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Sunrise Episode 2M - The First Law

By MYrankAdminHistidine
Ada comes face to face with an old enemy.






Players: 1
Singleplayer
Map: Ravaged_v2
Game:Zero-K v1.4.10.2
Created:4 years ago
Changed: 17 months ago (revision 272)
Played: 398 times
Rated: 7 times
Rating: Your vote:
Difficulty: Your vote:

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Page of 3 (58 records)
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FIrank[ffc]killer
4 years ago
yay
+0 / -0

AUrankjseah
4 years ago
Needs to disable Constructor Auto-Reclaim/Assist widget at start, or at least make the factory wreck un-reclaimable.

Also, game ended prematurely. Not sure what happened, but I think the CAI lost its commander to the neutrals. >.>

If that wasn't intended, the CAI starting with an actual assault force to start getting territory with while you spend a minute rezzing the factory is a major disadvantage I could see new players struggling with. Especially with the neutrals to hinder expansion.
+0 / -0


FIranksprang
4 years ago
(edited 4 years ago)

I lost the game during the initial cutscene (my commander died). I rofl'd. :D
+0 / -0



MYrankAdminHistidine
4 years ago
Whoa, how?
+0 / -0


FIranksprang
4 years ago
(edited 4 years ago)

1. Ada spawns in the middle of an enemy base. She's attacked by 2 bandits and an outlaw and starts beamlasoring em.
2. Another enemy is shown battling against some pyros with zeus.
3. Cut to Ada who has an enemy outlaw standing next her, which has slowed her to 50%. She's also being shot by a lotus turret. Ada, surprisingly calmly, but slightly confused because of this all, asks "What's happening here, Lilith?"
4. Lilith gives an answer. Ada finishes off the outlaw and drops to 7% HP.
5. The battle commander fellow asks Ada about her identity. But all he gets for an answer is static, since the lotus (probably) has finished Ada off. GG!
+1 / -0

FIrank[ffc]killer
4 years ago
wtf didnt ahppen to me
+0 / -0



MYrankAdminHistidine
4 years ago
(edited 4 years ago)

Sounds like the trigger supposed to make all the bad guys explode failed. >___<

Hmm, guess I screwed something up when updating it. Grumble grumble will look into it.
+0 / -0

FIrank[ffc]killer
4 years ago
but they died when i played...
+0 / -0



MYrankAdminHistidine
4 years ago
The ghosts blew up the enemies for you. You should thank them.
+0 / -0

FIrank[ffc]killer
4 years ago
i saw ur edit right after my post..
+0 / -0



MYrankAdminHistidine
4 years ago
RIGHT it was because it reset the version back to stable when I updated it. It needs a test version to work properly.

There, fixed.

+0 / -0


FIranksprang
4 years ago
(edited 4 years ago)

Allright, got to play it now, thanks!

These missions just keep getting easier tho... :) I'd played for 5 mins and had just secured the three mexes downhill from my base (yea, slow lol), when some free machines-aligned glaives spawned near my ramp out of nowhere. I killed em, and then the enemy commander said he had to retreat, and I won!

Edit: Tried a 2nd time, this time the enemy got pwnt by the neutrals on the 6:30 mark.
+0 / -0



MYrankAdminHistidine
4 years ago
Mine never dies to the neutrals :(

It always goes down in seconds against my shieldball though. I think I can afford to give it a lot more modules.
+0 / -0

MYrankxponen
4 years ago
(edited 4 years ago)

At 9 minute machine's commander receive too much damage and teleported out. I didn't touch him. Maybe CAI always send commander to frontline?

I saw some typo in dialog when some voice says to Ada about "telling us as meatbag". There's some missing word I am sure.

I go down ramp with bandit, rezzed outlaw, then machine's bandit spawn and attack everyone else and suddenly it says "that's why outlaw is..." or something. I think you expect the bandit to come get you up the ramp, but it doesn't.

p/s: a really cool no stress (happy) mission with easy to follow ingame story! :)
+0 / -0



MYrankAdminHistidine
4 years ago
KingRaptor no wonder CAI comm dies so easily in episode 2M
KingRaptor it can't decide whether it wants to rambo into a defensive line or maintain its distance so it keeps walking in and out of enemy turret/skirm range
KingRaptor also it doesn't know how to bring friends

So yeah, I guess I'm going to have to thin the neutrals out a bit.
+0 / -0

GBrankTheEloIsALie
4 years ago
(edited 4 years ago)

That's a general cai problem. It runs into defense -> retreats a bit, makes an llt and goes in again. Rinse and repeat.

Especially against stingers this is a problem. I've seen cons trying to put an llt right next to the hlt.
+0 / -0

AUrankjseah
4 years ago
Make the CAI's commander not walk around? Perhaps make it immobile or something.
+0 / -0



EErankAdminAnarchid
4 years ago
I second the notion of forbidding that guy to leave some established territory, but therein lies the problem that i think the mission design implies the player delivering a tactical frontline assassination rather than completely levelling enemy's entire base just to get to some politico.

If the commander sits at base, it immediately becomes an 'exterminate everything' mission, in effect.

Btw, in my case it was killed by some emp (venom? faraday? i didn't watch, i was leveling base) assisted with a leveler.
+0 / -0



MYrankAdminHistidine
4 years ago
Also, I'm going to need a mission where the enemy boi walks around eventually.

I'll see if I can't find the time to mess with the CAI code at some point.
+0 / -0



MYrankAdminHistidine
4 years ago
Well, now CAI doesn't mex in range of the enemy. Coupled with the small buff I gave to their comm, he's guaranteed to not get his own foo' ass kicked before the 10 minute mark, or your money back!

Still might need to teach CAI to hold forces in defensive reserve instead of its current Attack Attack Attack mentality. I dunno.
+0 / -0
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