[B5M4] Battle 5 - Mission 4: Protect Smuggler Retreat
[B5M4] Battle 5 - Mission 4: Protect Smuggler Retreat
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It seems this mission is impossible to beat (normal difficulty). The Strike Cruiser always gets the Luxury Yacht 3000.
The B-Wings don't even get close to destroy the Strike Cruiser. And if I take on it myself, I get killed by the TIEs.
Is there some problem with the AI? Should the Yacht be faster at the hyper jump point?
The B-Wings don't even get close to destroy the Strike Cruiser. And if I take on it myself, I get killed by the TIEs.
Is there some problem with the AI? Should the Yacht be faster at the hyper jump point?
Last edited by Forceflow on Tue Nov 03, 2020 5:45 pm, edited 1 time in total.
Reason: Title Adjusted
Reason: Title Adjusted
- Forceflow
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Yeah, the Strike Cruiser is currently bugged and overpowered. There currently isn't a real fix for this. You can download v 2.1 of the Strike Cruiser from the download page, but that one is also bugged so it doesn't shoot at all right now. So it's not really a great solutioncmdrkeen wrote: ↑Sun Jul 05, 2020 1:58 pmIt seems this mission is impossible to beat (normal difficulty). The Strike Cruiser always gets the Luxury Yacht 3000.
The B-Wings don't even get close to destroy the Strike Cruiser. And if I take on it myself, I get killed by the TIEs.
Is there some problem with the AI? Should the Yacht be faster at the hyper jump point?
Actually can you try to download this opt and just replace the opt in your flightmodels folder:
Strike Cruiser
That version should fire but not be overpowered.
Murphy was an optimist! I am a pessimist!
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
- Jaeven
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Make a backup of your current mission, and then copy this one and replace the old one in your missions folder. Let me know if this fixes the issue.
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- Forceflow
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Okay I did some testing, it looks like the 2.1 installer for download bugs the game. It makes it so that the Strike Cruiser doesn't fire. That does not appear to be an issue with the opt though. When I straight. up replace the XEAUXP 1.6 opt with the 2.1 opt it's fine. But only if I didn't install 2.1 first. The. It won't fire anymore, no matter which opt you have.
The guys are looking into this, hopefully someone will find an easy fix.
The guys are looking into this, hopefully someone will find an easy fix.
Murphy was an optimist! I am a pessimist!
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
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I replaced the mission file. It was stilled really hard, but after 4 or 5 more attempts I managed to fight off the TIEs AND destroy the Strike Cruiser. I think the B Wings now did way more damage to it, but I still had to use all my torpedos and some laser fire to take it down.
I would say one of the hardest missions so far. I haven't played it without the XWA upgrade after starting to replay the game, though.
And I had to make use of wingman commands a lot since I had 3 or 4 T/F / T/I going after me at once for some time.
I would say one of the hardest missions so far. I haven't played it without the XWA upgrade after starting to replay the game, though.
And I had to make use of wingman commands a lot since I had 3 or 4 T/F / T/I going after me at once for some time.
- Mark_Farlander
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X-Wing Alliance is not intended to be an easy game, but in this mission ISDII Corrupter is set to Ace AI, which is high for an enemy capital ship.
Capital ships (should) already have the maximum rate of fire at Veteran AI, but not at Officer AI, therefore to diversify the difficulty levels it is advisable to set the AI of enemy capital ships to Officer AI (in particular ISDII) so that they have the maximum rate of fire at Hard difficulty, but not at Medium difficulty.
However, in some missions it's a good idea to increase the AI of some enemies by 1 level (but not 2 since that would be too much) to prevent them from being too easy to be taken down.
ISDII Corrupter historically gets destroyed in B5M7, so you should not take it down in this mission.
All this to say that I would decrease the AI of ISDII Corrupter from Ace AI to Veteran AI, but this is just my personal opinion.
Capital ships (should) already have the maximum rate of fire at Veteran AI, but not at Officer AI, therefore to diversify the difficulty levels it is advisable to set the AI of enemy capital ships to Officer AI (in particular ISDII) so that they have the maximum rate of fire at Hard difficulty, but not at Medium difficulty.
However, in some missions it's a good idea to increase the AI of some enemies by 1 level (but not 2 since that would be too much) to prevent them from being too easy to be taken down.
ISDII Corrupter historically gets destroyed in B5M7, so you should not take it down in this mission.
All this to say that I would decrease the AI of ISDII Corrupter from Ace AI to Veteran AI, but this is just my personal opinion.
I don't judge tactics. The Battle is the best and only Judge.
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I can’t pass this mission. Same reasons as above, however, twice the Raw Deal did manage to jump to hyperspace but the game crashed both times when the casino was destroyed not saving my victory.
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I was going to a create a new topic discussing this but I'll add this problem to this post seeing as the problem is shown in this mission briefing and that is the icon for Dunari's casino seem to be off set as shown below
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- Ace Antilles
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The issue is the briefing icon listing in the Shiplist file.Blazingfirestorm wrote: ↑Sat Jan 02, 2021 3:58 pmI was going to a create a new topic discussing this but I'll add this problem to this post seeing as the problem is shown in this mission briefing and that is the icon for Dunari's casino seem to be off set as shown below
I've fixed it and it will be included in our next patch releases.
Keep on finding those bugs! lol Thanks
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The mission is to be accomplished, simply set the wingmen on the Tie interceptors by single command, the others on the Tie fighters, thus enabling the escape ships to pull out.
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I've found a few errors in this mission as well. Most of them I've fixed, but some others I didn't have the time yet to fix.
Namely, the CLK/Fs are not skipping to their go home order as the trigger for that is wrong for all of them. If this is fixed, it could make dealing with the T/As at the end much harder.
Changes:
- Added MOB Aratech 1 and 3 to Global Unit 11, for proper numbering
- Disabled the message #13(YOGEME), because it refers to "TIE Bomber Beta". There is no T/B group Beta in this mission and it's played when T/F group Beta arrives. Could be changed to a different T/B group, but then the audio doesn't work as it has "Beta" in it.
Namely, the CLK/Fs are not skipping to their go home order as the trigger for that is wrong for all of them. If this is fixed, it could make dealing with the T/As at the end much harder.
Changes:
- Added MOB Aratech 1 and 3 to Global Unit 11, for proper numbering
- Disabled the message #13(YOGEME), because it refers to "TIE Bomber Beta". There is no T/B group Beta in this mission and it's played when T/F group Beta arrives. Could be changed to a different T/B group, but then the audio doesn't work as it has "Beta" in it.
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