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 Post subject: Updated scenario.pak (fixes bugs)
PostPosted: Mon Nov 16, 2009 12:54 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
MrFlibble put a lot of effort in fixing the scenarios of the original Dune2. The original scenarios contain a lot of typos and mistakes. This updated scenario.pak fixes most of those problems. Just download it and put it in your data/ dir, overwriting the original scenario.pak.

MrFlibble, would you be so kind to release a complete changelog in this topic? Also, if you have any updated scenario.paks, please post them here :) Thank you for the incredible work on this!

[Update 2009-11-22] Updated scenario.pak to latest version
[Update 2009-11-28] Updated scenario.pak to latest version


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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Mon Nov 16, 2009 6:28 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
Here's the list of changes in the scenario files:
  • Fixed the internal syntax error which prevented the AI from assembling attack teams of vehicles ("team bug").
  • Fixed the error which prevented the player from buying Ornithopters at the Starport in missions 8 and 9.
  • Fixed the errors in some scenarios which allowed certain Houses occasional access to units they normally can't produce, either via reinforcements or due to pre-placed buildings (e.g. WOR owned by an Atreides AI player). (This does not affect units available to the player at Starport).
  • Fixed all Atreides missions where the unit limit was lower than 25 (SCENA001 till SCENA010).
  • Fixed invalid spice bloom placement in SCENA005.
  • Reinstated the sandworms that were commented out in SCENH008.
  • Fixed invalid Hi-Tech Factory placement in SCENH015 and SCENO015.
  • Fixed the error that disabled Devastator reinforcements in SCENH017, SCENH018 and SCENH019.
  • Changed the player's starting credits from 1500 to 1000 in SCENO022 (the extra 500 credits were a result of an error).
  • Removed the unused [CHOAM] section from SCENA001.
  • Removed obsolete [REINFORCEMENTS] sections from SCENA002, SCENA003, SCENA004 and SCENH004.
  • Removed junk lines (probably obsolete map data) from SCENH002 and SCENH007.
  • Fixed incorrect hit point values for pre-placed buildings in SCENH006.
  • Fixed all missions where the MaxUnit value name was misspelled as MaxUnits for an AI player (SCENA005, SCEN017, SCENA018, SCENA019, SCENH017, SCENH018, SCENH019, SCENO017, SCENO018, SCENO019).
  • Set the player's spice quota to 0 in SCENA022, SCENH022 and SCENO022 (was 2500, but did not actually affect anything).

I can also give a detailed list of units incorrectly assigned to a House despite missing from this House's tech tree.

As for the Atreides missions where the AI's unit limit was set below 25, I wonder now if it was done intentionally to reduce difficulty a bit. The player's limit is always 25 in all missions.

Another thing worth mentioning is that actually the AI players have House of IX structures only in mission 7 of each campaign, meaning that no special House tanks or 'thopters are used against the player in later missions. I have fixed this but did not include the fixed file in the patch, as it would have a noticeable effect on the missions. But if you decide this is a worthy addition, I can provide the versions of missions 8 and 9 with IX present on the map.

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Sun Nov 22, 2009 3:02 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
I've compiled a package of "improved" scenarios. In addition to the above-mentioned fixes, I've also done the following:
  • All maps where the AI player(s) started with its base on low power were modified to remedy this.
There are quite a few maps with this problem, actually. Sometimes the AI has 7 windtraps where 4 would have sufficed, and sometimes it only has 2 whereas at least 6 are required to cover the power demands. This problems could nat have been fixed in the last mission for each House, for the obvious reason that the player would not have been able to build up their base properly because of the global structure limit.
  • Added the House of Ix to AI players in mission 8 for all Houses.
I have no idea why the developers decided to remove the House of Ix from the AI opponents in mission 8, thus disabling production of House special tanks. Maybe the AI would indulge in 'thopter attacks? An indirect suggestion of this may be the fact that in a version of a Harkonnen mission 8, the Atreides player doesn't have a High-Tech Factory (it is replaced by a second Heavy Factory; in an Ordos mission 8 that uses the same "template", this is a Harkonnen player and it has a High-Tech Factory in the place of one of the Atreides Heavy Factories).
  • Fixed a couple of incorrect entries in REGIONA.INI and REGIONH.INI that indicated a wrong side being conquered after a mission (e.g. "The Atreides did not stand a chance" while showing Ordos territories being captured).

[Edit] File updated in first post

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Sun Nov 22, 2009 4:52 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
Very nice job :) I like all the things you have done :)

The only downside of the AI not having enough power, is that the buildings slowly decrease in hitpoints. I guess this only makes the scenario easier ;)

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Mon Nov 23, 2009 3:59 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
Doesn't low power also negatively affect production speed? (BTW, speaking of that, do you have the figures that describe the correspondence between structural damage and efficiency of production facilities?)

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Mon Nov 23, 2009 6:02 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
MrFlibble wrote:
Doesn't low power also negatively affect production speed? (BTW, speaking of that, do you have the figures that describe the correspondence between structural damage and efficiency of production facilities?)

Yeah, I do. I will blog about that later today or tomorrow. But no, production speed is relative to the hp of a structure. So indirectly it is still affected ;) I will explain all in the upcoming blog :)

[Update] As promised: viewtopic.php?f=13&t=30

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Sat Nov 28, 2009 2:47 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
Another update, mostly minor tweaks though. Apparently, the developers intended the reinforcement scripts to be different in each version of mission 8, depending on what AI player owned the palace. The earliest drop into the player's base was supposed to belong to the palace owner (to immediately activate the palace superweapon), but this was not consistently implemented, and in most cases scripts are (nearly) identical. This is now fixed: in each mission, the first drop belongs to the palace owner, the second to their allies, and the third once again to the palace owner.

I also reduced the MaxUnit values for AI opponents back to the original in the first missions of the Atreides campaign, as this feature seems to be part of the mission design. In fact, the missions contain many features to suggest that each House was intended to have a different difficulty level. For example, one Ordos mission has an enemy reinforcement group consisting of a Trooper squad, a Tank and a Quad being dropped at the player, whereas analogous missions for Harkonnen and Atreides have to deal with only three Trooper squads instead.

[Edit] File updated in first post

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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Thu Feb 11, 2010 2:16 pm 

Joined: Thu Nov 12, 2009 11:42 am
Posts: 53
I was kind of bored and compiled an alternate scenario pack. Basically, I just shuffled the campaigns, so the enemies and objectives remain the same, but the terrain and base locations are different. This is a bit less obvious in later levels, which have more "duplicates" across the three campaigns. Note that I added the House of IX structure to the AI players in level 8, and the Sardaukar have it in mission 9. Other than that, the missions have all the fixes you can find in the regular fixed pack.


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 Post subject: Re: Updated scenario.pak (fixes bugs)
PostPosted: Thu Feb 11, 2010 2:37 pm 

Joined: Thu Sep 10, 2009 1:35 pm
Posts: 69
VERY cool! Nice job :)

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