Starship Troopers: Terran Command

Starship Troopers: Terran Command

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SICON - Kwalasha [8] Tide Breaker
   
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7 Mar, 2024 @ 8:01pm
21 Jun, 2024 @ 9:33pm
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SICON - Kwalasha [8] Tide Breaker

In 1 collection by MosquitoPR
Kwalasha Unlocked
14 items
Description
The appearance of massive Arachnid attacks all across Kwalasha has broken the all-too-short period of peace and prosperity on the planet.

While countless smaller outposts have been overrun, the Mobile Infantry will bring the Bug offensive to a halt in front of the formidable walls of Fort Meru.

This is a rework of the original Campaign mission.
- Unlocks all building options.
- Secondary Objective: Defend Outpost
- Harder Defence Sequence

## SICON Command Mod ##
This mission can be played both modded or noMod versions.
https://www.moddb.com/mods/sicon-command-starship-troopers-terran-command/

MosquitoPR
9 Comments
Sir Wolfsalot 27 Apr @ 12:46pm 
Is there a way to make another version of this as a wave survival to see how long you can keep going? Every certain number of bugs squished can add supplies and materials to increase the defenses as the waves get harder and harder ever wave. Just a thought really, cause I really loved this mission and wished it was a wave survival.
MosquitoPR  [author] 26 Mar, 2024 @ 4:36am 
Thanks for the feedback.

1. The Bunkers/HMGs don't switch owner because they cost Support in SICON version. I didn't consider target prioritisation at the time.
2.The intent is to use SICON to construct additional resources inside the Fort while delaying the bug advance. The Plasmas are to help with progression of the mission.
3. The point of SICON is to give you options as the player. The Marauders are powerful, and so are the Powersuits. All options (and more) are unlocked, it is up to you which one you want to use.
4. The Outpost is a bonus objective. There is a reward if you are able to hold it for a set amount of time. I choose to keep this goal ambiguous as I wanted it to be about the challenge managing multiple fronts, rather than just to get a reward.
5. The right hand side of the map is used for a cutscene in the late game, so it would be more complicated to use it for something else without disrupting this.
kucsidaveee 23 Mar, 2024 @ 6:27am 
1.2: Give a the outpost defense a reward and a timer.
When the timer runs out, you get something extra, like an Honorguard arriving to the outpost. The Honorguard was a fun toy in the main campaign as well, since it is one of a kind that you can't rebuild, but very powerful, though fragile.

2. Give out rewards for retaking and holding the outer bases after the retreat to meru. What I suggest would be the empty supply depots to be filled again if you retake the base and hold it for a few minutes, and you still need to hold it if you want to keep the benefit, and since those charriots are walking all over the place, you would need to station troopers there for security as well, making it a good balancing act. This would also allow you to keep pressuring meru by further offensive waves while also giving an insentive to push out.

3. The right hand side of the map is still very empty and could be used for something.
kucsidaveee 23 Mar, 2024 @ 6:27am 
Hey.
A possible bug I noticed:
The bunkers and HMG Towers in and around meru don't change to be under your control ever. It is not a big deal, but you can't set priority targets to them, making them a lot less useful when I can't target the tigers with them. This combined with the Plasma bugs that are in locations I cannot get vision onto is a real pain in the "behind".

If I may also give out a few ideas:
1.1: For starters, have an objective to retake it, since one might miss the capture point in there.
I would also give out some war support when you start so you can either build a few turrets around the wall to help with the defense, or help you get to a higher tier. ATM I don't see a reason to go for the Powered suits if I can have 3 marauders(2 Howitzers to deal with those nasty scorpions and 1 flame so I can burn anything that comes close to them) and a turret instead.
MosquitoPR  [author] 15 Mar, 2024 @ 9:51pm 
I am unable to see that image. It says content no long available.
striker2521 11 Mar, 2024 @ 8:26am 
game crashed again this morning but this crash was much sooner then the one yesterday. The one today crashed happened shortly after the supplys were moved from the first outpost to the second one. in terms of Sicon structures all i did was place down a single supply pad and 2 laser turrets. the crash yesterday i was at marauders and had a couple laser turrets and multiple supply pads. image of the crash report https://cdn.discordapp.com/attachments/319516521477046284/1216769030816272490/20240311120815_1.jpg?ex=66019777&is=65ef2277&hm=7a6cc5c8c5d6211adffd5a2e7451c03a2d06d825b92f056af860fa9fc55232aa&
MosquitoPR  [author] 10 Mar, 2024 @ 8:19pm 
I looked at the triggers again, the attacks should now be continuous at the end.

Do you have any error messages from the crash or what you were doing right before it crashed?
I know there is a bug with constructing some of the new buildings. If you move the mouse off the map while trying to place them, it will crash due to not rendering the mouse icon outside the map boundaries.
striker2521 10 Mar, 2024 @ 10:46am 
hard crashed as well after holding the first outpost for a while
Salad_Dodger 10 Mar, 2024 @ 6:28am 
Plays really well but seems to stall. Waited ages for more attacks on Fort Meru but none came after maybe six?