RDF on the fallen levels next to last level

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RDF on the fallen levels next to last level

Postby Monstertool » Fri Feb 25, 2005 3:04 pm

one time i played RD's Vs soulblighter on the Fallen levels magma plug, haha and it cracked me up cuz i was able to kill balor before you're really supposed to and his head falls off and blood is spraying from where his head used to be, and i thought it was gonna be over, but then here comes another balor so i kinda had to kill him twice, just cracked me up though how you can kill him and another one comes out.
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Postby vinylrake » Thu May 11, 2006 6:43 am

I saw that MT too on "The Last Battle" - if you kill him _before_ he takes up the defensive position in the corner of the map he reappears.

A couple of other Fallen Levels RDF Giant quirks: [level spoilers revealed, don't read if you don't want to know how levels end or are supposed to end]

1) The level with the invisible pathfinder doesn't work - a) because the giant RD doesn't have a signal flare to call in reinforcements, but mostly b) because the ghols can SEE the invisible RD so they pus him as soon as the level starts.

2) The "Smiths of Muirthemne" where you have to escape the tain doesn't end. I activated the bridge and had one dorf cross to safety but the level didn't end, I don't know if you have to have a certain % of units get to safety, but I only had 5 dorfs and 4 were busy keeping the bridge activated, I could move them to the bridge but it dematerializes so there is no way of getting any more dorfs to safety.

3) The level where you escort Alric out of the desert also doesn't end. I managed to get Alric to confront Sinis (the shade), but when Sinis sets off his dispersal-dream spell it never stops creating an impassible barrier. There appears to be something weird with the units on that map as if you don't fire at the row of minis in front of Sinis - as soon as the script gets to the point where Sinis is going to attack, the minis turn and fire in BACK of them at empty sand. So, is this related to invisible flying squirrels set to player team# that are invulnerable or something weird like this? Thought something like that might explain the never ending Dispersal Dream spell too - if there are units in the field that keep triggering it but never die...

4) I couldn't get Shadow of the Mountain to end. Killed everything including the giant spider, but the level didn't end. I might have killed the spider too soon, with normal units the trow the spider replaces on RDF is on the mountain before it gets killed (at least when I play) but I wouldn't think Bungie would have had an endgame condition based on WHERE the trow is when it dies.

5) The level where you are supposed to find balor's statue and destroy it is as far as I can tell impossible to beat. 20 spiders against 100+ pus ghols and shades (and minis?) just isn't feasible. If the spiders were ghols it would be a bit more possible, but the difference between spiders vs super pus-ghols (RDF) and berzerkers (TFL units) vs. regular pus ghols is too vast.


6) I think I had difficulty getting the "River of Blood" to end too - took control of the bridge, and couldn't find anything else to kill but the level never ended.

Those minor problems aside, the Fallen Levels is a lot of fun to play with RDF. RDF giants The Fallen Levels is a lot easier than the SB solo levels with RDF, but it's still great fun. TFL with regular RDs are a lot tougher - it takes an amazing # of rocket blasts to take down a trow.
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Postby Baak » Thu May 11, 2006 8:40 pm

Wow great stuff, VR! :D

I need to look into this a bit deeper - one of these fine days - I imagine some problems come from playing RD Giants on those levels, but they still should handle things better than that.

There aren't any Flying Invisible Squirrel Heads™ in RDF Solo though - only in the Madness multiplayer unit sets (where some units are eliminated). In the solo games you should have all units - unless there is something amiss...
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Postby vinylrake » Thu May 11, 2006 8:51 pm

No expectations of speedy or ever getting The Fallen Levels to work with RDF - I had been playing it a bunch over the weekend and figured I should jot things I noticed down before I forgot.

Also, I can't remember whether it was giants or regular RDs - but do the evil dorfs have the old *tracking* fireballs? I am almost positive I saw that phenom at some point and had a few choice names to call you when a shot that I thought I had moved beyond blast radius followed my dorf. ;)
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Postby Baak » Thu May 11, 2006 9:14 pm

Heh - they may well still track slightly - they don't call 'em Evil for nothing! :D

Well, I could put that in the fix list for 5.2 (I have a collection of little things now which may well motivate me to do this for the RDF Tourney especially). I dunno though, it sure makes 'em tougher! ;)
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