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Post by Drath on Feb 17, 2016 1:23:43 GMT -8
The code in beta 12.3 is still the same as beta11 code and it still doesn't work.
class ContractUnionBattleship(StoreItem): self.visibility_condition = "store.mission5_complete == True" Kindly clarify if the Battleship actually is supposed to be available as having it purchasable that early is going to make missions 2-5 considerably easier. From the code and in view of balance considerations, I maintain that it was probably not intended and will not play with one in missions 2-5.
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Post by Nemjen on Feb 18, 2016 14:29:20 GMT -8
Don't do it vaendryl, I need my greater access to 'Gravity'. You dev types like coffee right? How about I make you a nice early morning brew and we forget all about this thread?
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Post by Marx-93 on Feb 18, 2016 15:21:05 GMT -8
I can certify this.
While mission 2 was kind of a hell (not being allowed to use missiles or rockets, to me it's a death sentence...), it was the hell I was kinda expecting. I don't know later missions (I've just spent at least 2 hours and a half on this mission, and I need a break), but the Union Battleship makes 2 a lot smoother.
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Post by Samu-kun on Feb 18, 2016 15:49:20 GMT -8
No Union battleship until after mission 5. =w=
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Post by Drath on Feb 18, 2016 20:45:18 GMT -8
No Union battleship until after mission 5. =w= Thanks for the confirmation, Samu-kun. My old fix here involves hacking script.rpy which is very crude and doesn't really get to the root of the issue on why the check isn't working. I'll leave it to Vaen and the experienced coders to puzzle it out. Nemjen /Drath counters Magpie's e-coffee with an e-bagel Damn it now I've made myself hungry... unfortunately testing needs sustenance... laterz Marx-93 I think this is one of those missions where things are quite a bit easier on hindsight. If you've put considerable upgrades into missiles/rockets, they're ALL going to be wasted here. Fortunately you get one last chance before battle starts to tweak things and you are specifically told that missiles are not operable till at least turn 5, so a savvy tactician still has a chance to adjust. The first time I did this on beta 10, I also took quite a bit of damage and barely scraped by with kinetics. This second time round, I incorporated Histie's advice on getting Seraphim double kinetics earlier. Completely sacrificed Liberty's EN as her repairs are now basically just to prevent unit losses. Liberty is now a Disable bot so 100EN is as good as 100+ EN. She doesn't need FlakOff either in this battle for obvious reasons, so I wasn't concerned with getting her up to 140EN. The rest of the Intel for Seraphim's kinetics I raided from Sunrider's missile store and missile damage upgrades. I take this as part of the initial reconfiguration for upgrades (no way I'm using the standard upgrade scheme). And I will say I am quite pleased with the results as the battle went a good deal smoother. If you have a full kinetics setup (triple kinetic Paladin, double kinetic Seraphim, both Alliance Cruisers) going into this fight and start with Full Forward (on Space Whale I couldn't quite get enough CP from the previous fight, so I had to get 1 Arcadius down first with Phoenix), handling those Battleships should not be too hard and a good start gradually snowballs down, making turn 5 reinforcements less traumatic as well. Oh and it's good to have you back Marx
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Post by vaendryl on Feb 18, 2016 23:35:16 GMT -8
opening the store itself was setting mission5_complete to true as part of an old compat hack. as near as I can tell that's actually not necessary. I also made the end of battle set missionX_complete so that should be automatic too. may be useful for something. mods if nothing else.
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Post by Nemjen on Feb 19, 2016 0:04:52 GMT -8
Drath - *Breakfast rivalry intensifies. I guess I forgot to factor in cream cheese and salmon as a game breaking variable. Either that or my attempts at bribery really hit the pot, maybe vaendryl is just a moral compass...? Man I'm going to have to practice run without the Battleship, the extra kinetic weapon was especially useful during this mission. Makes a note of lines he will need to undo or add in his copy of the final build.
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Post by Marx-93 on Feb 19, 2016 1:28:54 GMT -8
Marx-93 I think this is one of those missions where things are quite a bit easier on hindsight. If you've put considerable upgrades into missiles/rockets, they're ALL going to be wasted here. Fortunately you get one last chance before battle starts to tweak things and you are specifically told that missiles are not operable till at least turn 5, so a savvy tactician still has a chance to adjust. The first time I did this on beta 10, I also took quite a bit of damage and barely scraped by with kinetics. This second time round, I incorporated Histie's advice on getting Seraphim double kinetics earlier. Completely sacrificed Liberty's EN as her repairs are now basically just to prevent unit losses. Liberty is now a Disable bot so 100EN is as good as 100+ EN. She doesn't need FlakOff either in this battle for obvious reasons, so I wasn't concerned with getting her up to 140EN. The rest of the Intel for Seraphim's kinetics I raided from Sunrider's missile store and missile damage upgrades. I take this as part of the initial reconfiguration for upgrades (no way I'm using the standard upgrade scheme). And I will say I am quite pleased with the results as the battle went a good deal smoother. If you have a full kinetics setup (triple kinetic Paladin, double kinetic Seraphim, both Alliance Cruisers) going into this fight and start with Full Forward (on Space Whale I couldn't quite get enough CP from the previous fight, so I had to get 1 Arcadius down first with Phoenix), handling those Battleships should not be too hard and a good start gradually snowballs down, making turn 5 reinforcements less traumatic as well. Oh and it's good to have you back Marx Oh, well, it's not like I suffered that much (I sweated a lot, but the problems weren't with the initial round, but rather with the final group of reinforcements: had to use all Guard in order to not lose an Alliance cruiser), but with hindsight I probably would have taken out a few upgrades and gotten the Seraphim double kinetics. Though I think it was more of that with knowledge of were the reinforcements would come I would have made a lot of changes to my positioning. As I said, I expected reinforcements, but the last batch was overkill (yeah, I know it's supposed to be offset with Grey's reinforcements, but that turn is still hellish, specially as I had the Seraphim on the wrong side of the map and couldn't snipe the Supports). I just hate going back on upgrades, and the horrible new upgrade page didn't help (I'll just rant about how bad it is when I finish all the Beta). I also wanted to go "blind" in a way. Triple kinetics for the Paladin seems feasible, but I don't think I needed it that much, though that is probably the difference in difficulty speaking And yeah, is good to be back.
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