jones and Tina and sets a trigger which is used in dialogue with Jones ("Yum. I'm looking for a man by the name of ZORN. NEPHROS sent me."), AND changes dialogue with Madeleine into small-talk. She is visible after Flint speaks to Nephros, just has different lines.
a1) Speaking with Madeleine enables Jones and Tina and sets a trigger which is used in dialogue with Jones ("Oops... Well, MADELEINE thought you might be able to help me. VELASQUEZ said I was to talk to a man named ZORN."), AND changes dialogue with Nephros into small-talk. He is visible after Flint speaks to Madeleine, just has different lines.
b) Speaking with Jones sets a trigger ("Zorn mission ended") which changes some character's dialogue to "neutral" path (small-talk, unrelated to Zorn), but does not affect Nephros / Madeleine. And it shouldn't, as you HAVE TO speak with either Nephros or Madeleine to enable Jones, so you can't speak with him before speaking with one of them. Duh.

- Changed conversation with Atahualpa Jones @ Mockturtle. Now it should be clear that Zorn is actually dead. Original lines sounded weird (literal translation from German?):
Jones: Shhh... Well, if you're a friend of VELASQUEZ's, I'll tell you. KING's people moved ZORN out of the way.
Flint: Out of the way.... Alright, where will I find KING?
I've replaced the above with this:
Jones: Shhh... Well, if you're a friend of VELASQUEZ's, I'll tell you. You won't speak to ZORN, because KING's people moved him out of the way. Permanently...
Flint: Oh... Then it looks like my business is with the big man himself. You wouldn't know where to find KING, would you?

- Fixed dialogue between Flint and King (two lines were swapped).

- Fixed dialogue with the Drunkard (Timothy) in Neopolis. Previous lines were wrong / confusing, since if you went with:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Well, alright - here. Now what about the address?
Drunkard: Thank you for your kindness. Do you know TORSTEN SKY?
[...]
Torsten would claim that Flint did not give Timothy any money.
Of course we can also assume, that Timothy was simply lying to Torsten about not getting any money from Flint, because of Flint being rude to him, but I think this dialogue can be changed to something simpler.
The way this .dia file is constructed, the dialogue ought to have three outcomes. And with my changes it has. They are as follows:
a) Speaking with the Drunkard enables Torsten and he's friendly (will give you a job). Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Sure. Don't drink it all at once!
The rest is irrelevant.
b) Speaking with the Drunkard enables Torsten, but he isn't friendly (won't give you a job). Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Oh really?
Drunkard: Listen, man. Do you know TORSTEN SKY?
The rest is irrelevant. Flint gets the info, but without spending money on Timothy.
Later Torsten will ask Flint if he gave Timothy some money, and either call him a liar if he says he did, or tell him to GTFO if he says he didn't.
c) Speaking with Drunkard does not enable Torsten at all. Path:
Drunkard: Hey, boss, got a credit for a poor devil?
Flint: Piss off! I'd rather throw credits down a chemical toilet!
Drunkard: Hey, man - I might have a good address for you!
Flint: Huh... Sleeping places for homeless flea catchers? No thank you!
Drunkard: You're missing some great information! Keep it up and I'll never tell you what a great guy TORSTEN SKY is!

- Renamed "Engineer" @ Entropoint IX to "Female Engineer". Beacuse that's who "einer ingenieurin" is(t).

- Renamed two "Guards" @ Limbo to: "Pirate" and "Woman".

- Switched positions of "Werner von Punch" and "Pirate" to prevent Werner's name from being cut off.

- Fixed / restored an interesting interaction between Lou Wesson, Tira Wing and Curd Stahlschmidt. Originally it worked like this:
a) If you talked with Tira first, you would get her "regular" lines (flirty banter):
Tira: I'm TIRA WING. I can help you survive Gibraltar, stranger.
Flint: I believe you, TIRA. Did I mention I'm almost dead from loneliness?
Tira: Poor baby... Dear TIRA can rescue you from this fate. How would you like it?
Speaking with her would enable Ezra and his mission as well.
b) If you talked with Lou first (speaking with him would enable Curd and his mission), Tira would get different lines (due to the "Message Board" trigger #721 being enabled):
Tira: I'm TIRA WING. I can help you survive Gibraltar, stranger.
Flint: Yeah? What've you got for me?
Tira: I heard that you spoke to LOU WESSON. The lousy swine is always planning special outings. What did he want from you?
Flint could've answered either with:
Flint: He and STAHLSCHMIDT were planning an attack on a guy named CURLY.
or:
Flint: Hey... What's that got to do with YOU? I thought you wanted to do ME a favor!
c) Problem is, first option wouldn't change later dialogue with Curd, despite Lou asking Flint to keep his mouth shut (in all 3 possible dialogue variants) AND appropriate lines being present in Curd's .sen file:
Curd: That's right. And YOU are the lousy washerwoman who gave away our plans to TIRA WING, aren't you? Get lost before I crush your jaw!
No matter what you've chosen in dialogue with Lou and Tira, you would always end up with:
Curd: Aha, the new guy! Talk to my buddy LOU WESSON first.
Flint: I have. You're CURD STAHLSCHMIDT, aren't you?
Curd: That's me. You must be FLINT. LOU says you're going to help us get one over on that old jellyfish CURLY.
Another strange thing that caught my attention was the fact, that Curd's mission is probably the only "optional" mission (or at least one of the very few), which simply cannot be turned down by Flint. He will automatically accept it, same way as with "plot" missions. This felt wrong, since two appropriate lines are present in Curd's .sen file:
#0602 {Forget it. I don't want anything to do with your personal revenge!}
#0702 {Forget it. I don't want to be a part of your grudge.}
So, after about two days of reverse-engineering .dia files, I was able to come up with something like this:
a) If you talk with Tira first, you will get her "regular" lines (flirty banter). Speaking with her will enable Ezra and his mission as well.
b) If you talk with Lou first (speaking with him will enable Curd and his mission), Tira will get different lines (due to the "Message Board" trigger #721). If you go with:
Flint: He and STAHLSCHMIDT were planning an attack on a guy named CURLY.
A new "Message Board" trigger #789 will be enabled, changing dialogue with Curd.
c) Conversation with Curd will be very short now:
Curd: Aha, the new guy! Talk to my buddy LOU WESSON first.
Flint: I have. You're CURD STAHLSCHMIDT, aren't you?
Curd: That's right. And YOU are the lousy washerwoman who gave away our plans to TIRA WING, aren't you? Get lost before I crush your jaw!
He won't give you his mission of course.
I also modified Curd's .dia file further, so if you did not screw things up as described above (you didn't speak with Tira at all or spoke with her, but kept your mouth shout about Lou and Curd), you can either accept Curd's mission, or turn it down with:
Flint: Forget it. I don't want to be a part of your grudge.
- Tweaked models, guns and torpedoes of boats and turrets. Generally, these are now related to difficulty level (if possible) - units with "diff = 1" or "diff = 2" settings have stronger guns / torpedoes than units appearing on all 3 difficulty levels ("diff = 0").
- Reduced number of objects using "sle = 1" setting ("object can only be targeted when in sonar range"). Using it often feels wrong in case of boats, as you can't target someting clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
- Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
- Applied my naming format to GER names, using either original names or english names or google-translated names. Removed 3rd names ("inff = ") altogether.
- Removed 3rd COM messages ("rtxtf = ") altogether.

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

00101: CLEAR THE DEBRIS
- Added missing activity triggers for some TOP-Gun-Turrets (they were inactive actually).
- Switched identifiers of all debris parts from "neutral" to "foe". Now this part of mission looks and works as described in COM (enemies are actually hard to distinguish from all the trash).
- Changed trigger responsible for the appearance of ANR-Scout-A1 from "certain area reached" to "1/2 of the trash @ NAV A destroyed". Originally, this enemy often hasn't been appearing at all, now it will appear every time.
- Replaced the "big" anarcho bomber (#40) with the "small" one (#16).

00102: PATROL EL TOPO'S ASYLUM
- Added missing activity triggers for some TOP-Gun-Turrets (they were inactive actually).
- Replaced the "big" anarcho bomber (#40) with the "small" one (#16). Let's wait with introducing these big baddies till Galapagos.
- Slightly tweaked COM & AM.

00103: ATTACK (MAGELLAN)
- Renamed "Colonel Flair" to "Flair". Second enemy is just "Gobbes" (without rank), so let's skip the formalities.

00104: DEFEND VESPUCCI
- NAV B appears earlier (the moment you reach the crawlers, not when you destroy their attackers),
- 2*"ANR-Scout-A": changed their triggers. Originally they were unable to destroy even a single crawler, now they are more than able to blow up all of them...
- 2*"TOP-Scout-A": tweaked their triggers a bit. They will deal with the ANR-Bomber or die trying...
- Tweaked COM slightly.

00105: ATTACK (TOPO'S ASYLUM)
- Tweaked COM trigger. Second message form the enemy will appear only if he is actually still alive.

00106: AMBUSH (VESPUCCI)
- Slightly tweaked COM.

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

00201: AMBUSH (ENTROPOINT VI)
- 4*"ENT-Gun-Turret": PD increased from 100 to 150. Still, without Flint's or EnTrox Boats' help, ANR-Bomber will deal with all 4 of them with ease.
- 2*ANR-Scout: will activate after 30 seconds, instead of 60.
- Fixed COM and triggers. The way triggers were set up, Flint should get scolded for dealing with enemies on his own (that's what happens now) and not for leaving EnTrox guys do the job for him (that what was happening previously).
- This mission can now go in two ways:
a) Lure enemies to the EnTrox station. Reaching its vicinity triggers the "call for support" trigger. As long as the bomber is still alive, two EnTrox boats will show up 30 seconds after the trigger and mop up. Mission ends with all enemies dead.
b) Deal with all enemies right away / on your way to NAV A. As long as you didn't reach the vicinity of NAV A, EnTrox boats won't show up and Flint will get scolded for wasting EnTrox time. Mission ends.
- Tweaked BRF a bit, removing the "OMG, there's no way you can deal with the bomber on your own!!!" part. Yes, we can.

00202: STOP THE SABOTAGE ATTEMPT AT LIMA I
- "ANR-Infiltrator": PD increased from 100% to 150%
- Tweaked COM. Originally you'll get "Well done, we love fireworks!" after destroying squadrons B & C, even if Control Unit or some Tube got destroyed (which fails the mission). Replaced it with "No more enemies on sensors...", which fits both winning and losing scenario.
- "ANR-Scout-C2" (medium difficulty) will appear 2 seconds after "ANR-Infiltrator" gets destroyed, not right away. "ANR-Scout-C1" (easy difficulty) appears after 4 seconds.
- NAV B appears 2 seconds earlier (3 seconds after any Tube gets attacked).

00203: ATTACK (ATACAMA CITY)
- Scouts from the first squadron (A) are now more prone to familiarize themselves with mines (tweaked their patrol routes).
- Added new COM line: after 25 seconds Cingan will prompt Flint to finish off survivors from the first squadron (A). All of them being dead is obligatory to complete the mission, so even if you reached NAV B and killed all scouts there (squadron B), you still had to go back to deal with squadron A for mission to end. Now it should be more clear.

00204: INCIDENT (ATACAMA CITY)
- Changed Cingan's movement pattern a bit (moved his boat a little bit higher, away from turrets). Changed his AI from 1 to 3 (AFAIK he can use guns, torpedoes and buzzers with this setting).
- Changed triggers of enemy scouts. Previously all of them had specific target (either Cingan or Flint), now almost all of them will simply attack closest enemy. Only ANR-Scout-A1 will target Cingan (and closest target when Cingan is dead).
- Cingan's survival is no longer mission objective. Explanation:
a) COM triggers suggest multiple solutions to this mission (depending on Cingan being alive or dead). With my changes it actually makes sense.
b) Why should both Flint and Lisa suddenly start caring about Cingan's survival? To the point of this being an obligatory mission objective? If you can't take the heat, stay out of Tornado Zone...
c) Lisa doesn't mention Cingan at all during "debriefing",
d) Let's wait with introducing escort missions until later...

00205: AMBUSH (SCAVENGER)
- Changed order in which enemies activate (squadron A -> squadron B -> Buggy -> Bomber),
- Enemies now activate much faster than previously (2 seconds instead of 20),
- Added NAV A just in case (of somebody getting lost),
- Added hint in BRF (You don't have to kill all enemies to end the mission, just squadron A).
- Tweaked COM a bit.

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

00301: FAKE ATTACK ON STYX
- 1*ATL-Tank-A1: changed model from "big tank" (#4) to "small tank" (#3). These two tanks were previously murdering all enemy scouts way too easily...
- Enabled "enemy" alignment for two "trash fields" near NAV A to make aiming harder for Flint.
- Changed alignment of the minefield @ NAV A from #2 "enemy to be attacked" to #6 "enemy to be ignored". This way ATL tanks won't attack those mines, and (more importantly) destroying one of them won't trigger the main section of this mission ("Go to NAV B"). You have to attack one of the scouts summoned by destruction of a tank to do that.

00302: REVENGE OF KING'S ANARCHISTS
- 1*ATL-Tank-A1: changed model from the small one to the big one.
- 1*ATL-Tank-A2: this tank will now appear on all difficulties instead of Hard difficulty only. ANR-Bomber is still able to deal with all ATL units on its own...
- 2*ATL-Tank, 1*ATL-Scout: PD increased to 150% (enemies actually target them now).
- All enemy scouts will attack nearest enemy, instead of targeting Flint specifically (as before).
- Tweaked enemy scouts' triggers. They will now appear with some delay.
- Tweaked COM: Poseidon will now ask you to deal with the bomber only if it is still alive.

00303: ATTACK (MOCKTURTLE I)
- All enemies must now be eliminated to complete the mission (previously only squadron B, which felt wrong when there were still enemies from squadron A attacking you).
- Tweaked COM significantly. Previously one message did not appear at all (weird or IMO broken trigger), and second one appeared only if you tried to sneak around squadron A. Now it works like this:
a) First enemy taunt appears always, at mission start.
b) Second one ("You will not escape!") appears when you reach the vicinity of NAV A (see below), as long as at least one enemy from squadron B is still alive.
- Added "reach area" trigger near NAV A and marked it as obligatory mission objective instead of NAV A itself. This way you won't get a "NAV A has been destroyed" line in COM after reaching it (caused by using wccond trigger).

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

00401: PIRATES IN GIBBS CANYON
- Tweaked BRF,
- 1*PIR-Bomber: it will appear 5 seconds after the Control Unit gets attacked (not right away, as before).
- 3*PIR-Scout D: fixed triggers responsible for their appearance. Previously they were summoned by Flint's death. Now all 4 of them will show up if you go too high (same way as groups B&C work).
- 1*Helinox Tank: added missing wccond trigger,
- 2*PIR-Gun-Turret B: decreased SR from 120 to 100m (should make dealing with Scouts from group A & both Buggies easier).

00402: STICK-UP
- NAV A and info about it will now appear after 32 seconds, instead of 60.
- PIR-Fleischman will now move to the vicinity of NAV A when Flint reaches it (same as the rest of scouts from his "escort"). Previously, if you went to NAV A, you had to go all the way back and kill him to end the mission. Now he will hang around near the outpost @ NAV A.
- PIR-Fleischman: decreased his speed to 75%. With the original value (100%) he was almost impossible to chase off, following Flint to NAV A and getting himself killed by the turrets. Now he will follow Flint, but if Flint is fast enough to reach NAV A ahead of him, Fleischman will start patrolling outside of turrets' range (so Flint has to kill him himself).
- Changed number of scouts appearing on various difficulty levels, from 2e / +2m / +3h to: 3e / +2m / +2h.
- Tweaked COM, once again introducing "dummy" object, linked to Fleischman's escort. Their COM line, enabled by Fleischman getting killed, will now appear only if any scout from the escort is actually still alive. So, if you kill Fleischman as the last unit, you won't get the following line:
[Pirate] You killed Fleischman! This is not our matter anymore...

00403: PIRATE ATTACK ON DEEPDRAFT I
- Tweaked BRF & COM,
- 2*PIR-Scout (A squadron): changed their guns from Max. Impact 1 to Vendetta 3. Still, you have to be VERY quick when dealing with them, or they will blow up the tanks. Tested multiple times without using torpedoes and it's 100% doable.
- 2*PIR-Scout (B & C squadron): will appear on Normal and Hard difficulty (diff = 1), instead of all difficulties (diff = 0).

00404: PIRATES AT JULES I
- Tweaked BRF,
- 2*ATL-Gun-Turret: Changed their positions a bit.
- Modified the way energy-related equipment work. Originally each piece was "tied" to 1-2 turrets, so destroying either Energy Transmitter or one of the Generators was disabling 1-2 turrets. Problem is, only 2 scouts from squadron A were targeting Energy Transmitter, while 3 scouts from squadron C were targeting Generator B (as long as you didn't kill them @ NAV B). Other units were using "choose nearest target" setting, which in most cases meant "closest gun turret". Now it works like this:
Destroying Energy Transmitter disables ALL 7 turrets. This object is being targeted by 2 scouts from squadron A & all (1-3) scouts from squadron C.
Destroying Energy Generator 1 disables turrets A1, A2 & A3; Energy Generator 2: A4 & A5, Energy Generator 3: A6 & A7. Each generator is being targeted by one scout from squadron A.
- Scouts from squadron A got equipped with better torpedoes:
3*PIR-Scout-A (the big ones): changed torpedoes from Tiger Sharks 2 to Bull Sharks 1,
2*PIR-Scout A (the small ones: changed torpedoes from Tiger Sharks 1 to Tiger Sharks 2,
Previously they were 99% unable to destroy any energy equipment (Flint could sit back and still two turrets were shredding the scouts with ease). Now the scouts are quite able to blow up their targets (disabling some / all turrets).
- 1*Energy Transmitter: PD increased from 100% to 150% (more enemies target it now, and its destruction disables ALL turrets).
- Tweaked numbers and types of scouts appearing on different difficulty levels. Now it should be more balanced than previously.

00405: DANGER
- Tweaked COM & BRF,
- 3*PIR-Scout: changed model from big to small. "Big" enemy scouts are quite difficult to deal with in this mission, due to narrow canyons' walls. Plus they can "glitch" through those, while Flint can't...
- 10*PIR-Gun-Turret: decreased SR from 120m to 100m. With default values moving past them was kind of difficult, at least with sonar and engine turned on...
- 2*Control Unit: renamed them to "Gun-B Control Unit" and "Torp-C Control Unit" to make clear what destroying them does. You have to find them first, anyway...
- Changed number of units appearing on various difficulty levels. There was no difference between "medium" and "hard" originally, now it is. You will face 6*Buggy, 6*Tank & 10*Scout only on "Hard" difficulty.

00406: THE PIRATE SUPPLY CENTER
- Tweaked BRF,
- 2*PIR-Torp-Turret B: changed sonar type to "passive", decreased SR to 80m, tweaked triggers ("active" from the beginning, like the gun-turrets nearby). Previously one of them was being activated by attacking the Fire Control, which was weird / wrong / too hard. Now you can sneak past everything except two PIR-Tanks @ NAV A. On the other hand, going "loud" is not advised. Like, really...
- Changed triggers responsible for the appearance of PIR-Scouts. Now you will ALWAYS face from 6 (easy) to 12 (hard) of them. Enjoy.
- 3*PIR-Torp-Turret A: changed entry in AM, so ATL units won't waste torpedoes on attacking them (they should be disabled during the fight with PIR bombers and scouts due to destruction of Fire Control).
- 1*ATL-Bomber: changed torpedoes from Bullshark 1 to Bullshark 2.

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

00601: ATTACK ON FREIGHTER ISHTAR
- Tweaked BRF & COM.
- 1*CLA-Ishtar: its turrets will now get disabled the moment it is infiltrated. You will get a COM message about it too. Should make the final part easier (you will have to deal only with captain's escort, not Ishtar itself). Originally Ishtar's turrets were much more dangerous to allied pirates than shogunate mercenaries...
- Modified AM making all PIR units ignore Ishtar. That way they will concentrate on MER-Scout A1 first and then the rest of the escort. And they will not waste torpedoes and ammo on Ishtar, esp. after its turrets get disabled.
- 3*MER-Scout A, 1*MER-Bomber A: activity triggers changed from #4 (attack specific target) to #3 (choose your own target). In vanilla, all these units were targeting Flint, and originaly I've modified it, so every one of them was attacking different target (Flint, PIR-Bomber A, PIR-Bomber B, PIR-Infiltrator). But this turned out to be a bad idea, since they were totally ignoring other targets, even when attacked by them. Now their behaviour is more realistic.
- 1*PIR-Infiltrator: Replaced a complex trigger responsible for its activation ("area" trigger set 60 seconds after MER-Scout A1 gets attacked - wat?) with something much simpler. It will now activate 60 seconds after PIR-Bomber A arrives at its destination (which activates the shogunate escort).
- 1*PIR-Infiltrator: After infiltrating Ishtar, it will now go back to its initial position near NAV B, instead of hanging out near Ishtar (and getting killed by its escort, which fails the mission).
- Replaced a complex trigger responsible for launching the final part of mission (captain + 2 escorts + hunter). Originally it was a combination of 2 triggers: Ishtar gets infiltrated and Flint reaches the area where PIR-Infiltrator does the infiltrating (following the "We need assistance. Come here!" COM message). Problem is, the Infiltrator was leaving this area after 20 seconds (15 of infiltrating and 5 of waiting), so if you weren't fast enough, you could've ended up not knowing what to do to proceed with the mission. Now it's much more simpler and works basically the same. 3 enemy units will appear 20 seconds after Ishtar gets infiltrated, while the hunter will apear 5 seconds later.
- 2*MER-Scout B: changed their triggers, so when CLA-Captain gets infiltrated or destroyed, they will run away. Originaly they were just stopping. OFC both of them should be dead long before the Captain gets infiltrated...
- Added "show as long as object is still alive" triggers to almost all COM messages.

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00701: ENTROX AGENTS AT LIMBO
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- 7*ENT-Boat: changed activity triggers from #4 (attack specific target, either Flint or one of Torp-Turrerts) to #3 (choose your target).
- Modified one "reach area" trigger (COM message from ENT-Boats), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).

00702: REVENGE ON CURLY
- Tweaked BRF & COM.
- Added new tip to BRF ("Use Sync. with me").
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of 4 "trash fields" from neutral to foe to make them "confusing" to Flint's sensors.
- Added NAV A near the beginning of the mission, renamed 2nd NAV point. Still, going back to NAV A is useless, turrets won't attack Curly and his guards.
- Changed positions of enemy scouts a bit, placing them closer to each other.
- 4*PIR-Scout: Added second action trigger (#4: attack selected target). Originally Curly's escorts were using only one trigger (#6: wait and attack set target when it's close), which made this mission very easy - you could've dealth with them one by one. The only exception was Curly himself, who was starting with action #6, but was switching to action #4 the moment one of his escorts got destroyed.
All enemy units now behave like this. When you destroy one of them (which triggers the "Do I have to do everything myself?!" COM line - as long as the unit destroyed wasn't Curly), all other units will activate and attack you at once. Enjoy. :D
- PIR-Scouts: unified PD at 200%, (300% for Curly).
- Modified one "reach area" trigger (activating enemies), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).
- Tweaked guns and triggers of enemy scouts. Man Eaters weren't a good idea combined with changes described above...

00703: ATTACK (LIMBO)
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- Added NAV A near the beginning of the mission, renamed 2nd NAV point. Still, going back to NAV A is useless, turrets won't attack Ezra's enemies.
- Added PIR-Scout A4. Enemy scouts will now appear in following numbers: 2e, +1m, +1h.
- 4*"PIR-Scout": unified PD @ 200%. Tweaked their guns and torpedoes.
- Modified one "reach area" trigger (activating enemies), so you can activate it much easier (being 0-65m from the bottom, instead of 0-25m).
- Modified AM. All enemies are now able to attack only Ezra or Flint.
- 1*PIR-Ezra: Added new activity trigger & COM. Originally, after arriving at its destination near NAV B he was just waiting there. Now he will wait too, but if all enemies are dead, Ezra will leave the area after 5 seconds ("goto" trigger + COM message).

00704: DESTROYING THE LOCK
- Added two tips to BRF (use "Sync with me" & be silent).
- Tweaked COM a bit.
- Renamed enemy units again, making 4 groups of gun turrets, 2 groups of torpedo turrets and 4 groups of scouts.
- Changed activity triggers of ALL enemy turrets from #8 (attack set target) to #7 (patrol). Now it looks more realistic, and turrets won't preffer Flint over Saboteur.
- Changed activity triggers of ALL enemy boats from #4 (attack set target) or #6 (wait and attack set target when it's close) to #3 (patrol). Now it looks more realistic, and scouts won't preffer Flint over Saboteur.
- Enemy turrets have unlimited torpedoes now.
- Added two gun turrets and one torpedo turret near the beginning of the mission, strengthening existing enemy defenses there (two weak gun turrets). All these units (Gun-Turret A1-A4 & Torp-Turret A1) have been heavily buffed (PD & ED = 1000%) and ARE NOT affected by the destruction of Generator @ NAV A (they are always active). This should prevent players from doing this mission "counter-clockwise", ignoring Flint's orders and reaching the Saboteur from the opposite direction, which was quite doable originally, if you knew the map well. Now it's almost impossible. Plus, Torp-Turret A1 uses Man Eaters I...
- Switched models of tanks (A1 is now big while A2 is small), changed their triggers (they were using "turret template" settings, so they were being disabled by generator's destruction and later re-enabled, which was wrong).
- PIR-Scout A1-A3: changed their position, moving them closer to the floor.
- Changed Flint's staring position a bit (122m from closest gun turret, so 2m outside of its range).
- ATL-Saboteur: increased PD from 600% to 1000%. Still, you have to destroy all 4 turrets protecting both Floodgate Controls, or they will blow up the Saboteur within seconds. It's 100% possible from outside of their SR (120m), you just have to be fast and use "Sync with me" for guns or decent torpedoes. I was thinking of using a bomber instead of scout here, but it was either too slow (@ speed = 100%) or its behaviour was becoming unpredictible (@ speed > 100%).

00705: DUEL
- Renamed some turrets to make 3 groups (A/B/C). Added / changed some triggers, so destroying each Control Unit now disables all turrets from its "group" (torp-turrets too). All turrets now work like this: wait -> patrol (when corresponding Control Unit gets infiltrated by Schwartz) -> wait (if corresponding CU gets destroyed).
- PIR-Torp-Turrets now have infinite torpedoes.
- Changed identification of one "trash field" from neutral to foe to make it "confusing" to Flint's sensors.
- 1*PIR-Schwartz: Fixed his triggers. Originally he was infiltrating only Control Unit A, then waiting with infiltarting another till Marquez was dead. Now he will infiltrate all 3 Control Units in sequence (as long as Marquez is still alive), then attack Marquez, then stop.
- 1*PIR-Schwartz: reduced time required to hack Control Unit from 15 to 10 seconds (this should make waiting for him to hack the turrets a valid tactic).
- 1*PIR-Marquez: he will now activate after 1 seconds instead of 5. Originally it was too easy to kill him right away.
- Added two COM messages (Schwartz tells Flint about the turrets & responds to Marquez's death).
- Modifed AM. All enemies can attack Flint or Schwartz (will target Flint, though). All turrets can attack enemies, but not vice versa.
- PIR-Scouts: unified PD at 200%, (300% for Curly), tweaked guns and torpedoes.

00706: HELP SEACORE
- Tweaked numbers and models of enemy scouts appearing on various difficulty levels (-2 scouts on easy).
- 7*PIR-Scout A: changed activity triggers. Instead of attacking either Flint or one of ATL-Bombers (trigger #4), these enemies will now choose their own target (trigger #3).
- 6*PIR-Scout B: changed activity triggers. Instead of attacking either Flint or one of ATL units (trigger #4), these enemies will now choose their own target (trigger #3).
- 2*PIR-Bomber B: changed activity triggers. Instead of attacking either Flint or one of ATL-Bombers (trigger #4), these enemies will now choose their own target (trigger #3).
- 6*PIR-Scout C: changed activity triggers. Instead of attacking Flint (trigger #4), these enemies will now choose their own target (trigger #3).
- "Simplified" triggers of enemies from groups B & C. Instead of going: patrol - move - patrol (in almost the same spot anyway), which was making them vulnerable during the "goto" phase, they will now patrol the initial area until they die. Changed their coordinates a bit, since originally every unit from each wave was patrolling on the same coordinates, which could lead to "overlapping".
- 3*ATL-Scout A: changed final activity trigger from #4 (attack one of enemy scouts) to #3 (choose your own target). PD increased from 100 to 160% (there are 19 enemy scouts, using stronger weapons now).
- 2*ATL-Bomber A: changed their activity triggers from #4 (attack one of enemy scouts) to #3 (choose your own target). PD increased from 100 to 140% (there are 19 enemy scouts, using stronger weapons now).
- Modified one "reach area" trigger (COM message when reaching ATL-Command), so you can activate it easier (being 0-45m from the bottom, instead of 0-25m).
- Added two COM messages connected to ATL-Command's destrucion (Command's death cry + slating from Seacore).
- Changed trigger responsible for "Enemy contacts! Take care of them, Flint..." COM message, from "Flint reaches certain area" to "timed" (12 seconds after Flint reaches ATL-Command).
- Tweaked coordinates of all 5 ATL units, so they should patrol in slightly different areas now. Previously some units were sometimes "overlapping".

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

00902: PARALYZE A MUHAMMA BOMBER
- Changed mission's name in the "Dock" window from "Paralyze a Muhamma bomber" to "Paralyze a Muhamma boat". Quest giver only mentions "a boat", so now the player will learn about what he's actually up against only from the briefing screen...
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 2*MUH-Boat A: Increased attack radius from 60 to 80m.
- 1*MUH-Bomber: Increased attack radius from 50 to 70m.
- 3*MUH-Boat B: changed target in activity trigger #4 (attack target) from Flint to TAN-Infiltrator (makes more sense IMO). Increased patrol radius from 60 to 80m.
- 1*TAN-Infiltrator: Increased patrol radius from 50 to 70m. PD increased from 150% to 200% (enemies will now target it instead of Flint).
- 4*MUH-Torp-Turret: Added missing activity triggers. Previously they were inactive, now they will attack Flint if he gets in their SR.
- 3*MUH-Gun-Turret: Increased attack radius to 360 degrees.

00903: ATTACK (FLOATING BOMBAY)
- Tweaked guns and torpedoes of all boats.
- Added 4*MUH-Torp-Turret for continuity's sake.
- 3*MUH-Gun-Turret: Increased attack radius to 360 degrees.
- 5*TAN-Boat: Increased attack radius from 60 to 80m.
- Made the second part of the mission (saving the freighter optional). IMO it being mandatory doesn't make sense.
- 3*ANR-Scout: PD set too 100%. Previouslty I've buffed them to 150% which wasn't necessary, since these already use stronger models (#88 & #89).
- Modified AM (TAN & MUH units = Enemies). You can lure TAN boats towards MUH base and its turrets will deal with them. OFC simply killing them is faster and easier.
- Added NAV A near the beginning of the game (it's quite easy to "loose" your attackers and hard to find them after that). Renamed next two NAV points.
--------------------------------------------------------------------------------

01001: PATROL STAR OF BENGALIA
- Renamed all "allied" boats from CLA- to ATL-, the way it was in the original file.
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 5*ANR-Scout A: Changed activity trigger from #4 (attack Flint) to #3 (patrol and choose your target).
- Changed one of CLA-Bengalia's attackers from ANR-Scout to ANR-Bomber (small). Original "attack" was more like a suicide (2 ANR-Scouts against 2 ATL-Scouts, 1 ATL-Bomber and all CLA-Bengalia's turrets). Set its PD to 140%, same as the supporting scout.
- ANR-Scout B1 & ANR-Bomber: Changed activity trigger from #4 (attack S.O.B.) to #3 (patrol and choose your target).
- 1*ATL-Bomber: it will now patrol the vicinity of CLA-Bengalia infinitely (same as both scouts).
- Added three "death" COM messages for ATL units guarding CLA-Bengalia.
- Changed "attitude" of the "looter outpost" from foe to friend. IMO it was some kind of mistake, and now the looters (3 scouts and 2 tanks from group B) actually have something to loot. As long as they deal with the turrets...
- Added CLA-Gun-Turet A2 near the outpost. One turret was a joke.
- Changed trigger responsible for the appearance of the "plunderers". Originally they were appearing together with CLA-Bengalia's attackers, now they will appear 20 seconds after Bengalia's attackers got destroyed. This way the CLA-Gun-Turrets actually have a chance of surviving till Flint appears...
- 2*ANR-Tank: renamed group from A to B, added missing (?) triggers, so they appear together with ANR-Scouts B3-B5. Moved them further from the outpost, since they were "disrupting" the CLA-Gun-Turrets when appearing near them (turrets were ignoring ANR-Scouts).
- 3*ANR-Scout B: Increased patrol radius from 50 to 70m.

01002: PROTECT THE BREATHING GAS TRANSPORT
- Renamed all "allied" boats from CLA- to ATL-.
- Tweaked COM.
- Tweaked guns and torpedoes of all boats.
- 5*ATL-Scout: Changed activity trigger from #4 (attack one of BNT-Scouts) to #3 (patrol and choose your target). Increased patrol radius from 50 to 70m.
- 2*BNT-Scout: Decreased ED from 150% to 100%. There are 3 COM messages about "OMG, Flash Sharks actually worked?!", launching when one of BNT-Scouts gets paralyzed, so let's help them actually launch...
- Added a "death" COM message for CLA-Freighter (its death fails the mission now).
- Added NAV A near CLA-Freighter - mentioned in BRF, yet missing.

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

01101: BOARDING A BIONT SCOUT UNIT
- Tweaked guns and torpedoes of all boats (gave FLA2 to one of the ATL-Bombers).
- Fixed and simplified broken trigger related to one ways of failing the mission (plus related COM message). Now when you let BNT-Scout 01 slip by, after about 1:40 you'll get a "The Biont left our sonar's range! You failed!" message + mission will be failed. Previously this part was using three separate "dummy" objects: unused and weirdly positioned fuel tank, destruction of which was failing the mission, inactive ANR-Scout, destruction of which was failing the mission, and BNT-Scout 04, which was supposed to appear when BNT-Scout 01 arrived at its destination and blow up the ANR-Scout (failing the mission). Problem is, BNT-Scout 01 was using trigger #2 (goto) instead of #9 (goto till arrive), so this whole mess didn't work at all. I removed both scouts and set the tank (moved to the corner of the map) to appear and immediately self-destruct when BNT-Scout 01 reaches its destination. Simple, tested, works like a charm.
- BNT-Scout 01: PD decreased to 75%. Destroing it fails the mission, so players should be extra careful not to blow it up.
- BNT-Scout 02: Simplified its activity triggers. Instead of attacking in sequence (both ATL-Bombers & ATL-Specialist), it will now attack Flint (trigger #4) and switch to "patrol and choose your target" (trigger #3) 60 seconds after BNT-Scout 01 gest infilitrated (at this momemnt ATL-Specialist starts going back to Polar). With original triggers it was ignoring Flint even when attacked by him. Using trigger #3 (patrol and choose your target) would be preferable, but the Biont always chooses the least mobile target first... And wipes out ATL-Specialist within seconds. So, it's best for Flint to be the target.
- BNT-Scout 03: Changed its activity triggers. It will now appear 60 seconds after BNT-Scout 01 gets infiltrated (= always), not when one of ATL-Bombers gets attacked (it probably won't). I simplified its triggers as well. Instead of attacking first ATL-Specialist then Flint, it will simply use trigger #3 (patrol and choose your target).
- 2*ATL-Bomber A: fixed some bad activity triggers, increased their patrol speed from 40 to 80% and patrol radius from 50 to 70m.
- Removed NAV C, related trigger and info about it in COM. BNT-Scout 03 can attack ATL-Specialist anywhere, not only near NAV C. Plus the original devs' idea of ATL-Specialist stopping on the way to Polar was dumb (and ultimately abandoned by them, it seems).
- Added four COM messages, related to ATL-Bombers (death) & ATL-Specialist (death + Polar's reaction).

--------------------------------------------------------------------------------
01201: ATTACK ON BELLINGSHAUSEN
- Tweaked models, guns and torpedoes of all boats (these are now related to difficulty level). There are 3 bombers and up to 26 scouts on the map.
- Renamed enemy groups again:
Group A: 2 scouts attacking Chemical Tanks, 5 scouts patrolling, 2 scouts summoned after 120 seconds and attacking Chemical Tanks.
Group B: 5 scouts protecting ANR-Command, and switching to "patrol" when Command or one of them gets attacked.
Group C: 8 scouts patrolling.
Group D: 2 bombers infiltrating the freighter / patrolling, 2 scouts infiltrating the freighter / patrolling, 2 scouts patrolling.
- 4*ANR-Scout A: changed their activity triggers. They will now attack Chemical Tanks until attacked (each scout switches to "patrol" when hit) or ANR-Control gets destroyed. Originally they were ignoring Flint even when attacked. This change makes the mission slightly easier, but if you don't bother them, they will destroy the Tanks fast & easy.
- 2*ANR-Scout A: first two scouts attacking the tanks will appear after 15 seconds, not right away. Original setting made this mission too random - sometimes you just had to restart, because one of the tanks got destroyed before you even reached it. Now you "just" have to find ANR-Scout A1 & A2 in this whole mess and destroy them, while staying alive.
- Added sixth MAC-Gun-Turret (A3 now). Changed position of MAC-Gun-Turret A2 & A6 a bit.
- MAC-Gun-Turret A3-A6: PD decreased from 300% to 200%.
- Changed identification of 2 "trash fields" from neutral to foe to make them "confusing" to Flint's sensors.
- Changed identification of 3 "trash fields" from neutral to friend to make them stay "green" even when Flint hits some friendly unit.
- Changed activity triggers for all 4 units able to infiltrate ATL-Freighter. Original range of "height" (40-70m) was too low - due to the Freighter staying at the height of 50m from the bottom, its' infiltrators were often able to "get stuck inside of it", making themselves impossible to destroy. New height is set to 75-85m (maybe too high "realistically", but at least always above the Freighter).
- 2*Chemical Tank: PD increased from 300 to 400%. Enemies use stronger torpedoes now.
- Disabled trigger #2121, originally responsible for ending the mission. Now it will end when all enemies got destroyed and both tanks & ATL-Freighter survived.
- Added two COM messages: tanks destroyed & freighter destroyed.

01202: AMBUSH (PHOBOS)
- Tweaked guns and torpedoes of all boats.
- 6*"WBS-Scout": PD changed to 140% (easy) / 160% (medium) / 180% (hard),

01203: WILLY BOY's MERCENARIES
- Tweaked guns and torpedoes of all boats.
- Reduced number of objects using "must survivie the mission" trigger from 30 (!) to 16 (only "main" buildings + both freighters). "Civilian" boats can be destroyed now, plus 3 of them are now "combatants" (see below).
- Changed the way some MAC units work significantly. In the vanilla game this mission felt very weird, as it was Flint against 3 "big" ANR-Bombers and up to 8 "big" ANR-Scouts, PLUS 3 ATL-Scouts attacking him, if he hit one of the freighters. Now it feels more realistic...
In Original game:
There were 7 "civilians": 5 scouts & 2 bombers. 4 scouts were moving around the map, 1 was inactive, untill attacked. 1 bomber was totally inactive, 1 was inactive till attacked.
There were 3 "guardian" scouts, activating when one of the freighters got attacked by Flint. These were hostile to Flint, attacking him but not WBS enemies.
All 7 "civilians" plus two freighters got their own "Hey! Leave me alone" COM lines, activating when attacked.
Now:
Four "civilian" scouts are named MAC-Couriers. Those are the ones which keep moving around the map. WBS enemies won't attack them.
One bomber and two scouts constitute group A. They will appear when Flint reaches the vicinity of the area where first attack attempt of WBS guys takes place (COM: "Damn, they discovered us! Retreat!). They will patrol the area near Observation Station 2, attacking WBS enemies, not Flint.
One bomber and two scouts constitute group B. They will appear when WBS enemies begin their second attack attempt (COM: "Flint, the Looters are trying it again."). They will patrol the area near Pump Station 1, attacking WBS enemies, not Flint.
I've changed 5 COM messages mentioned above into the "Fuuuu" messages for the new combatants. Added one more as well.
- 2*MAC-Bomber: PD increased from 100 to 140%.
- 4*MAC-Scout: PD increased from 100 to 160%.
- Added another COM message (mission's end).
Same as before, extract the contents on top of the Augmented Mod v1.01.

https://www.mediafire.com/?b2j8lq24y2x6bs4/
 
Last edited:

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Play it nao, playtest it while you at it. Game blows X-wing out of the hyperspace.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Guys, just wanted to let you know that things are progressing.

SLOWLY.

Missions concerning BFM's capture are probably the most complex so far or in the entire game. Lots of objects, using complex sets of triggers, so it often takes me a week or two to modify and test a single mission.

For example, today I finally completed twerking mission 01501 (Patrol Big Fat Mama after it's captured).

To explain what I'm taking about when calling this mission complex:

Allies:
  • 2 tanks
  • 6 scouts
  • 2 bombers
Enemies:
  • 25 scouts
  • 10 bombers

01501: PATROL BIG FAT MAMA

- 3*ATL-Crawler: PD increased from 150% to 160%.
- 2*ATL-Tank: changed model from two-barreled to one-barreled. Even a single "big" tank was able to protect the crawlers just fine...
- WBS-Scout A1-A3: these units will now attack one of the ATL-Crawlers A3-A5. Other two scouts from this group will just patrol the area.
- WBS-Scout A3: changed model from "small" #88 to "big" #89.
- 5*WBS-Scout A: equipped them with "regular" set of torpedoes (6*TIG1).
All the changes above should lead to a situation, when leaving WBS-Scouts A alone should lead to mission failure in ~90% of cases. In other cases, ATL units will deal with these scouts on their own, before any crawler gets destroyed.
- ATL-Crawler 1&2: tweaked activity triggers to prevent them from overlapping.
- Removed all instances of units using "patrol for x seconds then move to point of origin and start patrolling again" triggers. This was probably used to prevent units from "wandering off" from designated area, but made them vulnerable during the "move" phase. All these units will now patrol infinitely.
- Renamed some units, taking activity triggers into consideration.
- Changed the way AM group #4 works. Originally ATL-Scouts B1-B2 & ATL-Bomber B1 were present on the map since the beginning of the mission, but using the "sle = 1" setting, which made them visible to Flint only if in his sensor range. This felt weird, since they were popping on and off Flint's radar / display. I've introduced a new "activating trigger" (1/2/5), so they will activate the moment any unit (2) from group 5 (WBS-Scouts A1-A5) gets destroyed (1).
- Tweaked some "activating triggers" for enemy units. Mostly concerning the delay (30/45/60 seconds) after any unit from group #4 (described above) gets attacked. This way enemies will appear faster, in sequence, with some delay between squadrons.
- 2*WBS-Bomber B:
a) Added new activity triggers. Originally these units were just infiltrating (#10) and switching to patrol (#3) after BFM's infiltration. Now they will move (#2) to the vicinity of BFM first.
b) Set both move and infiltration height to 80-90m (slightly above BFM).
c) Decreased infiltration time from 60 to 45 seconds.
d) Changed final trigger (#3 - patrol) from "infinitely" to "for 60 seconds".
e) Increased PD from 100 to 160%.
All these changes should prevent these units from "clipping" into BFM, "wandering off" away from BFM during infiltration and dying before reaching BFM.
- Tweaked COM (timing, units active).
But watching a massive naval battle happening the way you programmed it feels great. :D

EOvaDqk.png


If you don't help your allies deal with first wave of scouts, crawlers will be destroyed (and mission failed) in almost 100% cases.

IiSjNJx.png


Same thing with the two enemy bombers, trying to infiltrate BFM - if you don't stop them, they will most likely succeed:

pkk3Zqq.png


GjKwu8A.png


The rest of the mission is mostly a cleanup, but it's not easy, since your allies will inevitably die sooner or later (10 allies vs. 35 enemies).

xJDsMmV.png


4STHxf4.png


So, once again, Flint is Federation's only hope.

:smug:

Todo: Avalon, Shogunate, Austrian Border.

ETA: Next Thursday.
 

Moo Rhy

Barely Literate
Joined
Aug 29, 2019
Messages
2
Hi, first of all: nice work.
But I had trouble finishing mission 00301: FAKE ATTACK ON STYX. The success trigger doesn't seem to work. I tried it several times but it never worked. So copied back the original mission file and finished the mission on first try.

I found a translation mistake (at least I think so). As far as I remember it's the brewmaster in Scranagar. It's in a dialoge about women. The sentence is something like "you have..." but it should be "they have..." from the context. I think they confused the German "sie" and "Sie".

There are also a few things that annoyed me during the survion missions.
1. Enemys fly through the walls.
2. Sometimes there is one last enemy ship in a totally different sector. You have to search through all sectors to complete the mission.
3. I think the bionts' armor is too strong. At first you paralyze all ships and then clear up everything. But taking down the bombers is just annoying. It takes half a minute to one minute to destroy one with the plasma gun. I but a weight on my space bar to use the waiting time for something else. I think it could be enough when all enemies are paralyzed to win the mission.
4. In the first mission you have to clear the left half of the sector first. If you go to the right side you lose. But sometimes that's necessary because the enemys spawn in the second sector you enter through the right side and sometimes they stick there.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
First: thanks for the post. Feedback is always appreciated.

As for the things mentioned...

But I had trouble finishing mission 00301: FAKE ATTACK ON STYX. The success trigger doesn't seem to work. I tried it several times but it never worked.
I've checked this mission in current state (1.2 alpha)... And I've found what's wrong. It looks like I've disabled one switch too many. Probably on of the infamous "last moment changes that should not fuck anything up". But they sometimes do. I test everything multiple times, but sometimes decide to change sth without testing it, and that was the outcome this time.

:rage:

Thank you very much for testing, this shit will be fixed in next alpha.

I found a translation mistake (at least I think so). As far as I remember it's the brewmaster in Scranagar. It's in a dialoge about women. The sentence is something like "you have..." but it should be "they have..." from the context. I think they confused the German "sie" and "Sie".
Are you sure it's Brewmaster? I mean:

#0001 {You're new around here! Everyone calls me the Brewmaster! Welcome to the "SWAMP", the best bar in Gibraltar.}
#0101 {I'm "Deadeye". What have you got that's good?}
#0002 {I have the best beer, brewed from Malayan sea grass, and a few mussels from the hot vents of the Tornado Zone.}
#0201 {God! This bar is so filthy, I'll bet even bacteria are scared to come in here!}
#0202 {Sounds good. Pour me a beer, Brewmaster.}
#0003 {I like you, "Deadeye". It's a scientific fact that dirt is the best protection against disease!}
#0004 {It comes from a lost consignment, if you know what I mean. What are you doing here anyway?}
#0301 {Then I'll bet I'm immortal now!}
#0302 {Bah! As long as the glasses don't bite back I'll be alright!}
#0401 {I'm on the run, looking for a safe haven and a kind word.}
#0402 {I'm looking to get rich. I heard the fortress is the best place to start.}
#0005 {From the look of you, my guess is you're on the run and want to try your luck here.}
#0007 {Then you've come to the right place. The devil himself watches over our safety!}
#0008 {I haven't seen anybody rich around here for ages! The devil himself makes sure of that!}
#0501 {You're a good man, Brewmaster. Tell me something about Captain SORROW!}
#0701 {The devil? What do you mean?}
#0009 {Captain SORROW - reject from hell! His father was a blasted barracuda and his mother a damned torpedo tube!}
#0901 {Sounds like you don't particularly like him!}
#0010 {Pah! That man's so full of shit they could use him to fertilize sea grass! He gets a full 80 percent of what I make!}
#1001 {He seems to hold the fortress together.}
#0011 {Aye, but he's a lazy bastard. I must have told him a thousand times to secure the lock power station!}
#1101 {What's the problem with the station?}
#0012 {One bomb in the control center at the end of the canyon and BOOM! The gate's open and the energy supply crippled!}
#1201 {Well, sure, but they'd have to get into the fortress first.}
#0013 {You mean the offshore sentry ~1LIMBO? ~0Forget about the wimps there.}
#1301 {I didn't notice anything...}
#0014 {It's at the end of a canyon. It's well guarded, but I think a good man in a good boat could make it.}
#1401 {Well, let's hope it never comes to that! By the way, can I have another sea grass beer?}
#0015 {You like it, don't you? Oh, well... I guess I talk too much, but that's the way it goes.}
#0001 {By the radioactive waters of the Okhotsk Ocean! My pal "Deadeye" is back again.}
#0101 {Light, Brewmaster. Do you know where I can find Captain SORROW?}
#0002 {In "LILLY'S", where else? He often hangs out there, bragging and drinking his own beer!}
#0202 {Listen. How'd you like to cripple this clown?}
#0003 {That sounds like mutiny!}
#0301 {Uh... I thought you wanted to go to ~1NEOPOLIS... ~0}
#0302 {Oh, stop acting like a beached jellyfish!}
#0004 {Who's to say you're not one of SORROW's spies, sounding me out?}
#0005 {I'll bet you're one of SORROW's spies!}
#0401 {Being so wary you'll never have a bar with Atlantan girls...}
#0402 {Are you calling me a snitch? Watch your mouth, jerk!}
#0502 {Don't call me a spy or you'll regret it!}
#0006 {Hm... Perhaps you're right. What do you have in mind for the rotten mackerel?}
#0007 {Don't threaten me, you shallow water sailor! No one who drinks my beer dares threaten me!}
#0601 {I want to get him out of the fortress. I have to get him aboard my ship.}
#0701 {Don't get excited! I thought you were on my side!}
#0008 {Ah... You're on a mission, aren't you? Who's paying you?}
#0009 {I'm only on MY side, lad. If there's nothing in it for me, I can be as tight as a mussel!}
#0801 {It doesn't concern you, Brewmaster.}
#0802 {Influential people from ~2NEOPOLIS. ~3They've put a price on SORROW's head!}
#0901 {Well, what do you want?}
#0902 {You think I'd pay an old drunkard like you? Forget it!}
#0010 {OK, then - see you around!}
#0011 {I dream of a new identity in ~1NEOPOLIS ~0and absolution for all my crimes - nothing less! In return I'll give you information!}
#1001 {Damn it Brewmaster, don't be so pig-headed!}
#1101 {ABSOLUTION? AMNESTY you should say! Boy, are you dreaming!}
#1102 {That's AMNESTY, not ABSOLUTION! I can't promise you anything, but I have connections... I'll try, but only if you help me!}
#0014 {You'd better leave my bar now, stranger!}
#0015 {OK, stranger. You'd better leave my bar - now!}
#0016 {Then we're in business. Let me tell you the key to SORROW's heart!}
#1601 {Let's have it - I don't have much time!}
#0017 {Tell him that SULTAN ZALMAN's sister is sweet on him, understand?}
#1701 {ZALMAN? The head of the Malayan pleasure complex?}
#0018 {Exactly. If he asks how you know, just claim you did the EnTrOx job for ZALMAN!}
#1801 {What job was that?}
#0019 {That's of no concern to you. Just say you're not allowed to tell a single soul a thing about it. That's the only way he'll believe you.}
#1901 {I will. Thanks.}
#0020 {See that you do! I HATE the rotten swine! I want to settle in ~1NEOPOLIS ~0and start my life over again. What's left of it, anyway. Now go, man, and good luck!}
Enemys fly through the walls.
Engine limitation. Nothing can be done about this. BTW it's like that in the entire game, it's just most annoying during the finale.

Sometimes there is one last enemy ship in a totally different sector. You have to search through all sectors to complete the mission.
I will try tweaking enemy patrol zones once more, but they tend to leave those to pursue their targets, so it will end up a clusterfuck anyway...

I think the bionts' armor is too strong. At first you paralyze all ships and then clear up everything. But taking down the bombers is just annoying. It takes half a minute to one minute to destroy one with the plasma gun. I but a weight on my space bar to use the waiting time for something else. I think it could be enough when all enemies are paralyzed to win the mission.
BRO, I've already decreased Biont's armor (Physical Defense / PD) from 240000 to 150000 (bombers) and from 60000 to 50000 (scouts). When using 3 guns (main gun + 2 turrets in "sync in me" mode) destroying them shouldn't take THAT long. And I think their high PD makes sense and works in the game. Nothing beats approaching a red dot, thinking it's a paralyzed target, only to realize it's a newly arrived Biont Bomber. :D

In the first mission you have to clear the left half of the sector first. If you go to the right side you lose. But sometimes that's necessary because the enemys spawn in the second sector you enter through the right side and sometimes they stick there.
I will look into this mission's "fail" triggers. Probably some "area trigger" needs some tweaking. Currently I'm still stuck in the Red Sea (working on Mission 01803: BIONTS IN THE RED SEA ATM).

Thank you very much again.
 

Moo Rhy

Barely Literate
Joined
Aug 29, 2019
Messages
2
I found it. 002110. It's Scavenger.

#0005 {Frauen bleiben in der "Aasfresser-Station" nicht l„nger, als die Hoffnung auf einen Lotteriegewinn.}
[...]
#0502 {Sie brauchen einen Grund, um hier zu bleiben. Streng dich an!}

#0005 {Women don't stay in ~1SCAVENGER ~0any longer than the hope of a win on the lottery.}
[...]
#0502 {You need a reason to stay here. Make an effort!}

Should be

#0005 {Women don't stay in ~1SCAVENGER ~0any longer than the hope of a win on the lottery.}
[...]
#0502 {They need a reason to stay here. Make an effort!}
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
I hated that it had audio stuttering in DOSBox but seemed like a good game otherwise, if you could get past the bland, bad voice acting of its lead character. I played a few minutes with a Thrustmaster flight control stick a few years ago and it was kind of cool to do that and see how responsive it was.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
Moo Rhy

Thanks, mang. It's probably bad translation from GER indeed.

I hated that it had audio stuttering in DOSBox
Switching output to direct3d fixed these for me. Plus following [mixer] settings in dosbox.conf:

Code:
rate=44100
blocksize=2048
prebuffer=2000

bland, bad voice acting of its lead character
rating_rage.gif
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROS! Third and final alpha is here! I'm gonna fucking do it! In a couple weeks or months...

Everything up to the two final hubs (Shogunate and teh Survion) is done.

List of changes since previous alpha below.

- Fixed a mistake in dialogue with the Barkeeper in Garcia's Lounge @Scavenger. Thanks, Moo Rhy.

- Fixed dialogue with Lionel Sinker @ Blue Hawaii. Previously, related task ("Meet LIONEL SINKER in BLUE HAWAII") was still visible in the Notebook if you turned his mission down. Now it disappears no matter which choice you make.

- Fixed dialogue with Boris Whul @ Svesda Wostock. Previously, due to wrong entry in a .dia file, he was using wrong (Flint's) line.
a) Originally it went like this:
Boris: You know WINNY WONG?
Flint: No, never heard of him.
Boris: So what?
Flint: I can't remember already.
b) Now it's like this:
Boris: You know WINNY WONG?
Flint: No, never heard of him.
Boris: Too bad. I've never talked to you, all right?
Flint: I can't remember already.

- Fixed and changed a massive clusterfuck of dialogue triggers in Svesda Wostock, which could lead to player being stuck and unable to progress.
Originally, there were two minor and one big problem:

1) A .des file for second dialogue with Cox had one wrong entry (same marker used twice), which (in a rare case) would lead to the mission entry "Bring WANJA to the ITV-CENTER XXIV" not disappearing from the PDA if you screwed the talk with Nastasha before actually completing the mission. This is now fixed.

2) If you spoke with Boris Whul first, and got the "Meet Hua in Wilnja Farm" task from him, while being smart (triggers #2001 & #2002 enabled, trigger #2005 not enabled) and then spoke to Nastasha and screw up this dialogue (trigger #2004 enabled), you would end up with two dialogue branches during following talk with Cox:

G2Poq7R.png


a) The worst, "pay or game over, mang" (Flint gets caught either by Nastasha or Hua):
Flint: You don't have to say anything, Sir...
Cox: You can leave what I say up to me, Flint! Unfortunately, I'm speechless!

and

b) The second best, "thank god our secret service is on the ball" one (Flint gets the Wanja job, but lays it down when speaking with Hua or Wanja - see also problem #3 below):
Flint: Light, General.
Cox: I'm glad I got a hold of you before you set off a disaster!

That was clearly wrong, as only option a) should be available. Plus, if you got the Hua task while being dumb (triggers #2001 & #2002 & 2005 enabled), everything worked fine (only option a) available when talking with Cox). The problem was caused by lack of trigger #2005 in one branch of Nastasha's dialogue tree. I've fixed this by modifying .dia file (took me almost a day again - these hex files are a real pain in the ass...).

3) If you did everything related to Wanja's job correct (spoke with Boris, was smart during the dialogue, spoke with Hua and accepted the job), turning down the job while speaking with Wanja himself led to being stuck in the game, as only completing the job was followed by the "launch second dialogue with Cox" trigger.
I've implemented a new trigger in .dia file, which activates the dialogue with Cox via the .des file when you turn the job down.
To make this work, I had to disable "neutral" branches in Wanja's dialogue:

rZ05Lut.png


Wanja: Hey, mercenary! How about buying me some flowers?
Flint: What do I look like - a hairdresser?
Flint: Sorry pal, I'm not your type.

If you accepted his job when speaking with Hua.
You can't use the same lines twice, with different outcomes (dialogue with Cox not launched first time, but launched second time). I mean you could, but by multiplying lines in both .dia and .sen files. And fuck that.
So, if you accept Wanja's job when speaking with Hua, you will get only one branch when speaking with Wanja (doesn't matter if for the first or the second time):

XKwsbOj.png


Wanja: Hey, mercenary! How about buying me some flowers?
Flint: I might have some white roses for you.

Then, you can either accept the job definitively, which leads to Wanja's mission and "best" dialogue branch with Cox (he and Newskiij know nothing about Wanja), or you can turn it down, which now launches Cox' dialogue (this was missing previously), setting it to the "second-best" branch (Cox knows about Wanja from the AF secret service, no penalty for Flint, Newskiij doesn't know enything).
I also decided to add another entry to Hua's .des file, which disables Wanja entirely if Flint turns down Wanja's job when talking to Hua. Without this change, if Flint had spoken with Wanja before, he would've been able to speak with Wanja again, with identical options as before (two "neutral" branches). Which would be wrong IMO.

This sets game's record when it comes to fixing zone dialogue files - 3 .dia and 3 .des files had to be fixed / modified.
00301: FAKE ATTACK ON STYX
- Introduced, but later fixed a mission-braking bug. Thanks, Moo Rhy.

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

01301: ATTACK ON BLUE HAWAII
- 4*WBS-Scout A: changed final trigger from "attack Flint" to "choose your target".
- 3*SAN-Scout A: changed their position and patrol radius to prevent them from getting killed by mines. Instead, WBS-Tanks will kill them...
- 2*SAN-Gun-Turret: added two more turrets (2-barreled). Original "defense line" consisting of 2 turrets and 3 scouts is a joke against 3 bombers and up to 9 tanks.
- 4*SAN-Gun-Turret: destroying generator or transmitter #1 now disables turrets 1&2, destroying equipment #2 disabled turrets 3&4. Cosmetic change, as destruction of any electrical equipment fails the mission anyway.
- WBS-Tank A4: changed triggers to make it behave like the rest of its group (attack buildings instead of minefield).
- WBS-Scout A4: canged triggers so it comes back to the vicinity of NAV A eventually.
- 3*WBS-Tank: changed their targets to avoid the situation of entire group attacking the same target.
- 2*WBS-Tank C:
a) Unified their triggers. Both of them will now hang around near NAV A, cleaning the mines.
b) Changed identification from #2 to #5. They will now attack SAN units, buildings AND mines, same way as bombers do. Other tanks can only attack SAN units and buildings.
- 4*WBS-Torp-Turret: removed them entirely, as they existance in this mission feels wrong (torp-turrets "guarding" an empty area).
- Renamed some units.
- Tweaked COM.

01302: GOTCHA!
- Tweaked COM.

01303: ATTACK ON BIG FAT MAMA
- Gave bombers slightly weaker torpedoes. Originally most of them were using Hammerheads or Man Eaters 2. Now enemy bombers will use either TIG2 (easy) or MAN1 (medium) or MAN2 (hard). Both ATL-Bombers are equipped with MAN2.
- 2*SAN-Scout A: changed (fixed?) activity triggers. They will now switch to "patrol" the moment one of the freighters gets attacked (same as all SAN-Bombers A).
- SAN-Bomber A3: changed (fixed?) activity triggers. See above. With original settings, it was often "running away" from the freighters.
- SAN-Bomebrs A2 & A3: changed their activity triggers (position, speed) to prevent them from "clipping" into the freighters.
- 2*SAN-Scout: they will now appear only on "medium" or "hard", not always ("diff = 1" instead of "diff = 0").
- ATL Squadron B & SAN Squadron D: changed their "appear" and activity triggers. Originally all these units were using "sle = 1" setting, so they were "active" only when in Flint's sensor area. Now they will get "summoned" when Flint reaches the vicinity of NAV C (trigger #2082) and start fighting. You still have to destroy SAN Squadron D to end this mission (wasn't the case in the unmodded game).
- ATL Squadron A: changed their activity triggers so they will now patrol close to the area where SAN Squadron C is. This way they will actually engage enemies, instead of making Fling to do all the job.
- ATL Squadron B: changed their activity triggers, making them patrol a little bit closer to BFM. This way it's easier for the player to spot them and help them. Added three "death" COM Messages for these units.
- 4*ATL-Scout, 2*ATL-Bomber: PD increased from 100 to 200% (they were dying too fast).
- Added "mission complete" COM message.

01304: THE CAPTURE OF THE BIG FAT MAMA
- SAN-Big Fat Mama: changed activity trigger from "attack set target" (ATL-Infiltrator) to "patrol" (choose your target).
- All SAN-Scouts, SAN-Bombers, ATL-Scouts & ATL-Bomber will now patrol infinitely instead of patroling for 35 seconds, moving to original position and start patroling again. I think original setting was supposed to prevent enemies and allies from "wandering off" away from BFG, but it makes them vulnerable during the "move" phase...
- 3*ANR- Bomber C: gave them Hammerheads (they are supposed to be "executioners").
- Added 5 new COM messages (death cries for ATL units).
- ATL-Infiltrator: decreased PD from 300% to 250% (vanilla value was 150%).
- ATL-Infiltarator: fixed activity triggers. Originally this unit wasn't waiting for Flint to clean the minefield, but was immediately proceeding to BFM instead. Now it will act as described in COM (move in front of the minefield, wait till Flint moves past the minefield, proceed to the vicinity of BFM).
- ATL-Infiltrator: added new AM setting (#7). This unit will attack all enemy scouts and bombers (AM #1) and ignore BFM plus its surroundings (AM #2). It will be attacked by all enemy scouts and bombers (AM #1) while being ignored by BFM (AM #2).
Explanation:
ATL-Infiltrator is prone to "wandering off" away from BFM during the infiltration process, escpecially if attacked by enemies. I've tried tweaking its triggers to eliminate this behaviour, but I don't think it can be done 100%. Anyway, with new settings, even if the Infiltrator fails its first attempt, it will try again after some time. With BFM's turrets being able to attack it, second attempt was almost impossible. Now it is possible, as long as you protect the Infiltrator from enemy scouts and bombers.
- Removed BRF message about protecting the Infiltrator form BFM's turrets.

01305: BIG FAT MAMA'S LOCATOR SHIP
- SAN-Scout A3: fixed activity trigger (wrong reference group used).
- Changed trigger and COM related to mission failure. This thing was sure problematic.
a) Vanilla game uses a "failing area" trigger (#2078), which appears when you attack any enemy, as long as the first scout you encounter hasn't arrived at its destination (near the Locator). Works, but sometimes feels weird, as you can get both "mission failed" info and "You idiot! They will alert the locator! Forget the Job!" COM message some time after attacking the enemy (when you reach trigger area).
b) In first version of my mod I've actually made it worse, switching #44 trigger (target hasn't arrived yet) to #43 (target arrived at its destination). I'm not sure what my point was, but the outcome was much worse than vanilla solution. You could've attacked or destroyed any enemy you wanted, and the "failing area" trigger would only appear if SAN-Scout A1 arrived at its destination first. Even then, the area was appearing "behind" you, so you could fail the mission when going back in the direction of NAV A. Epic fail.
c) Now not only it works as it should, but IMO even better than in vanilla. I've disabled old "failing area" trigger (#2078) and introduced new and simple "failing object trigger" (#2091). It's the good old fuel tank, which appears at the edge of the map when two conditions are met: SAN-Scout A1 hasn't arrived at its destination yet and any enemy except the Locator (which uses new AM group #7) gets attacked. The tank has 0 PD and uses wccond0 = 5 trigger, so immediately after appearing it blows up, failing the mission and launching the COM message.
So, you can't attack any enemy except the Locator, before SAN-Scout A1 leads you near it. If you do, you'll immediatedly fail the mission.
- Modified another COM message; "They are heading for the Big Fat Mama at Nav B.". It will now appear when you attack the Locator, not one of its escorts.

01306: KEEP COOL
- 15*WBS-Torp-Turrets:
a) decreased their SR from 120 to 100m (canyon is very narrow),
b) changed their activity triggers from #8 (attack set target) to #7 (patrol),
c) they use infinite torpedoes now.
- WBS-Scout A3: changed model from small (#88) to big (#89).
- 7*WBS-gun-turret (group A): changed sonar from active to passive.
- 2*SAN-gun-turret: changed model from 4-barreled to 2-barreled.
- 2*Control Unit: changed their position a bit (behind the wall, instead of on top of it).
- 3*"trash field": changed affinity from "neutral" to "foe" to confuse Flint's sensors.
- Added some missing GER names.
- Renamed some objects.

01307: A MOGH SHIP NEAR BLUE HAWAII
- 1*MGH-Boat: appears now only on "hard" difficulty - boats' setup is now 3e +1m +1h.

01308: THE END OF SANTIAGO
- Gave Santiago's escorts better torpedoes.

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

01501: PATROL BIG FAT MAMA
- 3*ATL-Crawler: PD increased from 150% to 160%.
- 2*ATL-Tank: changed model from two-barreled to one-barreled. Even a single "big" tank was able to protect the crawlers just fine...
- WBS-Scout A1-A3: these units will now attack one of the ATL-Crawlers A3-A5. Other two scouts from this group will just patrol the area.
- WBS-Scout A3: changed model from "small" #88 to "big" #89.
- 5*WBS-Scout A: equipped them with "regular" set of torpedoes (6*TIG1).
All the changes above should lead to a situation, when leaving WBS-Scouts A alone should lead to mission failure in ~90% of cases. In other cases, ATL units will deal with these scouts on their own, before any crawler gets destroyed.
- ATL-Crawler 1&2: tweaked activity triggers to prevent them from overlapping.
- Removed all instances of units using "patrol for x seconds then move to point of origin and start patrolling again" triggers. This was probably used to prevent units from "wandering off" from designated area, but made them vulnerable during the "move" phase. All these units will now patrol infinitely.
- Renamed some units, taking activity triggers into consideration.
- Changed the way AM group #4 works. Originally ATL-Scouts B1-B2 & ATL-Bomber B1 were present on the map since the beginning of the mission, but using the "sle = 1" setting, which made them actually active only when in somebody's sensor range. This felt weird, since they were popping on and off Flint's radar / display. I've introduced a new "activating trigger" (1/2/5), so they will activate the moment any unit (2) from group 5 (WBS-Scouts A1-A5) gets destroyed (1).
- Tweaked some "activating triggers" for enemy units. Mostly concerning the delay (30/45/60 seconds) after any unit from group #4 (described above) gets attacked. This way enemies will appear faster, in sequence, with some delay between squadrons.
- 2*WBS-Bomber B:
a) Added new activity triggers. Originally these units were just infiltrating (#10) and switching to patrol (#3) after BFM's infiltration. Now they will move (#2) to the vicinity of BFM first.
b) Set both move and infiltration height to 80-90m (slightly above BFM).
c) Decreased infiltration time from 60 to 45 seconds.
d) Changed final trigger (#3 - patrol) from "infinitely" to "for 60 seconds".
e) Increased PD from 100 to 160%.
All these changes should prevent these units from "clipping" into BFM, "wandering off" away from BFM during infiltration and dying before reaching BFM.
- Tweaked COM (timing, units active).
- Added new hint in BRF (buy fixer).
- Tweaked difficulty levels. Originally, all units were present during mission, regardless of difficulty level. I've changed enemy layout to +2 bombers +5 scouts on Medium and +2 bombers +5 scouts on Hard. I think it's much better balanced this way (difficulty level actually matters). Original value (10 bombers and 25 scouts appearing always) felt too high.

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

01601: AVALON'S UNDER SIEGE
- Changed position of some "area triggers" (#2054-2056), responsible for activating some stuff and launching the "First, identify the cargo..." COM line. Originally these triggers were launching too close to the freighter.
- ATL-Scout:
a) changed activity trigger from #4 (attack ANR-Bomber) to #3 (patrol the area),
b) changed AM to prevent it from attacking the freighter (and theoretically failing the mission, see now conditions below).
c) decreased PD from 200% to 160%,
d) added "death cry" COM message.
- All enemies got equipped with better and more torpedoes. Mogh boats will now be equipped according to difficulty level they appear on:
a) "Easy" ones: MAX1 + 8 x MAN1,
b) "Medium ones: MAX2 + 8 x MAN2,
c) "Hard" ones: MAX2 + 8 x HAM.
Originally, this mission was a joke compared to previous one. Now it isn't + it looks more like an actual "siege".
- Switched names for MGH-Boats A&B. Now group A will appear first (freighter attacked or identified) and group B second (freighter destroyed).
- Changed some models and names for buildings near NAV A (2 "observation stations" and 2 "communication relays").
- Restored certain disabled, but present in mission file (not working triggers + COM) interaction. According to the devs, Flint was supposed to identify the freighter first, and ONLY THEN destroy it. Blowing the freighter up without identifying it first was supposed to lead to mission failiure.
This is now restored both in triggers (object #2063 uses "wccond0 = 5" trigger and gets summonded + destroyed if you destroy the freighter without identyfying it first) and COM ("Damn! The cargo should have been checked first!"). Enjoy.
- Tweaked / fixed COM to assure that everything works as it should, depending if the freighter was identified or not.
- Added 3 more MGH-Boats (C7-C9). Originally the final wave consisted of 2e +2m +2h boats, now it's 3e + 3m +3h. Enjoy.

01602: THE MOGH BATTLE
- Removed all remaining instances of units patrolling / attacking for set period of time and switching to "move" after that (which resets their patrol zone). Now they will patrol / attack infinitely.
- Removed almost all instances of units using "attack set target" (#4) triggers. All units (except two - see below) now use "patrol and attack at will" (#3) trigger. This change makes this mission look more like an actual battle, plus allows to decrease ATL-Freighter's PD and give MGH-Boats A & B "normal" set of torpedoes.
- ATL-Freighter: PD decreased from 700% to 300%. This value should be more than enough now, when MGH boats choose their own targets (mostly ATL units attacking them). Still, you have to go to NAV A FAST and protect the freighter, because when MGH boats deal with all ATL escorts, they will attack the freighter...
- Gave enemies stronger gun & torpedo sets (MAX guns + MAN or HAM torpedoes), which now depend on difficulty level units appear on. See previous mission's description for details. This applies to MGH-Boats A & B (freighter's attackers) as well (they were previously using much weaker & less torpedoes).
- Tweaked allied boats' torpedoes as well.
- MGH-Boats B will now appear with some delay (in sequence, instead of all at once).
- MGH-Freighter: PD increased from 250% to 300% (to match with ATL-Freighter and make destroying it take longer).
- 7*MGH-Boat C: these units now use a "wccond3 = 2" trigger (same as MGH-Freighter), which means they all have to be destroyed to advance and complete the mission.
- ATL units from group A (2 bombers and 2 scouts):
a) Will start moving to NAV B after 5 seconds, not immediately (before COM message).
b) Will now go back to ATL-Freighter when MGH-Freighter and all MGH-Boats C are destroyed. Previously they were just staying near NAV B.
- Changed the way how the final part of the mission works significantly:
a) Originally you had to destroy all 4 "energy-related" objects at the base to complete the mission and disable all gun and torpedo turrets. MGH boats were just a "distraction".
b) Now the only objects related to mission's objective and turret behaviour are two generators. Destroying one of them disables half of the turrets, and destroying both of them completes the mission, as long as all MGH-Boats are destroyed. Destroying "Energy Converters" does nothing. This makes the mission slightly easier, as long as the player knows what he's doing...
- ATL-Bomber B2 & B3: these two units are the only ones using the "attack set target" (#4) triggers. Each of them targets one generator.
- 2*ATL-Scout A, 2*ATL-Bomber A: increased PD from 100% to 120%. 3*ATL-Scout B, 3*ATL-Bomber B: increased PD from 100% to 140%. All of them will die in most cases anyway...
- 8*MGH-Boat D: these units now use a new "wccond6 = 2" trigger, which means they all have to be destroyed to complete the mission.
- MGH-Torp-Turrets now have unlimited torpedoes.
- COM: Added 4 "death cries" for allied units (all 10 would be to much IMO) and both freighters.
- Tweaked COM in accordance to applied changes.

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

01701: THE SHOGUNATE IS ATTACKING!
- Removed all instances of units patrolling / attacking for set period of time and switching to "move" after that (which resets their patrol zone). Now they will patrol infinitely.
- Removed all instances of units using "attack set target" (#4) triggers. All units now use "patrol and attack at will" (#3) trigger.
- Gave enemies stronger torpedo sets (MAN or HAM torpedoes), which now depend on difficulty level units appear on.
- SHO-Scouts & Bombers A: added "wccond3 = 2" trigger, so you have to destroy all of them to complete the mission. Their testruction is required for mission to proceed, so it's only a "cosmetic" change (info in "history").
- ATL-Triton: PD decrased from 150% to 100%, changed activity from "goto" (#2) to "patrol and attack at will" (#3), so it will now fight back.
- ATL-Scouts A & SHO-Scouts & Bombers A: changed their movement height (from min 10 to min 30 meters). Originally esp. the bombers were sticking to the bottom too much.
- Changed some models and names for buildings near NAV A (2 "observation stations" and 2 "communication relays").
- COM: Added 4 "death cries" for allied units.

01702: ATTACK ON THE TRITON
- Gave enemies stronger torpedo sets (MAN or HAM torpedoes), which now depend on difficulty level units appear on.
- Changed some models and names for buildings near NAV A (2 "observation stations" and 2 "communication relays").
- COM: Added 5 "death cries" for allied units.
- SHO-Scouts & Bomber A: added second "activation" trigger. Originally all of them except SHO-Scout A1 were activated when player reached "area" trigger #2061, so ATL-Scouts could've shoot at them freely. Now these units also activate when any of them gets attacked (2/2/3 trigger).
- Tweaked COM a bit.

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

01801: GUARD THE STRAITS IN SECTOR A
- Gave enemies stronger torpedo sets (MAN or HAM torpedoes), which now depend on difficulty level units appear on.
- Gave enemies "normal" torpedo sets (8 for scouts and 16 for bombers, instead of 4/6 previously).
- SHO-Scouts & Bomber A: set patrol speed to 100% (originally 60-100%).
- 3*CLA-Gun-Turret D: added similar activity triggers as for turrets A - destruction of Fire Control W now disables these turrets as well.
- 2*Fire Control: PD increased from 300% to 500% (enemies now have more torpedoes and are more agile).
- 2*Freighter: PD decreased from 500% to 300% (CLA) & 400% (ATL). Previous value made them close to indestructible, current one makes them quite destructible. Esp. ATL-Freighter, which is being attacked by the entire SHO-Squadron C until Flint and Polar arrive...
- Tweaked SHO-Scouts' setup in relation to difficulty. Squadron A from 2e +2m +1h to 3e +1m +1h. Squadron C from 3e +1m to 2e +1m +1h.
- Moved "area trigger" #2185 (launches ATL-Freighter and its attackers) a little bit further from NAV D. With original value these units were suddenly appearing right in front of the player.
- ATL-Polar: changed activity trigger responsible for Polar starting to move towards NAV D from "bccond = 10" (SHO-Squadron B destroyed) to #2185. Explanation:
a) In vanilla game, an "activation trigger" for ATL-Freighter was set to 120 seconds after SHO-Squadron A got destroyed, so it was totally independent from player's actions after that and SHO-Squadron C (freighter's attackers). This often led to the freighter appearing in the middle of the battle or even after its "attrackers" got destroyed.
b) In first version of my mod, I've changed ATL-Freighter's "activation trigger" to #2185 ("area trigger", which activates when player reaches certain area), the same as SHO-Squadron C (freighter's attackers). Unfortunately, ATL-Polar was using another trigger ("bccond = 10" - see above), which could've led to Polar appearing near NAV D before both the freighter and its attackers appearence.
c) Now all related units: ATL-Freighter, SHO-Squadron C and ATL-Polar use the same trigger, so Polar will definitely appear near NAV D later than Flint. This makes the mission harder, as the player has to deal with freighter's attackers on his own, or they will blow up the freighter fast.
- ATL-Polar: increased its speed on the way to NAV D from 60 to 80% (it starts moving later than before).
- COM: Added 2 "death cries" for both freighters.

01802: AKIRA's 2nd WAVE OF ATTACK
- 3*CLA-Gun-Turret D: added similar activity triggers as for turrets A - destruction of Fire Control W now disables these turrets as well.
- 2*Fire Control: PD increased from 300% to 500% (enemies now have more torpedoes and are more agile). In vanilla game both Fire Controls were missing "must survive" triggers entirely...
- 4*SHO-Scout A: gave them "normal" torpedo sets (8x MAN or HAM, depending on difficulty), increased speed from 80% to 100%. Added one more scout on hard difficulty (SHO-Scout A4). See below for explanation.
- SHO-Scouts B & C, SHO-Bombers C: gave them stronger torpedo sets (MAN or HAM), depending on difficulty level units appear on.
- SHO-Tank C: decreased number of tanks targetting the Freighter from 4 to 2. Should not make things much easier, as enemy scouts and bombers are much more dangerous than tanks. Still, if you don't deal with the tanks at some point, they will blow up the Freighter.
- 4*SHO-Tank (B&C): switched from passive to active sensor. Previously all enemy tanks were using passive senors. This should make things more interesting...
- 7*ATL-Buggy: increased their patrol range from 30 to 50m and changed their position, making them more dispersed. Previously all these units were patrolling in the exact same area.
- ATL-Buggy A7: changed model from smal (#11) to big (#65).
- Modified AM: groups 1-2 and 4-6 will now be hostile to each other. Mostly a cosmetic change, as these units should not meet under normal circumstances.
- Changed how the initial part of the mission (SHO-Scouts A attacking Helinox Tanks) works significantly:
a) In vanilla game all tanks had to survive. To make this possible, devs increased tanks' PD to 400% and decreased scouts' speed and offensive power (guns & torpedoes). Unfortunately, this made the scouts hopeless against Flint. I wanted to make them more dangerous, but that would require buffing the tanks even more... So I went with sth else...
b) Now not all tanks have to survive. I've created 4 groups of tanks (using wccond12=9 to wccond15=9 triggers), with 7 tanks in each group. Decreased PD for all 28 tanks from 500% to 100%. Destroing either group fails the mission and launches a new "[ATL-Polar] Shit!!! We lost too many tanks! You've failed!" COM message. Implemented 2 "fail" triggers (#2210 & #2212) to make this possible. You have to deal with the scouts fast (I've added 4th one on hard difficulty), or they will move through the tanks like hot knife through butter. And they are as dangerous to Flint as other scouts in the mission (see above).
- Added another mission target in BRF (fire controls must survive).

01803: BIONTS IN THE RED SEA
- 3*CLA-Gun-Turret D: added similar activity triggers as for turrets A - destruction of Fire Control W now disables these turrets as well.
- 2*Fire Control: PD increased from 300% to 500%. In vanilla game both Fire Controls were missing "must survive" triggers entirely...
- Changed position of CLA-Turrets-B to match exactly with previous missions. Four of them were moved one click "north" for some reason.
- 1*BNT-Bomber: removed it's name. Now it works the same as in case of scouts and cruisers - they don't have sonar names first time you encounter them.
- 1*"BNT-Bomber": ED decreased from 150% to 100%.
I really don't like the way BNT-Bombers were introduced in this mission. All Biont boats were buffed (PD = 150%, ED = 200%), so they were much harder to deal with than in later missions. So, the player could've got the wrong idea that BNT-Bombers are some indestructible uberboats, which they aren't. Now all Bionts in this mission have their regular PD & ED values, so they are normal enemies. Decreased number of ATL boats to match that.
- 4*ATL-Scout, 3*ATL-Bomber: these units will now apeear in sequence, instead of all at once. Originally they were supposed to be innocent victims of buffed Bionts, but now they can hold their own. But in this situation all 7 units active at once would be too much IMO. Now there will be only 3 (or less) ATL units supporting Flint at once. ATL-Scouts A1 & A2 and ATL-Bomber A1 will be deployed from the beginning of the mission. Destroying or paralyzing of each scout will summon another one (A1->A3 & A2->A4). Same thing with the bombers (A1->A2->A3).
- 4*ATL-Scout: speed increased from 50-80% to 100%. These units were nerfed, probably to make them better targets for Bionts.
- ATL-Polar: moved once click away from the buildings (originally it was almost clipping with them), added "death cry" in COM.
- Added another mission target in BRF (fire controls must survive).

01804: AKIRA's KAMIKAZE ACTION
- 3*CLA-Gun-Turret D: added similar activity triggers as for turrets A - destruction of Fire Control W now disables these turrets as well.
- 2*Fire Control: added "must survive" trigger and related COM message when one of them gets destroyed. Cosmetic change, since enemies shouldn't be reaching those.
- Changed position of CLA-Turrets-B to match exactly with previous missions. Four of them were moved one click "north" for some reason.
- Unified PD of all Helinox Tanks at 100%.
- Changed they way of how the "final" part of this mission works. Previously I've introduced a new object (#2178), destruction of which (caused by destruction of Polar) was disabling Polar's "late mission" COM. Now I went with something simpler.
Most of Polar's COM messages now only launch as long as Akira got destroyed before reaching his destination (which triggers both his and Polar's self-destruction).
Object #2178 is now used for something else. It now uses wccond1 = 2 trigger (so it has to be destroyed to complete the mission), appears 5 seconds after Akira gets destroyed, and immediately self-destructs. This prevents a rare but weird situation from happening. When player destroyed all Akira's escorts, but not him, the moment Akira self-destroyed, player was getting a "mission complete" message (all enemies destroyed), followed shortly by "mission failed" (Polar destroyed). This now won't happen.

01805: HELP THE SHOGUNATE
- 1*BNT-Bomber: reintroduced default "patrol for 60 seconds, then move back to the start area and start patrolling again" trigger sequence. Biont Bomber's turrets (active in both patrol and move phase) are much more dangerous than its main gun (used only during patrol). So, this bad boy is equally dangerous when moving...
- 2*SHO-Bomber: increased speed during "goto" phase from 60 to 70% (third bomber uses this value).

01806: FREE HONG LONG
- 2*ZAL-Boat: equipped them with energy guns (PG2) and beter torpedoes (HAM).
- Gave Torp-Turrets infinite torpedoes.
- Hong Long's "final" COM line: "Ah, yes... Could you be so kind as to kill all the guards?" now launches only if any of them is actually alive (introduced wccond15 = 9 setting for all ZAL-Boats).
Same as before, extract the contents on top of the Augmented Mod v1.01.

https://www.mediafire.com/?2mnobbrexi30m2o
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
BROS, Svesda Wostock is already done. These missions are pretty straightforward, so there wasn't much to fix in the first place...

02001: SHOGUNATE PATROL
- 1*SHO-Bomber & 2*SHO-Scout: PD decreased from 200% to 160%. Previous values were too high.
- Added NAV A just in case somebody got lost...

02002: ATTACK ON SVESDA WOSTOCK
- SHO-Bomber C: PD decreased from 100% to 60%, ED increased from 1% to 20%. This will allow it to damage biont scouts. Modified and split its COM line into two. One will launch when Flint reaches bomber's vicinity (as long as it's alive) and the other when / if the bomber gets paralyzed.
- Changed sle setting for SHO-Bomber C and first two biont scouts from 1 to 0. They will now be active as soon as Flint reaches the shogunate task force (trigger #2055), instead of only when in Flint's sonar range.
- Gave second wave of biont scouts (#3-#6) better engines (#3 instead of #2).
- Changed identification of 2 "trash fields" from neutral to foe to make them "confusing" to Flint's sensors.
- Changed identification of 3 "trash fields" from neutral to friend to make them stay "green" even when Flint hits some friendly unit.
- COM: added two "death cries" for SHO-Bombers A&B.

02003: THE BATTLE FOR THE WATERWORKS
- Removed some objects away from the mission area (leftover from the template?).
- Added two more BNT-Scouts, one for medium and one for hard difficulty. Original value was 4e +1m +1h, now it's 4e +2m +2h. Enjoy. Scouts #5-8 will now appear with a small delay (10 or 20 seconds).
- COM: Added "death cry" message for SHO-Bomber A (its destruction summons second SHO squadron).

02004: BIONT CHASE
- Removed some objects away from the mission area (leftover from the template?).
- Matched settings of 2 generators & 4 pump stations with previous mission. These are away from the mission area, but still have "can't be destroyed" settings intact.
- Added new "[ATL-Polar] Bomber is done. Now finish off remaining scouts..." COM message. It will launch when BNT-Bomber gets destroyed, as long as any BNT-Scout is still alive. Basically a reminder to go back to NAV A and deal with paralyzed scouts (if there are any). Anything near NAV B should be cleaned by either Polar or SHO rookies.
- Added missing difficulty settings and one BNT-Scout. Scouts will now appear using 4e +1m +1h setting, instead of five of them appearing always.

02005: BIONTS IN THE MARIANAS TRENCH
- Reintroduced "self destruct when attacked" triggers for 2 tanks & 2 pumps. Neither foes nor allies can attack them, but if the player hits them just once, it's game over, mang.
- 6*SHO-Scout: gave them better engines (#3 instead of #2).
- 6*BNT-Scout: gave them weaker engines (#3 instead of #5).
- Changed activity triggers for all SHO boats.
Originally scouts were switching to "patrol" only when escorted bombers arrived at their destinations AND were attacked, now it's "when biont bomber is identified AND escorted bomber is attacked". This prevents scouts' triggers from being borked by the next change.
Originally bombers were switching to "patrol" only when arrived at their destination, now it's "when arrived or attacked".
- Changed activity triggers for some BNT-Scouts from "attack Flint" to "patrol".
- Added "self-destruct" as final trigger for biont boats. It prevents them from being spotted by the player, parked not far from the power plant . And they can't be moved even further from it. Changed triggers to hide "yellow" COM messages related to BNT-Bomber 01 (object identified / destroyed). Disabled wccond0 = 4 setting for the bomber, introducing a new "action" trigger #2116 instead, which activates when the bomber gets identified (3/1/2092) and launches wccond0 = 1 trigger. So it's basically the same outcome, but achived differently. Tested and works.

02006: RECOVERING THE SEISMOBOMB
- Reintroduced "self destruct when attacked" triggers for 2 tanks & 2 pumps.
- Added two BNT-Scouts. They will now appear using 4e +1m +1h setting, instead of four of them appearing always.
- 6*BNT-Scout: gave them better engines (#3 instead of #2).
- 3*SHO-Bomber: PD & ED decreased from 250% to 200%.
- 6*SHO-Scout: PD & ED decreased from 250% to 200%.
- Added "reach area" trigger near NAV B and marked it as obligatory mission objective instead of NAV B itself. This way you won't get a "NAV B has been destroyed" line in COM after reaching it.

02007: DEFENDING THE POLAR
- Reintroduced "self destruct when attacked" triggers for 2 tanks & 2 pumps. Cosmetic change, as these are away from the mission area. They lack "must survive" trigger this time.
- Added two BNT-Scouts. They will now appear using 6e +3m +3h setting, instead of 6e +2m +2h.
So, it looks like it's time to take out the trash:

nBmNkbs.png


:yeah:

I have two "major" modifications planned for the final hub:
  • Since I was always having problems with BNT-Scouts getting stuck in walls, I plan to introduce a "self-destruct" trigger for all of them. This way, scouts will self-destruct let's say 10 minutes after being paralyzed. I'm not sure if this should be applied to BNT-Bombers as well, since these aren't as prone to being stuck in walls as Scouts.
  • I'm going to make a separate "mini-mod", which will modify turrets of allied bombers. So, instead of using shitty Max Impacts, ATL and SHO bombers will use Plasma Death turrets (the ones BNT-Bombers use, only with weaker engine settings). That's of course except of their "main" gun (I think I will go with Doom Mortar).
Both these changes should make this hub more fun and less of a chore.

And fixing 4 "instant action" missions after that should be a piece of cake.

ETA: Next thursday.
 

AtahualpaJones

Literate
Joined
Oct 9, 2019
Messages
6
Registered to say great work and thanks for putting this amount of effort into a truly classic game! Much appreciated!

Two guys contacted me about translating final version to GER, so Schleichfahrt can finally be fully augmented, but I don't have high hopes about this. It's just too much work for any sane person...

Can you, in broad terms, quantify the amount of work needed? Is is mostly literal translation of improved text back into German, or also tinkering with configuration files, scripts etc.?
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,340
mostly literal translation of improved text back into German
yes

also tinkering with configuration files, scripts etc
no

When 1.2 is ready, I'm gonna prepare a massive post with all information necessary for people who want to translate AD to other languages than english. OFC fonts are the limit, but the possibility is there.

For now, you can check folder / file structure in v1.1 of my mod. You can easily grasp what would have to be done during translation.

Quick info:

DAT/Mission: mission screens
TXT/Dia: dialogue files
TXT/Thing: item descriptions (shop)
TXT/Deeptext.des & Fightext.des: menus
VFX/Scenario: mission files (object names and esp. COM messages need to be done)

And that's p. much it. GER translators would have to check original files (vanilla game), my files (1.2 mod) and translate differences / my changes to GER.

First guy who tried doing this (Deepstar) killed himself and donated his body to science.
 
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