daset wrote:Sometimes, the loci/anthills are apparently unpopular and all the engineers/ants leave and join a different one.
Okay, I just hadn't noticed that behavior before.
The start of Flight looks much more interesting--Thanks! Unfortunately, it crashes with a Windows exception in about 30 seconds. I'm pretty sure that this is the "turret/AI bug" that only affects the Windows 1.42 version, and relates to moving >35 DGs to gun turrets. (It was being discussed in the Insurrection topic, and AFAIK, no one knows how to fix it yet or what other conditions cause the bug to not occur in some levels).
Since we have a 1.0.3 version that works, and a 1.0.4 version that crashes, I may play around with a few cut&paste tests between the two to see if I can narrow down the conditions.
EDIT:
Okay, I found that if I copy over just one line in map_flight.txt from the 1.0.3 version, I can prevent the crash. Line #71, the AITarget with ID #1 is what's crashing. Reverting that to the 1.0.3 version of:
Code: Select all
AITarget 1 3694.81 1106.84 1 -0.53 0.85 0
...fixes the problem. I played the level all the way through successfully this way. Not sure where that AI points to, but all the turrets
seemed to be manned and reinforced.
Playwise, the start of the level was indeed more challenging, and more fun. It also looks like the short cut has been suitably reinforced. I probably could have gotten thru okay with 3.0 grenades, but without them I suspect it would be a world of hurt. In any case, I decided to try the long way this time, and it was not very good. The terrain is so wide, I just waltzed my group of DGs down one of the edges, and all the reds just pass by without a shot. There's one or two chokepoints that I needed to clear out to get through, but for the most part it was easy walking. At least one section of this route needs to be narrowed down to force the player through a stream of multiple reds. What you might want to consider, is putting one such section at the end of the level so that both paths need to experience it. Then put one more on the long path, so the user's choice becomes 'more turrets', or 'more red corridors'.
I'd probably also start the player off with fewer DGs. There's so many of them that even if they run into reds, virii, etc. they slice them up quite easily. I haven't tried, but I could probably run right through the reds w/o squad support the way it is now. (Spiders and turrets would still be lethal though).