Exit Wounds 1.87, Force the ECA into war with Russia. |
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Exit Wounds 1.87, Force the ECA into war with Russia. |
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#1
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
"It is time for the ultimate deception General.
The tension between the ECA and the Russians is at breaking point. From failed co-operation missions to clash of borders in northern Africa, all it will take for war to break out is for one side to pull the trigger. We will pull the trigger for them. From our deal with our Russian 'sponsor', we will use Russian tech to destroy the ECA's African gem: Remus City, Egypt. This vile city on the Nile houses the ECA Central Command in Africa. Its destruction will be a severe blow to ECA pride and will be the perfect justification for them to try and annihilate their old enemy. From this, the GLA will take all of the continent unopposed while our enemies focus on destroying each other in their homelands. Destroy the city and destroy the ECA. We will accept nothing less." Objective 1: Annihilate the ECA training grounds to the south. Objective 2: Build a Russian Base and destroy 40 city structures in Remus. Objective 3: Destroy all ECA structures. Hints: Do not attack the city with your starting GLA team, you will fail the mission if you do. Destroying a certain number of city structures will increase your construction options. As you would expect, the ECA Central Command front lines are extremely well defended, find a way to outflank them to make this mission easier. You will not have access to nuclear weapons, the Blackbear, Boris and most Russian Generals Powers, but your sponsor will provide you with aircraft and Tesla weapons. Notes for the future: As you can tell by the file name, this mission is part of a small GLA campaign I am creating which I hope to release before the end of the year. The campaign is about 60%-70% complete and I would like feedback on this mission before uploading the whole campaign on Mod DB. The other missions will not be uploaded here separately as I am about halfway through my upload space. I am also working on a ECA campaign which I hope to release sometime next year, and will release at least one mission from there for you to feedback. Enjoy, Generals. [attachment=2610:AfricaGLACampaign5.zip] |
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#2
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![]() Group: Members Posts: 42 Joined: 20 February 2016 Member No.: 12618 ![]() |
HURRAY a new campaign
also btw did you get the position converter i sent you? |
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#3
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
I did, thank you.
I will have a play with it once I work out how to use AIData.ini properly. ![]() |
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#4
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![]() ![]() Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. ![]() |
good mission, quite enjoyed it.
Good unit mixs, it was like fighting against mizo ![]() though cupple of issues. 1. jumpjets are on foot not takeing off. 2. pioneers are attacking with there smg and not the mortars 3. end screen lists the ECA as USA enemies. suggestion if i may, give the eca city Garrison the armory upgrade, its stupidly easy to go in and trash the city with hellions when theres quite a few fellins around with no AA capability. -------------------- |
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#5
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
Thanks Skitt, for once I'm good at mixing up enemy teams
![]() For the Pioneers and Jumpjets, how can I change them to use motors and fly respectively? I'm not sure how to change the end screen from USA to ECA, same from China to Russia. Is it a 1.87 issue as I don't remember that happening in 1.86? I completely overlooked the Armoury upgrade for the city garrison, that will definitely be in the next version. |
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#6
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![]() ![]() Group: Members Posts: 9 Joined: 19 August 2016 Member No.: 13139 ![]() |
Try putting "n% of Team A perform Ability Command B" line with your move to/attack line in one subroutine script.
But the entire team which uses the script must be comprised of only one type of unit , i.e Jumpjet Troopers or Pioneers only This post has been edited by Hailstone11: 6 Oct 2017, 19:12 |
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#7
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
Try putting "n% of Team A perform Ability Command B" line with your move to/attack line in one subroutine script. But the entire team which uses the script must be comprised of only one type of unit , i.e Jumpjet Troopers or Pioneers only Yeah I was concerned about having to have a one unit only team for that to work, it'll be fine for the Jumpjets but i'm not sure about a Pioneer only team. I'll give it a try though and see how it goes. Thanks for the suggestion. |
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#8
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![]() ![]() Group: Members Posts: 9 Joined: 19 August 2016 Member No.: 13139 ![]() |
Update
After a bit of trial and error, having a team to use switch weapon/mode command as subroutine causing consistent crash (unlike weapon upgrade such as Han) Instead, put it as non-subroutine, no-active, and deactivate after success. Also, make another subroutine script to enable the former each time the team is created. You know, put the enabler in "On Create" column |
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#9
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![]() ![]() Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. ![]() |
btw, why no tigers or harriers?
also nice howitzer bombardment first time u go near the ramp, shame they dont fire again though. -------------------- |
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#10
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
I set a task force of Harriers, but they didn't appear in game. I either forgot to give the ECA the General Power needed or messed up the production subroutine.
The Howitzers was a one time deal so the player didn't have to worry about them every time they tried to attack the front entrance, but I might set a timer script so it's reusable every 5 or so minutes to make it a bit harder. |
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#11
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![]() Group: Members Posts: 42 Joined: 20 February 2016 Member No.: 12618 ![]() |
Why are the barracks unavailable in the beginning?
Its kinda pointless considering that i can get conscripts from destroying my own buildings This post has been edited by Calvin: 7 Oct 2017, 7:47 |
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#12
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
Why are the barracks unavailable in the beginning? Its kinda pointless considering that i can get conscripts from destroying my own buildings It's to do with the condition of destroying city structures. The counter adds 1 every time the ECA garrison loses a building like a sky scraper or train station. Annoyingly the counter also adds 1 if your infantry garrison a city building because you technically own it and the ECA garrison loses it. then you can un-garrison one structure, garrison it again and make the counter add 1 each time, making it an exploit. That's why I had to make the barracks unavailable until that objective is complete. By selling your structures you can still do this exploit, so I'm going to need to figure a way to work around this. ![]() |
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#13
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![]() ![]() Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 ![]() |
Update After a bit of trial and error, having a team to use switch weapon/mode command as subroutine causing consistent crash (unlike weapon upgrade such as Han) Instead, put it as non-subroutine, no-active, and deactivate after success. Also, make another subroutine script to enable the former each time the team is created. You know, put the enabler in "On Create" column Thank you so much it works perfectly ![]() |
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#14
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![]() Group: Members Posts: 2 Joined: 15 February 2022 Member No.: 24474 ![]() |
"It is time for the ultimate deception General. The tension between the ECA and the Russians is at breaking point. From failed co-operation missions to clash of borders in northern Africa, all it will take for war to break out is for one side to pull the trigger. We will pull the trigger for them. From our deal with our Russian 'sponsor', we will use Russian tech to destroy the ECA's African gem: Remus City, Egypt. This vile city on the Nile houses the ECA Central Command in Africa. Its destruction will be a severe blow to ECA pride and will be the perfect justification for them to try and annihilate their old enemy. From this, the GLA will take all of the continent unopposed while our enemies focus on destroying each other in their homelands. Destroy the city and destroy the ECA. We will accept nothing less." Objective 1: Annihilate the ECA training grounds to the south. Objective 2: Build a Russian Base and destroy 40 city structures in Remus. Objective 3: Destroy all ECA structures. Hints: Do not attack the city with your starting GLA team, you will fail the mission if you do. Destroying a certain number of city structures will increase your construction options. As you would expect, the ECA Central Command front lines are extremely well defended, find a way to outflank them to make this mission easier. You will not have access to nuclear weapons, the Blackbear, Boris and most Russian Generals Powers, but your sponsor will provide you with aircraft and Tesla weapons. Notes for the future: As you can tell by the file name, this mission is part of a small GLA campaign I am creating which I hope to release before the end of the year. The campaign is about 60%-70% complete and I would like feedback on this mission before uploading the whole campaign on Mod DB. The other missions will not be uploaded here separately as I am about halfway through my upload space. I am also working on a ECA campaign which I hope to release sometime next year, and will release at least one mission from there for you to feedback. Enjoy, Generals. [attachment=2610:AfricaGLACampaign5.zip] WHERE I CAN DOWNLOAD that mission man? ![]() |
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#15
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![]() Group: Members Posts: 2 Joined: 15 February 2022 Member No.: 24474 ![]() |
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#16
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![]() Group: Members Posts: 4 Joined: 7 July 2017 Member No.: 15561 ![]() |
Where did you download that mission man? ![]() I think it's here: https://www.moddb.com/mods/rise-of-the-reds...ca-campaign-187 |
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Lo-Fi Version | Time is now: 13 May 2024 - 3:42 |