Adjust difficulty, add speeches to allies-06a #21401
Open
+383
−95
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
These are some tweaks intended to smooth out this mission's Hard difficulty (without committing to bigger changes), fix some oddities, and add some polish.
If and when this is considered golden, it should be simple to give B a similar treatment.
Fixes #20045
LSTs
On bleed, the mission starts with a repeating timer for Soviet LSTs that unload one of two random teams. These are the teams on Hard:
One of these every minute seems harsh. The interval for LST teams on Hard is now 140s (from 60s; Normal is 180s).
The original timeline for LSTs is less straightforward if you are REALLY interested.
Greece approaches the western Soviet base (
OP1-
/OP1X
trigger):Reinforce the
lst1
team.Greece touches the
LST3
zone at the northeastern gem island:Reinforce the
lst2
team:Greece kills/captures the Barracks or nearby Radar Dome:
LST4
: After ~03:06, reinforce thelst4
team.LST5
: After ~07:33, reinforce thelst5
team.Greece kills one of USSR's starting Submarines:
A Submarine will investigate when Greece builds a Naval Yard, and the teams below will be scheduled after its death. (
SEA7
,SEA3
) If USSR later loses their Sub Pen, the teams can be skipped. (SEA6
)SEA4
: After ~01:36, reinforce thesea1
team.LST2
: After ~05:24, reinforce thelst3
team.LST1
: After ~09:12, reinforce thelst2
team.LST7
: After ~18:36, reinforce thelst4
andlst5
teams.lst4
: 1 Heavy Tank, 3 Grenadiers are carried from Waypoint 22 to 43.lst5
: 1 V2 Rocket Launcher and 4 Flamethrowers are carried from Waypoint 22 to 68.LST8
: After ~25:00, reinforce thelst5
team again.Yaks
Limited USSR production to one Yak for their one Airfield. (That part of the script seemed to be from
allies-04
where two are expected.)Changed Yak production so the first has different delays for each difficulty. On Hard, this is 90s (from 70s). On Normal, this is 120s (from 70s) so production roughly matches the RA '96 timer (reinforcement at ~150s).
Like the LST one, the original aircraft timeline is a rabbit hole.
Greece acquires a Construction Yard:
Trigger
AIR9
: Every 50 moments, reinforce teamair2
.AIR4
: Theair2
team has died.AIR7
.AIR7
: Every 40 moments while global {8} is set, reinforce teamair3
.AIR9
trigger.AIR5
: Theair3
team has died.DES1
( ->DES2
->DES3
).AIR9
,AIR4
, andAIR7
triggers.Greece kills a USSR starting submarine:
LST6
: After 265 moments, reinforce teamair5
.LST8
: After 500 moments, reinforce teamair6
.Greece attacks certain units/structures at the eastern base:
REAC
: Set global {4}. The rest of the events below can be skipped if the Airfield is destroyed (AIR2
).AIR1
: Every 40 moments while global {4} is set, reinforce teamair1
.AIR8
: Theair1
team has died.AIR0
.AIR1
trigger.AIR0
: Every 52 moments while global {11} is set, reinforce teamair4
.AI10
: Theair4
team has died.DES4
.AIR2
/AI10
/DES4
: Clear globals {4} and {11}, along with theAIR1
trigger.Navy Stuff
Changed the Soviet navy production so a Submarine cluster is less likely to force Greece out of the water and maintain that with more production.
Added an objective for building a Naval Yard, with text that mentions redeployable MCVs. That knowledge has unusual importance for this map, where the build area in common start locations may not reach the water.
Added a 30s grace period before Soviet infantry production, reinforcement timers, and so on are started. This grace period ends when Greece deploys (or loses) their MCV, but it should help with early pressure.
Changed Greece's starting cash to its original 8500 (from 5000).
Changed Greece's death check so they can be defeated if they're somehow wiped out after the spy objective is done.
Added an alert bleep to the tech capture message.
Added "objective met" notifications, with some delays so speech should not overlap.
Added back the Soviet bases' wire fencing. (See #21373)
Added another Soviet infantry team based on
inf2
: 2 Grenadiers, 1 Rifle Infantry.Changed dog patrols to stop waiting on dead team members.
Changed Soviet paratrooopers to hunt when idle.