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Using Campaign Commander in Skirmish?

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USrankZolokhan
9 days ago
Is there no way to play a single player skirmish using a commander that is not class based ? like the campaign commander?

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GBrank[GBC]1v0ry_k1ng
9 days ago
Why would you need to?
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USrankZolokhan
9 days ago
Because he can use any weapon and or skill. He is not limited by classes ( recon, engineer, etc.)

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PLrankAdminSprung
9 days ago
Not possible without cheats
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USrankZolokhan
9 days ago
There is a cheat that lets customize your commander more? I did not see that one ...
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PLrankAdminSprung
9 days ago
No, but there is one for spawning the campaign commander chassis (called Knight Commander, under the Campaign tab in the cheat menu)
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USrankZolokhan
8 days ago
so after playing more games in skirmish (i beat the campaign right before i started this thread) i am really unhappy about the limited commander choices in skirmish.

After playing the campaign where i could make a jump jetting engineer with a rocket launcher - skirmish blows.

I completely understand the purpose of class based commanders in PVP or tournaments but when i am just messing around with the AI I want to be able to be anything. I cannot think of any reason why the developers would not give this option in single player skirmish .

Also ... are they ever going to implement a unit disable menu at game start?

This game is great - it is more of a worthy successor to TA than Supreme Commander or Planetary Annhilation.
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PLrankAdminSprung
8 days ago
quote:
when i am just messing around with the AI I want to be able to be anything

Did spawning through the cheat menu not work? I realize that it's a crude solution and ideally this would be configurable in the setup, but our dev manpower is quite low recently so it's hard to give any estimates on when it would be available.

quote:
I cannot think of any reason why the developers would not give this option in single player skirmish

From a technical point of view, SP skirmish and multiplayer are one and the same. We could split them up but it would take sizeable effort for little gain. It would be comparatively easy to make this an option both in SP and MP though which I think is the correct path here (but might still take a while, see above).

quote:
are they ever going to implement a unit disable menu at game start?

Eventually. Same situation as the first paragraph: ideally there would be one, but a crude solution exists (you can input names in a text field) and there are more pressing issues.
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USrankZolokhan
8 days ago
(edited 8 days ago)

Very cool that you responded. Your game is very good.

I bought TA in the 90s on disc and have loved it ever since. The other games that have come after it "sort of " improved it but they show little real creativity. Zero K shows a true understanding of unit design opening up new tactics - this is what Total Annhilation did in the 90s. before TA there was no radar in games, no use of terrain, no real sense of combined arms. RTS back then was crappy pictures killing other little pictures.

Zero K has brought this genre ( RTS games where you stare at little icons moving around killing other little icons) to the next level. Planetary Annhilation did not do this - it looked nice but its tactics were basic rock - paper- scissor crap. There was no artistry.

I just donated $10.00 on Steam because you got back to me.

So keep up the good work, and eventually, please :

1) Commanders that can morph any way you want (also changing between weapons in battle would be cool)

2) Unit Disable Menu before start up (for the AI as well as player)

Thanks for understanding what these type of games are really about.


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GBrank[GBC]1v0ry_k1ng
8 days ago
Out of interest, as someone who works on the AI, what difficulties do you use? What units did you want to stop AI using and why?
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USrankZolokhan
8 days ago
Bertha Cannons maybe - for AI and myself. Banning superheavy striders or banning all the lightest units to just see what happens. All strider fights might be funny. Skirmish is for messing around.

As for the AI, I play against Brutal AI but I give myself a Normal AI ally. This makes for a fair fight that does not require me to micro manage expanding early on as teh normal AI does this well enough. If I add a Hard AI ally vs. a Brutal AI enemy it is too easy.

I cannot see the deifferent between brutal and hard yet. Also ... are there units the AI never uses ? Plasma cannon batteries?
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FIrank[ffc]
8 days ago
Missiles from missile silo.
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FIrankVermind
7 days ago
I thought skirmish has a unit block list that you can use?
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GBrank[GBC]1v0ry_k1ng
7 days ago
Hard retreats units more and is more timid. It has different production ratios and is more afraid of static defences.
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PLrankAdminSprung
5 days ago
It turned out to be reasonably easy so next release there will be an option to allow using the campaign chassis in skirmish.
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USrankZolokhan
3 days ago
That sounds very cool ... He is not restricted by class? Same as campaign?

Jump Jets + Dual Rockets will be possible again?

There were certain limitations that made sense (cannot have cloak AND sheild).

Looking forward to this and any further developments.



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PLrankAdminSprung
3 days ago
quote:
Same as campaign? Jump Jets + Dual Rockets will be possible again?

Same as campaign, which means dual rockets won't be possible because campaign comm cannot dual wield two of the same weapon, but you can have jump + rocket + another weapon.
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USrankZolokhan
3 days ago
Oh ya. I forgot. But sounds very cool. I am going back to playing your game right now.
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