Friday, April 13, 2012

[REL-FA] Sail On + Sail on Sea TeamPlay

[:1]Welcome Commander,
You have achieved a great reputation as our most successful Naval Commander after defeating the Aeon in the ‘Tribal Lands’. Your proven ability to face-off against overwhelming marine forces is truly impressive.
While our forces were delayed mopping-up in the mountains a strong Aeon shipyards has been identified in the mid-east quadrant, on the southern shores of the Sail On Sea. This desolate, treeless region features high sandstone bluffs that have been heavily eroded over time by wind and wave action. The shifting sands have made it impractical to build large structures close to shore.
Our last effort to secure a beachhead on the northern shore was almost a complete loss. We did gain knowledge of the whereabouts of entrances to D.U.M.Bs… we may be able to use these to our advantage. Also our engineer corps managed to compact a small building site close to shore before they were over-run. What is disturbing, is that it seems the Aeon have changed tactics here and now stay just out of range from our in-place defenses.
Your mission, should you choose to accept it, is to join another Commander, of your choice, capture and hold the north coastal regions, you may even find yourself taking part in a quest for the Ultimate Naval Battle. If the Aeon controls these waters we will be pinned-down and lacking the necessary resources.
Good luck Commander… Sail On to victory.

Map Name: Sail On
Size: 10 x 20
Players: 6
Download: FA Vault

Image
TeamPlay Setup – Quality AI performance
2 v 2AIX
AIX Sorian Turtle AI at bottom left
AIX Sorian Water AI in bottom right.
Both AIs are Aeon faction.
Maximum 1000units - for normal game speed.
2 human players teamed against teamed AIX AI.
Resource sharing ON for both teams.
No pre-built bases.
No civilians
Build restrictions – HQ have deemed that nukes and Air be restricted.
Select ‘Annihilation’ as the victory condition.
Select ‘Allied Victory’ so that the game ends when all AI are destroyed.
AIX Cheat power set to 1.4 and 1.4
Elite mission …verses 2 AIX Sorian Turtle AIs
HQ have deemed that nukes and Air be restricted. There is a need to preserve the mineral wealth under the sand, so we can exploit it later. DU weapons are allowed… we won’t be drinking the water.
TeamPlay has only one rule:
All allied Commanders that start must finish the game alive…
If any Commander dies or leaves the mission is lost.
A hollow victory…
Good luck Commanders

This map has balanced landform and resources and can be used for all human team games, played from either end, N v S, 3 v 3 or 2 v 2.
Nukes and Air should be restricted to improve game speed and make it fair seeing that navy has no anti-nuke. Battleships had anti-nuke in SupCom, Power/Air-repair ship had anti-nuke in TA. Why are there no navy anti-nukes in FA?
Any more than 2 AIs will slow it down some. It will also run better when only two factions are fighting the battle. Example: [2UEF humans v 2Aeon AI]
Having a mix of Sorian Turtle and Water AIs does slow the game a little but is worth it on this map, as the land army will play a major role and Turtle AIs do shipyards.
It will be interesting to see how well the Cybrans do here…they have some good ships.
roj
Edit: This region's mapping info has been updated.|||Sail on Sea
Map Name: Sail On Sea
Size: 10 x 20
Players: 6
Download: FA Vault

Welcome Commander,
Our first strike at ‘Sail on’ against the Aeon was made more complicated by outdated, and in fact incorrect mapping data. Using the wrong coordinates we found ourselves lost in some backwater searching for the main Aeon bases. We are still convinced that the key Aeon military build-up is located on the southern shores of ‘Sail on Sea’.
Satellite imaging has revealed that the Aeon have been heavily geo-forming the shoreline in this region. A more accurate map of ‘Sail on Sea’ landform is now available for shrewd Naval Commanders to plan and prepare for the contingencies of this difficult mission.
Image
Your mission, should you choose to accept it, has not changed…
Join another Commander, of your choice, capture and hold the north coastal regions, you may even find yourself taking part in a quest for the Ultimate Naval Battle. If the Aeon controls these waters we will be pinned-down and lacking the necessary resources.
Good luck Commander… Sail On Sea to victory.

TeamPlay Setup – Quality AI performance
2 v 2AIX
AIX Sorian Turtle AI at bottom left
AIX Sorian Water AI in bottom right.
Both AIs are Aeon faction.
Maximum 1000units - for normal game speed.
2 human players teamed against teamed AIX and AI.
Resource sharing ON for both teams.
No pre-built bases.
No civilians
Build restrictions – HQ have deemed that nukes and Air be restricted. There is a need to preserve the mineral wealth under the sand so we can exploit it later. DU weapons are allowed… we won’t be drinking the water.
Select ‘Annihilation’ as the victory condition.
Select ‘Allied Victory’ so that the game ends when all AI are destroyed.
AIX Cheat power set to 1.4 and 1.4
Elite mission …verses 2AIX Sorian Turtle AIs

TeamPlay has only one rule:
All allied Commanders that start must finish the game alive…
If any Commander dies or leaves the mission is lost.
A hollow victory…
Good luck Commanders

This map has balanced landform and resources and can be used for all human team games, played from either end, N v S, 3 v 3 or 2 v 2.
Nukes and Air should be restricted to improve game speed and make it fair seeing that navy has no anti-nuke. Battleships had anti-nuke in SupCom, Power/Air-repair ship had anti-nuke in TA. Why are there no navy anti-nukes in FA?
Any more than 2 AIs will slow it down some. It will also run better when only two factions are fighting the battle. Example: [2UEF humans v 2Aeon AI]
Having a mix of Sorian Turtle and Water AIs does slow the game a little but is worth it on this map, as the land army will play a major role and Turtle AIs do shipyards.
The Aeon Water AI in the bottom right can be set to a non-AIX for an easier, although still hard mission if you find 2AIX overwhelming.
roj

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