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Tides of Battle [VM1v08.pdb] By Verdagon
Author Message
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Mar 21, 2004 9:05 pm  Post subject: Tides of Battle [VM1v08.pdb] By Verdagon

Description:
Get to the end of the battlefield before the time runs out!
A true game of patience and strategy. Don't get Andy killed!

Author
Evan Ovadia ( Verdagon @ aol . com )
Forum Name: Verdagon

History:
Uploaded on March 21st
Minor errors fixed on April 25th

Please enjoy this mission! And always, suggestions will be appreciated. So suggest things!

Thanks!

- Evan

Attachment:
VM1-v08.pdb (3.68 KB, downloaded 22628 times)

Last edited by Verdagon on Sun Apr 25, 2004 5:19 pm; edited 1 time in total
Jazz3D1
Semi-frequent Poster


Joined: 15 Mar 2004
Posts: 47
Location: Landover, Maryland
 Post Posted: Wed Apr 07, 2004 1:23 pm  

This mission has a very interesting twist to it, and I enjoyed it very much. The mission status did not update once I completed it, but other than that, I did not find any other bugs.

Keep up the good work and I look forward to your next mission.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Thu Apr 08, 2004 4:09 pm  

I thank thee for thy comments and thy praise!

I shalt implement thy suggestions in my gameth. lol.
joshlerman
Established Forum User
Joined: 20 Jan 2004
Posts: 57
 Post Posted: Sun Apr 18, 2004 3:46 pm  

Yes -- a really challenging mission, it is a really creative one. I would have rather had more "control" over the troops of mine that were automatically spawned -- they automatically move straight forward even when under enemy attack -- but I guess it was just another challenge to overcome.

Oh, the mission status didn't update on mine either, but that is only a minor issue.

Great job!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sun Apr 25, 2004 5:21 pm  

Thank you all for your feedback. I have fixed those minor bugs, and added one big change:

The Allied spawns were cut in half. That means you have to build, build, build, hence more action.

Any more suggestions would be nice...
ajcross
Very Active User


Joined: 23 Dec 2003
Posts: 113
Location: Kansas City
 Post Posted: Wed Jun 16, 2004 8:34 am  

I finally got around to playing this mission.

Layout: Simple. The center channel could have used some wiggle to make taking out towers more interesting and to make my troops string out.

Difficulty: Moderate.
Clearing the towers with two Andy's and Cyclops was Easy. Then the end was a free-for-all assault of attrition. The 3xbroadsword, guard, trooper and cyclops were surpisingly effective.

Replay value: Some
I just had to try knocking out their power.

And so for my alternate strategy for PhillipEarl.
Sell off almost everything. Build a Research center over the right hill. Build a VTS, research it and build a Dominion, a line of Hydras, some Cyclops and two Liberators. Movel up the right with the Dominion in the lead. Use it to draw the fire of the defending units then knock them out. Build some towers to guard the entrance and then knock out their power.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jun 16, 2004 4:23 pm  

Dangit i gotta fix the wall-leaping thing...
UGMC
Mega-Poster
Joined: 03 Jun 2004
Posts: 348
Location: my own little world
 Post Posted: Thu Jun 17, 2004 4:36 am  

This level as good. Although the limit was an hour, I got it in 15 or fewer minutes. Just leave one eagle or something almost dead, which will keep more units from spawning. Often, just for fun, I destroy the towers around the target building to end the level just to make the enemy feel worse. :lol:

I have an older version of this game, so I'm probably talking about something outdated. But oh well, I'm sure the idea has remained the same.

I'm going to re-install all the updated mission on the forums right now!
ajcross
Very Active User


Joined: 23 Dec 2003
Posts: 113
Location: Kansas City
 Post Posted: Thu Jun 17, 2004 9:32 am  

UGMC wrote:
Just leave one eagle or something almost dead, which will keep more units from spawning.


That is an interesting tip. The best pick is to let the Security Guard from the spawned group live to constantly attack a Power or HQ building. It takes forever for one to take out a building.



Verdagon wrote:
Dangit i gotta fix the wall-leaping thing...


Aww. That's no fun. I won't ownz the map then.

You can do this by making a mountain or river wall around your Power plants with a 1 square gap between the mountains and the Power so that Cyclops cannot shoot them out. Any 2x2 square will let me build over the wall.

Another idea is making paths to the survellaince center like a river delta. I have to come up single file to places where they defend 2 to 4 squares wide. But that might make it too hard.

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