Completed final tweaks to scenario OnTheRun.

Fixed couple of typos in RisingFromTheAshes source code.

git-svn-id: https://svn.outpostuniverse.org:8443/svn/outpost2@1090 7b3b2116-5498-11dd-abe4-fb2d8bf8a5a8
master
Vagabond 2016-04-23 21:25:38 +00:00
parent 5f4952972f
commit 1a3fcab8f8
9 changed files with 22 additions and 24 deletions

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@ -37,11 +37,12 @@ void initializeStartingUnits()
TethysGame::CreateUnit(building, map_id::mapCommandCenter, LOCATION(111 + X_, 64 + Y_), Player0, map_id::mapNone, 0);
TethysGame::CreateUnit(building, map_id::mapGarage, LOCATION(111 + X_, 67 + Y_), Player0, map_id::mapNone, 0);*/
vehicleBuilderAI.CreateLineOfVehicles(units, LOCATION(117 + X_, 63 + Y_), UnitDirection::South, 2,
std::vector<map_id> { map_id::mapSpider, map_id::mapSpider, map_id::mapScout });
//Note: Spiders cannot be loaded into a garage.
//vehicleBuilderAI.CreateLineOfVehicles(units, LOCATION(117 + X_, 63 + Y_), UnitDirection::South, 2,
// std::vector<map_id> { map_id::mapSpider, map_id::mapSpider, map_id::mapScout });
vehicleBuilderAI.MoveRelativeAmount(units, LOCATION(-3, 0));
units.clear();
//vehicleBuilderAI.MoveRelativeAmount(units, LOCATION(-3, 0));
//units.clear();
vehicleBuilderAI.CreateLineOfVehicles(units, LOCATION(119 + X_, 63 + Y_), UnitDirection::South, 2, map_id::mapLynx,
std::vector<map_id> { map_id::mapMicrowave, map_id::mapEMP, map_id::mapStickyfoam, map_id::mapEMP, map_id::mapESG, map_id::mapESG });

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@ -121,11 +121,11 @@ BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Outpost Universe"
VALUE "FileDescription", "Plymouth Colony Game Starting over"
VALUE "FileDescription", "Plymouth Colony Game On the Run"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "cOver.dll"
VALUE "InternalName", "cOnRun.dll"
VALUE "LegalCopyright", "Copyright (C) 2016"
VALUE "OriginalFilename", "cOver"
VALUE "OriginalFilename", "cOnRun"
VALUE "ProductName", "Outpost 2"
VALUE "ProductVersion", "1.3.0.5"
END

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@ -70,16 +70,16 @@
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<TargetName>cOver</TargetName>
<TargetName>cOnRun</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<TargetName>cOver</TargetName>
<TargetName>cOnRun</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<TargetName>cOver</TargetName>
<TargetName>cOnRun</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<TargetName>cOver</TargetName>
<TargetName>cOnRun</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>

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@ -5,8 +5,6 @@ scenario is compatible with Windows and WINE, although I only test scenarios on
*** Install Directions
* Ensure Microsoft Visual C++ 2015 Redistributable (x86) is installed. It should be about a 20MB download
and can be found at: https://www.microsoft.com/en-us/download/details.aspx?id=48145.
* Place the .map, .dll, and research tree (other .txt file) in your root Outpost 2 install directory.
Some scenarios share maps (.map) and research trees (.txt). You should not need to install over already
downloaded versions of maps and tech trees unless the map or tech tree is being patched for all scenarios

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@ -2,8 +2,6 @@
namespace VictoryConditions
{
//TODO: Test operational trigger on garage...
UnitHelper::VehicleCounter vehicleCounter;
MAP_RECT evacuateArea(LOCATION(1 + X_, 1 + Y_), LOCATION(20 + X_, 20 + Y_));

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@ -8,11 +8,11 @@ Shortly after Eden routed our main defenses, we took satellite imagery of a larg
\par
Your orders are to establish a new base, counter Eden's command link virus, build new lynx and panther tank squadrons to assist us, and prepare to relocate again.\par
\par
Eden's radio jamming of our high band frequencies prevents us sending detailed schematics of the final vehicle command link patch we developed. However, you can find the information you need in the Earth Military Database. You will need a garage to complete hardware modifications to vehicles for the patch. If Eden units come in range of your colony, they will likely attempt to scramble your vehicle command link. Expect to re-research Cybernetic Teleoperation and Robot-Assist Mechanic after a command link patch is researched to ensure our factory and repair facilities accommodate the new requirements. Remember, all vehicles built prior to developing the patch must be modified at the garage. Eden will be able to exploit the entire command net if a single unpatch vehicle remains.\par
Eden's radio jamming of our high band frequencies prevents us sending detailed schematics of the final vehicle command link patch we developed. However, you can find the information you need in the Earth Military Database. You will need a garage to complete hardware modifications to vehicles for the patch. If Eden units come in range of your colony, they will likely attempt to scramble your vehicle command link. Expect to re-research Cybernetic Teleoperation and Robot-Assist Mechanic after a command link patch is researched to ensure our factory and repair facilities accommodate the new requirements. Remember, all vehicles built prior to developing the patch must be modified at the garage. Eden will be able to exploit the entire command net if a single unpatched vehicle remains.\par
\par
After patching your command link, build a new Lynx and Panther tank squadron to assist in clearing an escape route for one of our evacuation convoys. Then prepare another evacuation of your base before Eden combat forces arrive.\par
After patching your command link, build new Lynx and Panther squadrons to assist in clearing an escape route for one of our evacuation convoys. Then prepare another evacuation of your base before Eden combat forces arrive.\par
\par
Expect another transmission containing one of our evacuation convoys' position when it breaks through the Eden siege lines. Pray at least one of our convoys escape.\par
Expect another transmission containing the position of one of our evacuation convoys after it breaks through the Eden siege lines. Pray at least one of our convoys escape.\par
\par
Soon, your band of refugees may be the last survivors of our colony.\par
}

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@ -1,6 +1,6 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by StartingOver.rc
// Microsoft Visual C++ generated include file.
// Used by OnTheRun.rc
//
#define IDR_MISSIONTEXT 102
#define IDB_PIC 104

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@ -57,7 +57,7 @@ namespace AIFightGroups
std::vector<map_id> turrets { map_id::mapEMP, map_id::mapRPG, map_id::mapESG, map_id::mapStickyfoam, map_id::mapEMP,
map_id::mapESG, map_id::mapRPG, map_id::mapEMP, map_id::mapStickyfoam, map_id::mapRPG };
if (Player[0].Difficulty == PlayerDifficulty::DiffHard)
if (Player[0].Difficulty() == PlayerDifficulty::DiffHard)
{
turrets.push_back(map_id::mapESG);
turrets.push_back(map_id::mapESG);
@ -125,7 +125,7 @@ namespace AIFightGroups
std::vector<map_id> turrets{ map_id::mapStickyfoam, map_id::mapMicrowave, map_id::mapMicrowave,
map_id::mapRPG, map_id::mapEMP, map_id::mapEMP, map_id::mapStickyfoam };
if (Player[0].Difficulty == PlayerDifficulty::DiffHard)
if (Player[0].Difficulty() == PlayerDifficulty::DiffHard)
{
turrets.push_back(map_id::mapESG);
turrets.push_back(map_id::mapESG);
@ -145,7 +145,7 @@ namespace AIFightGroups
std::vector<map_id> turrets { map_id::mapEMP, map_id::mapSupernova, map_id::mapStickyfoam,
map_id::mapSupernova, map_id::mapRPG, map_id::mapRPG, map_id::mapSupernova, map_id::mapEMP };
if (Player[0].Difficulty == PlayerDifficulty::DiffHard)
if (Player[0].Difficulty() == PlayerDifficulty::DiffHard)
{
turrets.push_back(map_id::mapSupernova);
turrets.push_back(map_id::mapEMP);

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@ -136,7 +136,8 @@ Export void AIProc()
scriptGlobal.TrigRareMineDestroyed.Enable();
}
if ((UnitHelper::BuildingConstructed(Player0, mapSpaceport) || TethysGame::Tick() * 100 > 1200) &&
if ((UnitHelper::BuildingConstructed(Player0, mapSpaceport) ||
(Player[0].Difficulty() == PlayerDifficulty::DiffHard && TethysGame::Tick() / 100 > 1150)) &&
!scriptGlobal.TrigSpaceportBuilt.HasFired(Player0))
{
scriptGlobal.TrigSpaceportBuilt.Enable();