ChAnKoEr Posted May 21, 2012 Share Posted May 21, 2012 Title is self-explanatory. I would assume that quick battle would drop you into a randomly generated combat scenario. However, it seems to lanch the game with out any differences. Am I missing something, or has that just not been coded into the demo just yet? Quote Link to comment Share on other sites More sharing options...
Akavit Posted May 21, 2012 Share Posted May 21, 2012 It was working fine for me. The quick battle option started the game then allowed me to place a base. When the base was established the game generated a terror site "interception" and I was able to start the mission. Quote Link to comment Share on other sites More sharing options...
ChAnKoEr Posted May 21, 2012 Author Share Posted May 21, 2012 Ah, ok. Is it only for terror missions or can it also generate recovery missions? Quote Link to comment Share on other sites More sharing options...
Akavit Posted May 21, 2012 Share Posted May 21, 2012 It's always the exact same mission every time. You'll have to play on normal mode to try anything else. Quote Link to comment Share on other sites More sharing options...
ChAnKoEr Posted May 21, 2012 Author Share Posted May 21, 2012 I see. I was hoping for a quick way to test maps, but I can use the normal game Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 21, 2012 Share Posted May 21, 2012 Well you can set a map name in the levelsetup_quickbattle.xml file in /assets. For example to test the industrial scout map use <Map tileset="Industrial" mapname="industrial_scout1" /> in the <LevelSetup> section. Just use <Map tileset="Farm" /> if you want it to randomly choose between maps in that set, currently light scout and scout variations. Use your own map tileset and file name to test out your own creations. If you don't want it to be too crowded you can also edit the list of enemies, allies and civilians in the same file. If you are testing a small map it may be difficult to move without running into something. There aren't many maps available to try out though in this version. <Map tileset="Industrial" mapname="industrial_scout1" /> <Map tileset="Industrial" mapname="industrial_lightscout1" /> <Map tileset="Farm" mapname="farm_C_S1" /> <Map tileset="Farm" mapname="farm_lightscout1" /> Plus the town map for the normal quick battle. Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted May 21, 2012 Share Posted May 21, 2012 Gauddlike, do you know if the randomisation works at present? I know you gave the example of "Just use <Map tileset="Farm" /> if you want it to randomly choose between maps in that set, currently light scout and scout variations." but that's choosing the map based on the crashed UFO type. Say if I've got 3 light scout farm maps, named light_scout1, 2 and 3 and they're all in the appropriate folder, will the game select one at random when a chinook lands at a light scout crash site? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 21, 2012 Share Posted May 21, 2012 (edited) Remember this is just for the quick battle option. If you have multiple maps in the farm folder it will choose between them. I think it assumes you are assaulting a light scout. The main game already selects the map depending on the type of spawn available by the look of it. When you build a map you can add spawns for each of the current types. I created my own map with a light scout spawn and it seemed to slot into the random rotation, sometimes I got mine, sometimes it was the original. I also moved all available submaps into all of the other submap folders (in the same tileset) that were the same physical size (i.e. 10x10) to increase the randomisation of the existing levels. Sometimes it throws out oddments like doors opening onto walls but it isn't too bad. Edited May 21, 2012 by Gauddlike Quote Link to comment Share on other sites More sharing options...
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