Project: New Skirmish map - Onslaught - COMPLETED April 1st 2015
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More crashes, Enough for one night.
Didn't exactly get it to work. Somehow it just won't open m_onslaught.scn (I believe it was an old Sceninfo.bin file that allowed it to work the previous time). Did something wrong somewhere.
Will start anew with fresh m_control files renamed as m_onslaught tomorrow. That should work, right?
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Fixed it!
What I did:
TERRAIN control IDS 8208 TEXT sk_cont.txt SCENARIO m_contrl PLANET m_contrl IDS 8355 TEXT m_contrl.txt MUSIC 5 SCENARIO m_onslaught PLANET m_contrl IDS 8374 TEXT m_onslaught.txt MUSIC 5 ENDTERRAIN
So the first one (Scenario) is m_onslaught and the Planet is still m_control. Derp.
Then it still crashed. So I:
- Using a fresh Mach1.met file, I copy/pasted the m_control.scn file and renamed it m_onslaught (it still pointed to the old .spl files) - And it worked.
- Quit game and edited a few of the buildings in seen below. It all seems to work just fine.
Steps / Files
Step 1:
machstrg.dll
Adds the required ID for the map (ID: 8374) - Place this in /MachinesStep 2:
sceninfo.dat
Place this in /data and remove the scninfo.bin file from /pdata.Mach1.met is too large so:
Step 3:
m_onslaught.scn
Extract your Mach1.met file. Add the above file to /data and use the two files below with Metaex.exe:Optional:
Don't know how to use cmd? Place this in the same folder as Metaex.exe:
Extract.bat and execute to extract with Metaex.exeStep 4:
Txt file with all the files you want to load up (Including m_onslaught). Place alongside metaex.exe
mach1.met.txtStep 5:
Uses above txt file to create a Newmach1.met file with all the required files. Place alongside metaex.exe.
Load.batStep 6:
Put the new Mach1.met file in the /Machines folder (always back up old one) and you should be ready to go!Optional:
(Note: You might need to remove the Virtual store files, see above)Nowwww..... It's time for adding some units I think!
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You got to love the precision engineering the devs did
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Stupid weird draw-distance. Does anybody know how to clear that up?
(Yes. That's very, very far away with a very large camera)
Update: I'm going to use the building in the center to give the player a nice starting base. Recycling ftw
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Liking the look of this.
- Removed most of the other buildings again.
- Centered Red Pod in middle of room.
- All the weaponry in the middle room is Red.
- Everything else is Green/Blue/Yellow (To make sure Red player doesn't start roaming or something.
Now I got to add the correct mines.
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INTRODUCING: BAD BOY MK 1
I'm laughing my balls of because this Geolocator has 22.000 Health, a regenerative strength of 5 Armor PER SECOND and incredible speed and manouverability. I don't know how but he actually destroyed a turret (probably self-destructed when he saw that awesomeness)
Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.
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VirtualStore seems to be a place where standard accounts store temporary files when they don't have permission to overrwrite the current folder. Try and go to the current folder, find a "compatibility files" button.
If you have trouble just edit the security permissions of the Machines folder and check "Full control" for normal users. That should write files to the folder directly and not to the virtualstore.
Edit: Files in the VirtualStore are used first (higher priority) before whatever's in the current folder. -
@Judas said:
Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.
I didn't know you could do that. Does it just show it forever once you've located a mine?
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@bilal said:
@Judas said:
Anyway. Gonna use it to scout all the mines. There are others ways but this is fun.
I didn't know you could do that. Does it just show it forever once you've located a mine?
What I do is use the scout to see all the mines on the minimap. The little toggle there allows you to switch between seeing units only, mines only or both. I then use that as a 'general guideline' on my larger maps (the very large .jpg minimap) I posted above. It's not exact, but it works.
Mine's are looking good! I'll also add in some goodies for the adventurous types.
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@Judas
Oh you mean mineral deposits. I thought we were talking about spy mines. Oops. -
Ah yeah. Sorry. I often use the wrong words in the wrong locations.
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Today was a good day. I'm going to work on the squad Reinforcements tomorrow. They seem to cause crashes. (But what did I expect adding such large chunks of code in there?!)
RACES_DEFAULT RED PC BLUE AI GREEN AI YELLOW AI ENDRACES_DEFAULT MINERAL SITES //Center Room //12 SITE 1 2000 500 500 9.935 LOW SITE 1 2000 700 500 9.935 LOW SITE 1 2000 500 700 9.935 LOW SITE 1 2000 700 700 9.935 LOW SITE 1 4000 500 500 9.935 MEDIUM SITE 1 4000 700 500 9.935 MEDIUM SITE 1 4000 500 700 9.935 MEDIUM SITE 1 4000 700 700 9.935 MEDIUM SITE 1 5000 500 500 9.935 HIGH SITE 1 5000 700 500 9.935 HIGH SITE 1 5000 500 700 9.935 HIGH SITE 1 5000 700 700 9.935 HIGH //6 SITE 1 5000 337.137 518.048 9.935 //3 SITE 1 5000 560.301 321.162 9.935 ENDSITES CONDITIONS LOW_UNIT_COUNT reinblue RACE BLUE 1 AGGRESSOR ALL_UNITS_DEAD allDeadRed RACE RED ALL_UNITS_DEAD noBlue RACE BLUE ALL_UNITS_DEAD noYellow RACE YELLOW ALL_UNITS_DEAD noGreen RACE GREEN ALL win victorytimer noBlue noGreen noYellow TIMER rein1 100 TIMER rein2 400 TIMER rein3 600 TIMER rein4 900 TIMER rein5 1200 TIMER rein6 1300 TIMER rein7 1450 TIMER victorytimer 1800 //Reinforcement Conditions. Check if all blue's are dead + Timer passed to start next wave. ALL reincond1 rein1 reinblue ALL reincond2 rein2 reinblue ALL reincond3 rein3 reinblue ALL reincond4 rein4 reinblue ENDCONDITIONS ACTIONS LOST ON allDeadRed RACE RED WON ON win RACE RED WON ON allDeadRed RACE YELLOW WON ON allDeadRed RACE GREEN WON ON allDeadRed RACE BLUE LOST ON win RACE BLUE LOST ON win RACE GREEN LOST ON win RACE YELLOW //Enemy Reinforcements //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON reincond1 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 0 END //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON reincond2 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 1 END //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON reincond3 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 2 END //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON reincond4 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 3 END //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON rein5 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 4 END //Reinforcements //Names of machines //Where? {point} //Name of Squad (1 to 99) // End (The end) REINFORCEMENTS ON rein6 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 5 END REINFORCEMENTS ON rein7 RACE BLUE MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 ASSASSIN LR_PLASMA_RIFLE_X2 MACHINE AGGRESSOR 3 KNIGHT LR_PLASMA_CANNON1_X2 POINT 945.583 177.144 ASSIGN 6 END //Assemblies (.SPL File?) ACTIVATE_SQUADRONS ON rein1 RACE BLUE SQUADRONS 0 ACTIVATE_SQUADRONS ON rein2 RACE BLUE SQUADRONS 1 ACTIVATE_SQUADRONS ON rein3 RACE BLUE SQUADRONS 2 ACTIVATE_SQUADRONS ON rein4 RACE BLUE SQUADRONS 3 ACTIVATE_SQUADRONS ON rein5 RACE BLUE SQUADRONS 4 ACTIVATE_SQUADRONS ON rein6 RACE BLUE SQUADRONS 5 ACTIVATE_SQUADRONS ON rein7 RACE BLUE SQUADRONS 6 ENDACTIONS //----------------------------------------RED RACE RED data/m_cont_r.spl //FORTIFY TIGHT POSITION CAMERA_POS 440 600 150 -90 41 0 ZENITH CONSTRUCTIONS POD 1 600 600 9.935 -270 T_ION_ORBITAL_CANNON //Center Room MISSILE_EMPLACEMENT 2 587.425 445.689 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 615.722 446.246 9.94234 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 449.028 582.33 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 449.367 614.188 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 587.191 756.013 9.9413 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 612.949 756.352 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 479.663 600.041 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 600.592 479.668 9.93512 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 725.215 600.933 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 600.006 721.8 9.93567 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 600.145 518.644 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 680.461 599.496 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 600.143 679.251 9.935 0 TURRET LR_AUTO_CANNON_X2 MISSILE_EMPLACEMENT 2 520.325 599.792 9.93504 0 TURRET LR_AUTO_CANNON_X2 MACHINES CONSTRUCTOR 1 1 550 600 9.935 DOZER CONSTRUCTOR 1 1 500 600 9.935 DOZER GEO_LOCATOR 3 1 650 600 -0.065 //AGGRESSOR 1 1 320.77 639.967 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 281.119 819.076 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 341.091 976.166 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 341.16 1040.45 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 199.685 881.762 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 217.81 440.667 9.935 GRUNT R_BOLTER //AGGRESSOR 1 1 321.201 480.554 9.935 GRUNT R_BOLTER ASSEMBLY AGGRESSOR 320 640 ASSEMBLY AGGRESSOR 280 820 ASSEMBLY AGGRESSOR 340 975 ASSEMBLY AGGRESSOR 340 1040 ASSEMBLY AGGRESSOR 200 880 ASSEMBLY AGGRESSOR 217 440 ASSEMBLY AGGRESSOR 320 480 ASSEMBLY ADMINISTRATOR 320 640 //VIRTUAL_BEACON LEVEL_3_BEACON NBMU 800 NORE 0 ENDRACE //----------------------------------------BLUE RACE BLUE data/m_cont_b.spl //AGGRESIVE PRODUCTION LINE CAMERA_POS 600 440 150 -90 41 90 ZENITH CONSTRUCTIONS POD 1 540.058 144.393 9.935 -270 T_ION_ORBITAL_CANNON MISSILE_EMPLACEMENT 3 400.379 280.532 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 600.949 360.953 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 400.379 280.532 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 600.949 360.953 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 439.922 186.473 9.94003 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 600.177 186.473 9.93993 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 346.882 575.247 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 256.69 673.17 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 2 348.419 624.462 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 303.071 672.167 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 335.881 600.293 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 281.03 661.467 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 280.195 900.774 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 335.713 599.658 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 280.192 660.586 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 3 1000 187 12.2448 0 SENTRY LR_MULTI_LAUNCHER5_X2 MISSILE_EMPLACEMENT 3 1000 204 12.2448 0 SENTRY LR_MULTI_LAUNCHER5_X2 MISSILE_EMPLACEMENT 2 1000 204 9.9397 0 TURRET LR_AUTO_CANNON_X2 MACHINES //CONSTRUCTOR 1 1 600 580 9.935 DOZER AGGRESSOR 1 1 600.052 239.081 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 440.199 219.76 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 760 160.427 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 201.259 279.394 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 1000.13 239.217 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 360.949 239.682 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 945.583 177.144 9.935 GRUNT R_BOLTER //TO RED POD ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY ADMINISTRATOR 500 500 //ALLY ALLY GREEN ALLY YELLOW //VIRTUAL_BEACON LEVEL_3_BEACON NBMU 800 NORE 0 ENDRACE //----------------------------------------GREEN RACE GREEN data/m_cont_g.spl //ANNEX CENTRAL ROOM CAMERA_POS 760 600 150 -90 41 90 ZENITH CONSTRUCTIONS //POD 1 970.157 460 9.935 -270 T_ION_ORBITAL_CANNON //UPSIDE DOWN TO AVOID BOTTLENECK, BUT LOCATOR THEN DIDNT BOTHER WORKING! POD 1 970.157 460 9.935 -270 T_ION_ORBITAL_CANNON //FIRST FACTORY SOUTH OF POD, THEN DEFEND SOUTH FACTORY 3 958.994 803.209 9.935 -90 MILITARY REBUILD MISSILE_EMPLACEMENT 3 920.148 820.752 9.93994 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 902.351 601.082 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 2 906.668 830.957 9.94339 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 933.665 831.582 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD //THEN DEFEND NORTH //FACTORY 1 881.817 397.393 9.935 -270 CIVILIAN REBUILD MISSILE_EMPLACEMENT 3 924.171 304.548 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 920.12 377.48 9.94004 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 2 907.257 365.344 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 934.709 365.345 9.942 0 TURRET LR_AUTO_CANNON_X2 REBUILD //SECURE THE MAIN ROOM MACHINES AGGRESSOR 1 1 919.952 399.529 9.93518 GRUNT R_BOLTER AGGRESSOR 1 1 920.291 800.828 9.93531 GRUNT R_BOLTER AGGRESSOR 1 1 922.872 600.924 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 560.492 480.46 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 480.62 640.582 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 640.654 720.916 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 720.845 600.177 9.935 GRUNT R_BOLTER //TO RED POD ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY ADMINISTRATOR 500 500 //ALLY ALLY BLUE ALLY YELLOW //VIRTUAL_BEACON LEVEL_3_BEACON NBMU 3000 NORE 0 ENDRACE //----------------------------------------YELLOW RACE YELLOW data/m_cont_y.spl //FORTIFY POSTION CAMERA_POS 600 760 150 -90 41 90 ZENITH CONSTRUCTIONS POD 1 488.886 1041.28 9.935 -90 T_ION_ORBITAL_CANNON //TURRETS SEPERATED BECAUSE CONSTRUCTORS IN EACH OTHERS WAY MISSILE_EMPLACEMENT 2 448.756 1016.16 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 448.756 983.623 9.94328 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 3 462.543 1000.74 9.93972 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 600.621 859.06 9.94023 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 735.804 1000.95 9.935 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 2 748.96 1023.32 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 748.282 979.601 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 587.742 847.218 9.935 0 TURRET LR_AUTO_CANNON_X2 REBUILD MISSILE_EMPLACEMENT 2 613.837 847.897 9.94296 0 TURRET LR_AUTO_CANNON_X2 REBUILD //DEFEND SECOND ROOM MISSILE_EMPLACEMENT 3 920.592 933.275 9.9402 0 SENTRY LR_MULTI_LAUNCHER5_X2 REBUILD MISSILE_EMPLACEMENT 3 600.854 859.762 9.94032 0 SENTRY LR_MULTI_LAUNCHER5_X2 MISSILE_EMPLACEMENT 3 463.478 1001.85 9.93931 0 SENTRY LR_MULTI_LAUNCHER5_X2 MACHINES AGGRESSOR 1 1 420.765 1000.1 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 719.805 1000.8 9.93507 GRUNT R_BOLTER AGGRESSOR 1 1 600.913 873.364 9.93749 GRUNT R_BOLTER AGGRESSOR 1 1 320.11 1000.53 9.93504 GRUNT R_BOLTER AGGRESSOR 1 1 879.856 1000.53 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 563.166 1036.91 9.935 GRUNT R_BOLTER AGGRESSOR 1 1 712.64 887.961 9.935 GRUNT R_BOLTER //TO RED POD ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY AGGRESSOR 500 500 ASSEMBLY ADMINISTRATOR 500 500 //ALLY ALLY GREEN ALLY BLUE //VIRTUAL_BEACON LEVEL_3_BEACON NBMU 800 NORE 0 ENDRACE RESEARCH_ITEMS data/default.rsi data/lowtech.rsi data/medtech.rsi data/hightech.rsi ENDRESEARCH_ITEMS
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Aww yiss. WE GOT REINFORCEMENTS GOING.
It's way too hard tho!
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@Judas Dem plasma shots look better in red, I think.
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@Encrypted They look evil don't they :D
Welp! Looking good!
Some playtesting and we're good to go! -
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@Judas Do I have hallucinations or did I just see a nuke passing by?
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NOBODY HAS TIME TO WAIT FOR THE WEEKEND!!
To do:
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Smaller waves between the large waves. //DONE
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Add Voice mails for the time. //DONE
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Add condition that the last wave destroyed = victory, rather than wait the entire time period. //DONE
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Change research so that Brainbox, Titan Mek and Judas Warlord are unresearchable. //DONE
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Remove a couple of green turrets that block the way. //DONE
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DONE & UPLOAD
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@Judas Oh, well, great. What about those modified machines?
Oh, nevermind.