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- rocket strat on ToT is inconsistant
- tank strat is safer, simiar speed
- tank strat fails to coward inf, recon strat fails to aair attacking recon? don't actually remember the fail case
- cannon level: neo maybe faster than rockets (very close,check with tas)
- rng manip helpful in first 2 yc missions (cannot hold through the second, see if anything useful in bm)
- first 2 bm missions could use manip, toybox has 1 attack, hopefully can extend the manip through that, then also get 2wt
- nvm, can manip a t8 win instead
- 2wt 7 turn strat is doable with manip
- how to manip:
- must play on jp other wise have to hit a 1 frame window
- save between missions
- soft reset (a+b+start+select)
- press start shortly after screen turns black
- hold a after 7-15 frames
- big window (9 frames in bizhawk)
- load campaign save, start the mission with the same rng every time
- be VERY CAREFUL with moving units, don't accidentally flash CO menu etc.
- a press doesn't register if earlier
- 3B2CB9A6 is 1 frame early
- 37388A57 is hit the window
- 1F6259F8 is 1 frame late
- 22E542D9 is 2 frames late
- 2534BE02 is 3 frames late
- if playing on console, can check design map to verify hitting the window
- co flashes definitely behave differently from regular rng advances.
- last 7 bits don't change, 8th last bit flip flops
- 2nd 2 bytes seem to increment by a constant value
- not sure if this is at all useful, just an observation
- whatever operation it's doing appears to be commutative with the regular rng advance
- also advances like this twice at the start of missions (once per CO?)
- seems to have an intermediate step, 2D9882D7 > 0C434B99 > 04F07B57
- figured it out: advances 128 times
- no idea what the intermediate step is though
- ultimate mega manip:
- optimal mission select movement is SR, R, TB, 2WT, SS. Below is the only order routed so far. 8 possible orders.
- may just come down to which order has the fastest 2wt, since that is the luckiest mission.
- Actually, double misfire toybox is 1/200, must be done second, saves a couple of seconds
- toybox: t1 build inf
- t2 move inf w3, build apc
- t3 move inf n2w1, move apc w2, build mech
- t4 load mech, move apc w3n2, move inf w3 (this exact apc movement for rng manip)
- t5 move inf w1n2, move apc w3n1, drop w
- t6 load mech, w4s2, drop s
- t7/8 cap
- end rng (07225DF6)
- this strat is slightly faster, but does require some rng my way
- reclamation: t1 build apc n base
- t2 move apc s1w2, build recon n, build inf s
- t3 load inf, move apc w2s4, move recon s1w5s2 (exact recon movement)
- t4 move recon s4w4, move apc s2w4
- t5 move apc w5s1 drop w, move recon w2
- t6/7 cap
- end rng (1E677AA3)
- this is just the standard strat, messing up recon movement means apc stays on hq
- two week test: t1 build apc
- t2 move apc s2, build mech e, build inf w
- t3 load mech, move apc e1s3e2, move inf e3, build apc e, build inf w (exact apc)
- t4 load w inf, move apc s3e3, drop e, move apc s4e2, build inf e, move inf s3 (exact apc)
- t5 load inf, move apc e5s1, move apc e6 drop e, move inf e3, hover inf e2s1, then do 3 diagonal inputs and cap (3CD72ACC)
- t6/7 cap with mech
- end rng (32964106)
- possibly a quicker way to get the rng for the aair, but this is good enough for now. Saves a minute.
- sensei's return: literally just the normal strat, no diagonals so be careful
- end rng (291E4F25)
- silo scramble: see above, lose manip when we attack the inf
- getting a diagonal moving the apc on t4 is fine
- mega manip 2: Sensei returns requires no diagonals (3F46E2B2)
- Reclamation doable with 0-1+ diagonals (28F1A632)(one diagonal)
- Toybox doable with 0-1+ diagonals (203EBB4F) (05537E51)(1d)
- 2 advances on turn 2, 4 advances on turn 3, 2-5 advances on turn 5, APC still, start t6 at 1AA30DA3
- two week test aair+apc is very difficult to manip.
- mega manip 3: double misfire
- Reclamtion first, standard movement.
- Toybox next, skip decoy inf, need 4 advances on day 4 (LLLUUURDLA)
- 2 week test, no advances, move inf e2s1 on day 5
- sensei returns, LLLDRA to load first infantry
- silo scramble as normal
- this works, doubt a significantly faster manip exists
- could consider manipping nature walk, but probably slower than the killing strat
- 6 day nature walk seems consistent manipless, but its very slow
- AMD seems to either end in 7 days or disaster
- foul play 5 day is 3:53, 6 day is 3:46 with worse execution, that's a shame
- the hunt's end no need to load Sami's lander, only 50% to be a decoy
- also don't seem to need to move the inf a second time when bship goes south
- factory blues alaktorn strat too inconsistent
- pandora strat seems more consistant though
- actually the strat i was using lol, but just one tank
- could manip good recon pattern, maybe try for t8
- manipping the whole fight seems hard, can't protect the art without attacks
- false, recon manip can get the recons to charge bm HQ
- the bigger issue is the aair that gets built on day 4.
- also need a blue moon unit to guard the second silo, since mech and apc are not suitable.
- destroying an inf sometimes moves it east, but loses manip unless we realign
- Factory blues 8 day strat:
- requirements:
- favourable recon pattern?
- tank must be built east on day 3, try to hold manip to here
- not actually true, destroy with tanks, then attack pipe with aair for a turn
- must destroy an infantry/mech on days 4 and 5, and block the factory from spawning a mech on day 5
- definitely doable without manip, but how consistant.
- day to day:
- assume manip for now
- blue moon does nothing
- day 1: advance all except inf (first tank and recon go east)
- day 2: same again, drop mech on silo
- no extra advances gets a mirrored L of recons
- day 3: mech and apc 2 north, aair w of apc, tank e of apc, recon s of tank, other tank and art advance through woods in west
- 2 recons run south, one goes east, tank east
- day 4: destroy mech with aair from west
- load mech, move apc south of middle factory, drop north
- attack infantry from south with tank
- put recon on east silo
- advance tank and art
- lash should build aair in east, is mech a problem?
- no, just stay out of range for a turn
- day 5: destroy inf with mech, block factory with apc
- advance other 4 units
- day 6: destroy base inf with aair and tank, attack seam with tank, advance art
- day 7: same again
- day 8: destroy seam with tank and art. (16 hp of leeway, art can take an inf attack)
- is yc recon faster than bm tank? its needed to protect the apc
- 2:40 +save and reset, seems potentially worth it
- theory tas gets ~2:33, pandora gold seems ~2:45, my gold ~2:55 but I've had like 3 runs there
- all the forests make it difficult to not advance RNG but can fix with practice
- check if other recon patterns cause problems, not manipping could save time
- there are quite a few bad patterns, probably just manip for now
- check if destroying a recon on day 3 saves time even if lash builds tank west
- dd manip:
- day 6 strat: need to have the rockets both ignore the lander(1/8 per other battleship in range, 1/12 per sub/cruiser in range) and the left one ignore the battleship (1/2 per battleship/sub in range) (assuming i understand ai targetting) (~1/150 with only 2 decoy bships)
- day 6 strat: all bships, one diagonal, 2 decoys left, 1 decoy right (cannot combine these for some reason), no cruiser
- too close to tell with this setup, but a faster setup probably exists 3:30
- no kanbei tank with this strat
- t1 move bship s4w1, move bship s4, move bship s3w1, move lander s2, move bship w2s1, move n sub e1, move e sub e1s3
- t2 move sub s1w1, move cruiser s2, move sub 1sw(diag input), move lander s7, move bships e1s5, s5, s6, s6 (114E20D4)
- t3 move lander s7, move bship s6, move bship s3e1, move bship w1, move cruiser n1, move w sub w1, move e sub e1
- t4 move bship s3w3, move bship w1s4, move lander s6w1, build rockets
- t5 load rockets, move lander n3w3 drop, move w bship w2, fire e bship
- t6 attack with all 3
- day 6 2.0: all bships, 2 diagonal, cruiser, 2 decoy right, this seems about as slow
- day 6 3.0: t1 move bship s4w1, move bship s4, move bship s3w1, move e sub n1, move n sub s1, move lander s2
- t2 move lander s7(1 advance at edge), move bship e1s5, move sub w1, move cruiser w1s5, move battleships s5
- t3 hide cruiser, see version 1.0 for battleship/lander movement
- got a 3:24 with this, could go a little lower, definitely faster
- got a 3:25 with yc tank, too close to tell
- day 7 strat: t1 move bship s4w1, move bship s4, move n sub e1, move e sub n1
- t2 move lander s6, move cruiser w1s5, move s bship e1s4, move bship e1s4 (build tank)
- t3+ hide cruiser in reef, continue to follow old strat
- this is faster even with the reset, should be 60-70% to work no manip
- faster on average to manip though, but only slightly
- kanbei tank still seems faster, but very close 3:30 (3:31 no tank)
- yolo nva strat: very very unlikely to work, requires an art misfire, it not retreating to the hq, and Hawke killing a cruiser with copters, but should save a decent amount of time. Not worth it unless absolutely necessary.
- See Dingus video, but only need to kill the eastmost copter, don't move cruiser onto port
- ~1:58, compared to ~3:40 for to the rescue (in the theory tas)
- So save a good chunk of time, but probably won't work.
- Don't think manip is possible, pretty sure copter will always attack lander if it can, hopefully I'm wrong
- Can bait copters by dropping an inf, but then they attack the lander/inf next turn
- Need 2 attacks to my knowledge, killing rightmost b copter and the t copter
- 2 1 frame inputs probably still more consistent even then
- could find ~3 frame window for first attack that give different copter movement, that way know rng and can adjust inputs for the second attack, could also just get the rng to reallign, happens sometimes
- could use diagonals to check rng immediately, but much slower.
- enough timesave here that doing something slow and consistent should be better than doing To the Rescue
- below, could adapt the strat to realign after the first attack, but hitting a 4 frame window should be reasonable
- 9 frame window nva strat:
- first 3 turns same as dingus, but on first turn only move 3rd cruiser 6 tiles, and no extra rolls (never move cursor over reef)
- start of turn 4, rng should be (00477F2D)
- attack eastmost bcopter with s cruiser, aim for frames 3-11
- move mid cruiser n1
- move lander e7
- move n cruiser e7
- figure out which frame was hit based on enemy copter movement
- destroy tcopter with n cruiser
- use diagonal movement to identify and adjust rng
- drop inf near art
- power
- end
- if everything works out, the art should misfire
- may need to manip a second misfire if hit the middle of the window
- now have 7 potential rng seeds to extend into RoF and GSB
- but only 2 of them are common, other 5 are rare
- I have a google doc with more details but pastebin doesn't like it
- Got a 2:04 +s&r, with fast alignment
- notes on the above:
- if you want to aim purely for the 4 frame window, can move cruisers over reef twice on earlier turns, this moves the window to frames 2-5 which I find easier to hit
- somehow only one reef movement results in less rng advancement
- 3 reef movements seems to be the same as 2
- extending nva is very difficult, massive amount of potential ending RNG, unless we realign after the first attack as well
- rof manip: t1 build inf south, apc north
- t2 load inf, build recon, move apc s1e5
- t3 move apc e6, build recon, move recon n1e7, co flash (223CD875)
- t4 move apc e6, move recon e8, move recon n1e6
- t5 move apc e4n1, move recon e6n2, move recon e8, co flash (331895E3)
- t6 move apc n5, move recon n3, move recon e7n1 DON'T FIRE
- t7 move apc n4e1 drop s, move recon n4, move recon n7
- t8 move inf n3 cap, move apc n3, move recon n2e1, move recon n4
- leave battle with (130322FB)
- gsb manip 2.0: launch both os silos, bomber on turn 4, fighter on turn 6, build inf on 10
- much faster, very simple saves 3 minutes
- rof manip 2.0: same as above, but advance 5 times instead of co flash
- barely faster, if at all, and requires a new gsb, but was doing that anyway
- also less jess for pandora
- will come down to which has better gsb manip
- gsb manip 3.0: assumes 2 co flash rof (3A1753FB)
- want to minimise enemy movements, try to skip the neotank and the inf, maybe even the first silo?
- AI 01: goes for my HQ, which means lots of movement, try to avoid
- AI 02: goes for enemy footsoldiers, should mean less movement
- AI 03: goes for properties, similar to above
- AI 04: goes for my units, stays still if no targets, we can abuse this
- AI 05: defensive, this seems fine
- AI 07: target own hq, this looks like the actual problem, only md and neo
- specific units:
- fighter needs 03
- aair needs 01?, 02? or 03
- all md and neo tanks need to avoid 07
- missiles must be built from e base on day 10, not day 11
- enemy inf reaches first silo on day 12 currently, can we delay this? with silo probably
- building a tank over neo doesn't work with 01 or 04 md tank
- does with 05 as long as no aggressive copters
- aair isn't targetted by copters
- also accidentally blocked the day 12 silo with 04 art
- got silo, neo and inf skip, not sure if faster though
- same rof
- build os aair on day 2
- co flash on day 3
- co flash on day 6, +1 advance (os inf or diagonal)
- on day 7, +4 advances (up to cannons, hit the diagonal, then se
- bomber to airport on day 8
- fighter w airport, bomber n7 on day 9
- bomber to mountain, fighter n9 on day 10
- 6:38, roughly even with pandora, execution could be improved
- actually lost 4 to her earlier pb
- saved 14 over my pb, but i messed up there
- saved 2 seconds over my previous pb
- no idea if actually faster, difficult to optimise this manip since small changes can have big effect later
- 6:30 with improved but still not perfect execution, seems likely to be faster
- 6:31 with shit execution on the old strat, wtf
- old strat gets really fast enemy movement, only bad thing is bcopter attack on neo, can i fix that?
- 9 day strat for hot pursuit: 5:11
- 10 day strat: 5:24 in theory tas, so yay
- grit/kanbei/andy
- t1: pass/ build inf e/ pass
- t2: build rockets w/ move inf/ build md
- t3: move rockets n4, build rockets e/ build md, cap base/ move md s1w4
- t4: move rockets n, build rockets w, move rockets w1/ cap base, move md e5/ build neo, move md w5
- t5: attack minicannons, move rockets n4/ move md w rocket, move inf s1, build md/ move md e rockets, move neo s1w5
- t6: move rockets towards pipe (same positions as old strat), build bomber/ move inf n1, destroy cannon, move md e4n1, build md/ move neo n6, destroy cannon
- t7: move bomber n6, move rockets into position/ move md n2, join damaged mds s1~n2/ pass
- t8/9: fire all/pass/pass
- Could also manip good pattern on final mission, but probably not necessary (4.5s to reset, plus however long saving takes)
- ff manip: need 1 co flash on turn 4, move yc bomber up 4 on t7, toward missiles on t8
- about as fast as theory tas, so lose time to good pattern, save time over the awful patterns.
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