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# 1
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Always Tired
Join Date: Dec 2004
Location: South UK.
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Survival Maps:Map pack II - New version includes all hotfixes! Link updated.
Survival Maps:Map pack II - Release! Includes patch for map pack I
Hey guys, here is the next incarnation of the survival maps. I've tweaked the code, we've shuffled around the existing maps to allow for even better gameplay, and there's some brand new maps from members of the mapping community. The zip file contains an installer, and when you run it, it will overwrite the existing files and update your maps to the latest versions. Simply unzip and double click to start the install wizard. If you are new to these maps, you can check out our history and themap pack 1 thread. All of the maps from these earlier threads are included in map pack II, so this is all you need to be bang up to date. If you are a survival Virgin, you must ensure you set the maps up properly or you will suffer a SCAR error. In short, the final player slot on any map MUST be computer controlled, and you must have fixed start positions. If you don't,the maps don't work. changelog - ++NEW MAPS++ - Kileak (1v1) By Aralez - Flooded Tomb (1v1) By 'Tom.. - The Hunted (1v1) By Col Steel - Lost Relic (2v1) By S1_ONE - The Reckoning (2v1) By Col Steel - Chaos Downtown (3v1 - converted Kaysr Lutien) By Aralez - Pavonis (3v1 - Converted) By Aralez ++EXISTING MAPS++ - Heretic - Completely overhauled with more room to build, better defences, less obstacles and improved pathfinding. - Slash's Demise - Edited to improve pathfinding - Orion Base - Cosmetic and pathfinding improvements. - Abandoned Outpost - custom Icon and Minimap. - Last Stand - Slightly moved the base position. Other minor edits to other maps in map pack I. All maps should now have custom loading screens. ++Code Changes++ - The enemy AI difficulty has been made a lot more diverse. The Easy level is a lot easier (you now get 2 minutes between the death of one wave, and the spawning of the next) and insane is a little harder. The enemy now get their research upgrades based upon the difficulty level you select, and your difficulty level selection will dictate how fast the enemy progress through the Tiers. - I've added a lot more detector units to the attacking waves to prevent the Necron abuse where they cloak and destroy everything without really taking a scratch. - You no longer need to kill the basilisks in the IG waves to progress. You can complete the wave and leave the basilisks alone if you wish, but they could get to critical mass if left unattended for too long. - Krootox and Crisis Suits removed from early Tau attack waves. - SCAR error on abandoned outpost fixed. - Tau reinforcements bug fixed. - Ranking up bug fixed. - Enemy will target builders at early levels. ++Installer++ the installer will now put an uninstall icon and website link in your start menu, where before it was an empty folder. ++ PLANNED IMPROVEMENTS Enemy troops use their abilities more, such as Orbital Bombardments and Furious charge. Differing bonuses for holding the critical locations. Possibly bombing runs or other cool stuff Enemy Decapping more often. ++ I want to thank everyone who has contributed to this map pack, including the mappers and the guys who have posted the bugs. In particular I own a massive debt of thanks to Aralez for helping to sort out the maps and showing such support for this project. Without him this would not be such a strong release. I hope you all enjoy it, and thankyou for your support and encouragement. I'm really looking for some balance feedback concerning the difficulty levels. I think including the researches and upgrades could overpower the enemy waves, but I hope I've compensated for this by giving the player a little longer between waves to rebuild any of their totalled bases. If any of you have some feedback, bugs, strategies or want to meet up for a game with other survivalists, you can check out our forums here Here's the link. File size is approx 29 MB, so 56kers be ready. UPDATED DOWNLOAD LINK <moe-edit> UPDATED MIRROR LINK </moe-edit> Enjoy! ~Argo Last edited by Moe : 3rd Feb 07 at 6:51 AM. Reason: added mirror link to updated version |
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# 10
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Always Tired
Join Date: Dec 2004
Location: South UK.
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Yikes! Aralez ahs found a bug that will cause an error on every map! Lucky for you, I've made a hotfix - (What a hotfix! about 8 hours after release! Are you paying attention relic! :P)
[edit] - hotfix now INCLUDED in the download within the first post. It is in an installer, so simply d/l, unzip and double click to fix all the problems. You need to download the map pack FIRST from one of the mirrors in the first post, then download this hotfix and install it to fix the problems. Thanks guys ![]() Last edited by Argonaut : 31st Jan 07 at 6:12 PM. |
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# 18 |
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Member
Join Date: Mar 2005
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dont know whether this affects Land Raiders in every map but......
SM LRs on Flooded Tomb (regardless of whether you built them or they are a freebie from the captured CL) dont seem to want to use their lascannons:- - north of the CL anywhere on the map - on vehicles - on buildings LRs will only use lascannons on infantry and/or everything IF they are situated behind the location of the CL ie. any area south of the CL, in my half of the map. bug? |
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# 19 |
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Guest
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awsome
Yeah more Maps! You guys have done an outstanding job.
I have a Question though when I play I normaly get a broadside team but one time I played I got a hammerhead. I was wondering what dictates getting a lower unit like dread or Broadsides and a higher unit a hammerhead or landraider? |
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# 20
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Always Tired
Join Date: Dec 2004
Location: South UK.
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@Hello_Moto. I've no idea what causes that. The script for each different map is identica, so if it was a SCAR script bug, this kind of thing would happen on every map - there must be something in the flooded tomb map that is affecting the LR's targetting preferences but I've no clue what it is.
@CAPcadet. The reinforcements you receive is dictated by the req level you choose to begin the game with (Standard or QS). If you select QS as the starting req, you'll face vehicles a lot sooner, have to fight of a lot more 'spammy' units (cultists, guardians, scouts etc) so the more powerful units are needed earlier on. |
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# 26 |
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Member
Join Date: Mar 2005
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@Aralez: Nope. The twin-linked HBs on the LR work fine. It is the only thing that fires on the LR if you move the tank north of the critical location in Flooded Tomb.
Move the LR south of the CL towards your base (position 1) and the lascannons start working again. There's the odd occasion when lascannons do fire once or twice ONLY at infantry north of the critical but other than that, the LR is effectively turned into a 10,000HP HB marine if you advance it towards the enemy base north of the CL. |
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# 28
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Always Tired
Join Date: Dec 2004
Location: South UK.
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I've updated the link in the first post to include all hotfixes so far. It's also been submitted to filefront.
http://files.filefront.com/Survival...;/fileinfo.html |
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# 31 |
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Member
Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.
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Argo, can we have a cap for the amount of super weapons given?
![]() ![]() Or at least the bonuses? Cus I don't feel that I should be able to march 13 Avatars into the AI's base with something like 20 Wraithlords (that was with two fire prisms taking up 10 cap). That was 72 pop cap (vehicle and infantry fyi). So can we? Cya |
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# 36 |
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Member
Join Date: Dec 2005
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Just had an amasing battle (forgot how much i loved your maps, havent played for a few weeks). Again id like to thank you for all the effort tht has been put into this, doing it for free and using your own free time. Thank you a lot, its gotten me back into DoW.
Im gonna have to try QS just so i can get loads of Uber Units, man, imagine the pathing issues if its all BB@S AAAHHH! lol. but man 13 Avatars, IMMENSE! |
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# 37 |
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Member
Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.
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Honestly, I got bored, and just started building stuff, like, put a Webway Gate here for my Fire Dragons to take out their Basilisks... put a HQ here...
But still, the point is that you could amass that much Super Weapons, and have no real problems just hiding them away, and then unleashing them all at once (not Chaos though, Bloodthirsters die , and Necrons just get a destroyer).Oh, I think I actually had a total of 14 Avatars total, I think one of them died early on... Cya |
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# 38 |
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Guest
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Sync Error?
I'm getting a sync error on any map when the AI proceeds to the second wave.
Playing an online match with one other human player, with the latest version of the Skirmish mod will allow us to at least get that far. Attempting a vanilla DoW DC match with 1.0 returns a incompatible data error (does Survival require 1.1 even if you don't care about the localization issues that caused DoW DC 1.1 to be released?). Is anyone else throwing these errors? Both my friend and I have fresh Survival installs from the link at the top of this thread. Much thanks to everyone who has put in time on any mod project. It certainly is a labor of love. |
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# 39 |
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Member
Join Date: Jun 2006
Location: Aboard the Normandy, with Ashley
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@jasper: yeah you must have 1.11 i think
@argo: I Don't suppose you could do something about wave 12. Problem is against IG they have almost 10 basalisks in on go! and eldar don't have much to deal with it apart from charging everything you have which comprimises the defence. Last edited by Vakarian : 3rd Feb 07 at 7:36 AM. |
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# 41 |
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Member
Join Date: Mar 2005
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Flooded Tomb map problem again.
Even SM pedators dont want to seem to want to use their lascannons north of the CL. It seems that there are certain "hotspots" on the map (north of the CL) where lascannons will not fire. It effectively means that I have to camp around the CL in order for my predators and LR to work properly. Already tested this with SM vs orks & SM vs chaos. |
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# 42 |
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Member
Join Date: Jul 2004
Location: England
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New map: Firewarrior
Innovative gameplay style using more dispersed strategic points and far greater terrain interaction! If you see a ruined building, odds are its beneficial to use it defensively! Enjoy and please give feedback! LINK - http://www.mytempdir.com/1200542 Simply extract to DXP2/data/scenarios/MP ![]() Argonaut feel free to add this to any future mappacks and link to front page Last edited by philgreg : 3rd Feb 07 at 12:15 PM. |
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# 44 |
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Member
Join Date: Dec 2005
Location: In the cover of the sun, ready to strike.
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I just remembered this, but do Basilisks see the entire map? Cus whenever I start building something, and I know for a fact that IG can't see visually see it (be it troops or scanner), they still manage to hit it accurately. Which is really rather frustrating when you try to go and blow up those Basilisks using strike teams coming out of cloaked buildings in the middle of no where.
Cya |
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# 45 |
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Member
Join Date: Dec 2005
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I was curios on a matter like the one above ^^
Was fighting orks and i destroyed everything apart from 1 looted leman russ, which was no problem to destroy, but it being in the fog of war yet it was still shooting accuratley at my troops, even tho every other ork around is dead so it makes it impossible to see where my troops are. Ive never noticed it before tho apart from on the IG scripted mission but im pretty sure they were just bombarding. Its not bad for m tho cos they aint basilisks. |
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# 48
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Always Tired
Join Date: Dec 2004
Location: South UK.
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@ Moe - Thanks for the Mirror
![]() Concerning Basilisks, At no point do I give the IG more than 3 basilisks as part of a wave, but as it is not necessary to destroy them they will reach critical mass. What's happened to IOwnNoobz os that the basilisks have not been destroyed and eventually it's got to a point where there are ten. I give the Basilisks the command AttackGround_Position(). The script looks for your HQ building and uses that as the target position. If you have no HQ it searches for you infantry building, then your vehicle building and so on. They are only as accurate as a human player teeling them to fire into the Fog Of War with the Attack Ground Command. With Looted Tanks, I give them the command to attackMove to the position (Hq/Infantry building/Vehicle building etc) - they just have good range on their guns. I have not modded the units or their abilities one bit - They are exactly the same as you get in any other skirmish game. |
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# 49 |
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Guest
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Yep, Looted Tanks are ALWAYS a major threat, no matter what mod, map and enemy you'll face. Try to fight a good orkplayer who knows their full potential. Ouch
Same for basilisks and whilwinds -> GO TAKE THEM OUT! NOW! |
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# 50 |
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Member
Join Date: Jan 2007
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Grats on the release of the second map pack, I however seem to have an issue.
Just installed the latest v1-2 from the updated link on this page and when playing with a friend, three games in a row on different maps we have had sync errors at or around the 5 minute mark. We've tried different maps, different armies and neither of us is running any other mods. Anyone else having this issue or knows a way around it? |
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