Battle 1 - Mission 6: Stop Resupply of ISD Corruptor

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Battle 1 - Mission 6: Stop Resupply of ISD Corruptor

brassman2468
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Post by brassman2468 » Fri Jun 26, 2020 2:11 am

I'm still having some issues with the CTRNS, even with the newest v2.2 install. I just tried B1M6 "Stop Resupply of ISD Corruptor" with the 2.2 install, and even with fewer laser hardpoints the fire rate seems much faster than I remember.

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Post by brassman2468 » Sat Jun 27, 2020 3:41 am

The edited mission does seem easier, the CTRNS rate of fire was much more reasonable. I've also done some further testing in Skirmish mode with two CTRNS set against each other in Novice and Officer AI mode respectively, and the Officer AI fired twice as many lasers as the Novice AI, destroying the latter easily.

Could you do a similar edit on 1b1m6g for us to test? Between the FRG Monitor and the CTRNS Vo my squadron usually ends up entirely destroyed, leaving me as TIE fodder.

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Post by Mark_Farlander » Sat Jun 27, 2020 5:42 pm

brassman2468 wrote:
Fri Jun 26, 2020 2:11 am
I'm still having some issues with the CTRNS, even with the newest v2.2 install. I just tried B1M6 "Stop Resupply of ISD Corruptor" with the 2.2 install, and even with fewer laser hardpoints the fire rate seems much faster than I remember.
B1M6 is a completely different thing: here the Container Transpsort Vo is set to Ace AI, whereas the Xiytiar transports Kalif and Tilark are both set to Officer AI.
I don't judge tactics. The Battle is the best and only Judge.

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Ace Antilles

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Post by Ace Antilles » Sat Jun 27, 2020 7:48 pm

brassman2468 wrote:
Sat Jun 27, 2020 3:41 am
The edited mission does seem easier, the CTRNS rate of fire was much more reasonable. I've also done some further testing in Skirmish mode with two CTRNS set against each other in Novice and Officer AI mode respectively, and the Officer AI fired twice as many lasers as the Novice AI, destroying the latter easily.

Could you do a similar edit on 1b1m6g for us to test? Between the FRG Monitor and the CTRNS Vo my squadron usually ends up entirely destroyed, leaving me as TIE fodder.
This is a modified mission by Gringlas. He's already done a few tweaks.
I just changed the placements of the asteroids in region 2 a bit, so that the torpedoes from your AI comrades won't always hit those, instead of the Modular Conveyors.

Ok so as Mark said the CTRNS were set to Ace AI. Seems high for any transport. Others varied.
Right now I've lowered the level to Officer. Not rookie as there's only one so we can see how that goes.

I've also changed Shuttle Lonus group to Gold FG colours. So they should be showing an Imperial Logo now on the fin.
There's other FG changes that can be made but that's a post for a different time.

ISD2 Corrupter obviously is an opt issue to do with power and it's set to Ace. I've not touched that.

In Region 2 there are Asteroids but there is one lone Asteroid in Region 3? Flight Group 61.
Is that correct or should that be in R2? Anyone know.

See how this mission plays out for people.
1b1m6g.tie
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Post by brassman2468 » Sat Jun 27, 2020 10:21 pm

I tested the edited mission on both Easy and Medium, and it's a lot more doable now. It almost seemed too easy on Easy difficulty. Medium was a moderate challenge, but still very completable (could just be my bad flying, who knows? :?). I wonder if setting the CTRNS Vo to Veteran AI would be a good compromise.

Now the only issue is my squadron getting nerfed by the FRG Monitor, but that' still miles better than it used to be :)

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Post by Ace Antilles » Sat Jun 27, 2020 10:35 pm

brassman2468 wrote:
Sat Jun 27, 2020 10:21 pm
I tested the edited mission on both Easy and Medium, and it's a lot more doable now. It almost seemed too easy on Easy difficulty. Medium was a moderate challenge, but still very completable (could just be my bad flying, who knows? :?). I wonder if setting the CTRNS Vo to Veteran AI would be a good compromise.

Now the only issue is my squadron getting nerfed by the FRG Monitor, but that' still miles better than it used to be :)
Well that's good to know. I think moderate challenge and not frustrating is a good outcome.
Did you see if the Imperial Logo on the Shuttles were visible or not?
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Post by brassman2468 » Sat Jun 27, 2020 10:39 pm

Yes they were, and I was glad to see it :) I love little details like that

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Post by Ace Antilles » Sun Jun 28, 2020 10:33 pm

brassman2468 wrote:
Sat Jun 27, 2020 10:39 pm
Yes they were, and I was glad to see it :) I love little details like that
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Post by Jacendb » Sat Aug 01, 2020 7:32 pm

Hi, I came here after posting this issue in the main forum.

My team mates jump into hyper space BEFORE the mission is completed. I think when the first Shuttle is sent from the frigate they all leave and then I'm alone facing 10+ ties who, of course, destroy me in no time.

I did try uninstalling XWAUP and reinstalling the original game from Steam and saw the same behavior. I did delete the install folder after uninstalling.
I did also use my old pilot file after reinstalling so I wonder if there could be something there that's causing the issue both in the original Steam version and in the XWAUP.
Any ideas of why these idiots are jumping away?

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Post by Forceflow » Sat Aug 01, 2020 7:51 pm

This shouldn't happen. I checked the mission and the departure condition for the teammates are
"100% of Team 1. Rebel must complete primary goal"
And the primary goal is
100% of GGroup 2 must be destroyed
100% of GGroup 3 must be destroyed
The shuttles are in GGroup 3 so unless they are destroyed no-one should leave.
The only additional condition I see is that they abort the mission when their hull is at 50%. But that shouldn't all happen at the same time.
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Any idea what the issue could be here?
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Jaeven
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Post by Jaeven » Sat Aug 01, 2020 11:19 pm

Having looked at the mission, I have no idea what could be causing it.

Try downloading this file and replacing the old one in the missions folder.
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Post by Jacendb » Sun Aug 02, 2020 1:30 am

I ended up completing the mission.

I figured one of the conditions wasn't correctly checked so I left a carrier alive, then after jumping the other ships stayed in combat. I then went for the frigate and the one shuttle that got to leave it plus a few ties.

Maybe the new shuttles are not being considered during the mission status check or something?

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Post by Mrowaksu » Sun Sep 13, 2020 5:57 pm

Had the same problem of allied craft withdrawing too early with my mission. Ended up editing it and removing hyper to Region #3 order from allied units. Instead, I added a smaller force (to simulate losses) that hypers in to Region #3 5 seconds after player's craft. That fixed the problem.

Edit: If anyone's interested, here's the file with my version:
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Post by Mrowaksu » Mon Sep 14, 2020 10:00 am

@Jaeven

Unfortunately, having played your version of the mission it seems that the bug with allies withdrawing too early persists. Please see attached screenshot

My guess is, if any group hypers in earlier than player's group to Region #3 then their script goes out of whack. I tried to change orders of those groups myself, but for some reason, even if you do not have any orders to Hyper or Departure commands they keep retreating. I described above one solution that works.

Perhaps another solution would be deleting all current groups and creating new ones and programming their behavior them from the scratch?

Edit: I decided to record a video to illustrate the problem:

https://youtu.be/uJyeMZ4KeIM
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Post by Mrowaksu » Mon Sep 14, 2020 8:14 pm

Ok, I was toying with the solution to fix this mission and I think I managed to do it. I took Jaeven's mission file and removed all allied fighter flight groups except for Player's flight group. Then I recreated them from the scratch in each area.

Thing is, now it may be a little bit too easy to deal with threats in Region #3. Still, I do know all the mission triggers and enemy behaviors by now, so that may be the reason. I believe now this map works as intended. See if this one is going to be useful for you.
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Post by Jaeven » Tue Sep 22, 2020 3:00 pm

Sorry for the late reply, been on vacation the last week, will have a look at this later. I can't say I had any issues when I tested it, but I'll give it a look.
Last edited by Jaeven on Tue Sep 22, 2020 4:42 pm, edited 1 time in total.

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