scab
Initiate
Posts: 21
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Post by scab on Nov 19, 2011 0:45:40 GMT -5
Hi guys,
I'm having a little problem with the new campaign in the elite version. In Moons of Endivius, Drop Zone, the objective is to proceed from the doors of the great elevator to the next great door. However my Templars can't seem to move onto the orange tiles to secure victory.
Am I missing something? I've triggered the conversation with the rogue captain and destroyed the alien eggs. But nothing else happens.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 19, 2011 9:05:15 GMT -5
Can't test that yet, sorry. Trying to validate the part where Tutorial Templars can go on Campaign mode. Not successful for me either.
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Post by Cory Trese on Nov 19, 2011 12:31:36 GMT -5
Can't test that yet, sorry. Trying to validate the part where Tutorial Templars can go on Campaign mode. Not successful for me either. Tutorial and Skirmish squads can only play on Skirmish levels and in short campaigns, none of which are yet in the menu.
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scab
Initiate
Posts: 21
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Post by scab on Nov 19, 2011 13:21:06 GMT -5
Well, I'll probably play some of the skirmish missions in the meantime until a patch fixes the Drop Zone skirmish mission (soon, I hope). On a side note, there seems to be a bug in the Hold The Gates skirmish mission where none of the xenoforms spawn at all. While it sure makes for an easy victory, I kinda miss battling against the endless tide of alien horrors.
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Post by Cory Trese on Nov 19, 2011 13:34:34 GMT -5
Well, I'll probably play some of the skirmish missions in the meantime until a patch fixes the Drop Zone skirmish mission (soon, I hope). On a side note, there seems to be a bug in the Hold The Gates skirmish mission where none of the xenoforms spawn at all. While it sure makes for an easy victory, I kinda miss battling against the endless tide of alien horrors. I'm looking into this. It might just be that Andrew and I used the orange tiles differently. I have beaten the entire campaign about 20 times now, so I know it can be done. Let me look at it.
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scab
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Posts: 21
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Post by scab on Nov 19, 2011 14:17:01 GMT -5
No worries, really appreciate the support you provide to your games. So far, the campaign was great fun! Can't wait to see how the Traitor installment turns out too!
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Post by Cory Trese on Nov 19, 2011 16:25:18 GMT -5
Traitor is my campaign and introduces a new type of monster -- enemy soldiers and pirates which use a different AI and fight with "Weapons" from ST RPG. They change up some of the combat.
After that we'll set to introducing the additional Templar types -- heavy weapons (Neptune Armor) and incinerators (Hydra Armor.)
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Post by Cory Trese on Nov 19, 2011 21:58:51 GMT -5
all fixed in latest TA release
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 19, 2011 23:53:26 GMT -5
Once the targeting for ranged weapons become something like CK, great fun!
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scab
Initiate
Posts: 21
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Post by scab on Nov 20, 2011 1:37:03 GMT -5
Traitor is my campaign and introduces a new type of monster -- enemy soldiers and pirates which use a different AI and fight with "Weapons" from ST RPG. They change up some of the combat. After that we'll set to introducing the additional Templar types -- heavy weapons (Neptune Armor) and incinerators (Hydra Armor.) That sounds awesome! Nice to see you're including new type of enemies. Wow, that's fast. I've already tried out the fixes and they work! But if there's one minor thing to note, the last two orange tiles in Drop Zone doesn't trigger victory (though you can now move onto them). But the first four tiles are working so it's now possible to advance to the next level. Hold The Gates work just fine. Great work, Thanks a ton!
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Post by Cory Trese on Nov 20, 2011 3:27:17 GMT -5
Traitor is my campaign and introduces a new type of monster -- enemy soldiers and pirates which use a different AI and fight with "Weapons" from ST RPG. They change up some of the combat. After that we'll set to introducing the additional Templar types -- heavy weapons (Neptune Armor) and incinerators (Hydra Armor.) That sounds awesome! Nice to see you're including new type of enemies. Wow, that's fast. I've already tried out the fixes and they work! But if there's one minor thing to note, the last two orange tiles in Drop Zone doesn't trigger victory (though you can now move onto them). But the first four tiles are working so it's now possible to advance to the next level. Hold The Gates work just fine. Great work, Thanks a ton! That's great news. I messed up Hold the Gates at the last minute before the release I guess, just have to revert to the previous version to fix it. I like that level, did you think it had enough Alien to be appropriate for your difficulty level? It seemed to be nearly overwhelming on Brutal. I will pass along the feedback to Andrew about the Drop Zone tiles, possibly another map bug. Thanks for keeping such a sharp eye out for issues and for being so patient. We'll get better at the map design as we work out kinks in the program.
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scab
Initiate
Posts: 21
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Post by scab on Nov 20, 2011 9:25:06 GMT -5
Hmmm there seems to be another problem in the Deep Moon Core mission, the one after the Drop Zone. Even after all three batches of eggs are destroyed and the two switches activated, the gate to the inner sanctuary still remains shut. Also, I've noticed there's another slight problem with the Hold the Gates. In the middle of the map there's a particular room with black tiles, and somehow templars can't move onto them. It might explain why the xenoform spawns on the right side of the map aren't particular active, because their path might be obstructed by that room too. You're right about playing Brutal on Hold the Gates. Although there's the said room, the dark blue xenoforms that spawn near the initial starting location are utterly vicious... They move so fast! On Brutal, if I camp out on the starting location, the dark blue guys from two spawns will continuously attack my position. On normal however, the dark blue guys attack only one spawn while camping on the other. Is this intentional to differentiate the difficulty levels? Welcome, I hope to see more works from you and your brothers!
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scab
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Posts: 21
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Post by scab on Nov 21, 2011 7:18:40 GMT -5
Ok here's an update! I've downloaded v0.2.3, but unfortunately some of the said issues are still withstanding. In regards to Deep Moon Core, I've noted the addition of four orange tiles in front of the inner sanctuary gates and although you can move into them, it doesn't trigger victory even after switches are activated and eggs destroyed. Ouch! Patch notes mentioned Dark Room in Hold the Gates was fixed but I'm not sure if it's my phone but I still can't move into it. Just for a recap, it's the one close to the centre of the map. I haven't got a chance to test out Familiar Ground yet, but wow, that map is HUGE! Also, the new display of Xenoform hitpoints and hit percentage seems to work fine.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Nov 21, 2011 17:09:03 GMT -5
Regarding Hold The Gate, the critters aren't moving from their spawning point after I dispatched the 1st wave and setup a bottleneck guardpost. Is the AI now capable of emulating fear since I executed all the xenoforms at the checkpoint for not showing their official documentations and passports?
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Post by fallen on Nov 22, 2011 11:03:57 GMT -5
scab - we will give it another go... when you destroy each of the egg clusters, are you getting a dialog at the time of destruction or as you approach? Some of these levels can be very hard to debug =) blackgauntlet - is this a bug report, or just a true anecdote about how terrifying your Templar squad is?
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