Victory is mine!*
Mar. 14th, 2008 02:35 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Just finally finished the Core Contingency on Total Annihilation on Hard. After having played through all 50 missions, I now feel qualified to evaluate it's modding potential. :)
Actually, I haven't been totally lax in my Peace Initiatives. I've gotten several tools for disassembling and creating Units in TA. The models are quite complex, with individually articulated parts, like arms, legs, and turrets, and all those relationships have to be scripted to even put a unit on the screen. I've successfully managed to pull apart the individual bits of an Arm Brawler, but that's about as far as I've gotten.
* Or at least, the multi-consciousness-overmind I serve.
Actually, I haven't been totally lax in my Peace Initiatives. I've gotten several tools for disassembling and creating Units in TA. The models are quite complex, with individually articulated parts, like arms, legs, and turrets, and all those relationships have to be scripted to even put a unit on the screen. I've successfully managed to pull apart the individual bits of an Arm Brawler, but that's about as far as I've gotten.
* Or at least, the multi-consciousness-overmind I serve.
no subject
Date: 2008-03-14 03:03 pm (UTC)This doesn't work as well for puzzle and strategy games, where the Hard levels may require mental gymnastics that the Medium player just doesn't have, and won't develop because he or she is losing so much. I'm thinking of games like Civilization here. If I jumped into Civ on the harder levels, I'd lose so definitively that I wouldn't be able to tell what I was doing wrong, and I'd never get better. On the other hand, when I played through the original Splinter Cell, or when I played Oddworld: Stranger's Odyssey, the straight-to-Hard strategy worked out well. Those games, the basic mechanics are straightforward enough that it was more a matter of working out how to use them more effectively.
Just blabbing... but I told another video-game-playing friend of mine this idea, and he liked it enough to adopt it, so now I mention it whenever it might come up.
It definitely depends on the game.
Date: 2008-03-14 04:34 pm (UTC)I seem to recall that Dark Forces II was too much for me on Hard. The storm troopers all became like Michael Jackson, dancing around to quickly to hit.
no subject
Date: 2008-03-14 03:18 pm (UTC)It's still considered...
Date: 2008-03-14 04:35 pm (UTC)Re: It's still considered...
Date: 2008-03-14 04:39 pm (UTC)Re: It's still considered...
Date: 2008-03-14 04:44 pm (UTC)Re: It's still considered...
Date: 2008-03-14 04:50 pm (UTC)Re: It's still considered...
Date: 2008-03-14 09:39 pm (UTC)*gasp*
Date: 2008-03-16 04:18 pm (UTC)As for modding stuff, make sure you get the downloadable units that Cavedog put together, a few of them do some things that none of the earlier units did, so there may be some script fragments that are useful for your mod, including things like resurrection of destroyed units from scrap piles and a mobile unit that deploys into something stationary.
Yeah, TA still rawks.
Re: *gasp*
Date: 2008-03-16 05:38 pm (UTC)I just got done playing my first skirmish with Core Contingency, and was definitely confused by many of the new units.
I was *not* confused, however, by my ability to create Krogoths. :) Two of them were marching through the enemy base before I was done.
Next time I'll have to play on Hard.