Last night I was doing about repairing the errors in the mission and i have to say that you propably werent good at maths at scool because I found some errors in the event editor. Except the bad placed operator when i found that there were a broblem with departure of players ship in event Emergency landing_1 the activation the as activaton condition there was and. That means that both conditions must become true to make event true. There should be or. That means that at least one condition must become true. That is a propositional logic a high shool maths lesson.
Player can not dock in two areas at the same time so that is the reason why BtlS jumped out without shp. this error have also some other events about landing on Daliance.
I found there another fault about chainted evets. The first event was chained but there wasnt any event before. I provide analysis and I fount that you probably wanted to make this event true after 5 seconds. So I set this event as unchained and added the activaton condition
has time elapsed and set a 5 seconds its the better way.
I also changed the background because those stars generated by Fred are horrible and tey are limiting the game performance so i used a background generated by developers for a better star effect.
I changed a appearance of the CSS Sunkiss on the escort list according to plot of the mission.
Another little mistake is the ending of the mission when you land on theseus. The fade out is can not be present at the chained event end miision, because the fade out wont have any time to make a effect. Endmission must be chained( I set interval 2 seconds) and in the before event (landing on daliance) have to be a fade out, messages and another stuff.
In departure you have also a fault in the countdown. Honestly so far I dont know how the countdown works, but I am working on it.... In the Diaspora documentation you have a instructions about countdown so I looked to them and fixed the problem. Now the countdown is working properly.
I also encountered the problem that altough is Battlestar Dalliance during departure set to be immobile it is still moving so I also made some changes. If the Cerberus and X-Ray is destroyed I set the BS Dalliance to play death because there wont be nobody to fight against. But If the BS Dalliance will be under 40 (thanx to flak and CIWS probably not
) the ship will have disabled sublight engines. In both cases the departure time will be 80 seconds (I had quiet mess in it
). Consier that I cteated another debriefing. I also changed a departure conditions of BS dalliance. I hope that it will be working without problem because I found that there are so many warping conditions about the cerberus.
About the CSS sunkiss I created a event named CSS sunkiss destroyed the activation condition is its destruction but it wont become true after the crew evacuation (vindiction4) It will end the mission and clasify it as failure. So I again created another debriefing.
I didnt finished the testing today so maybe it will be done tomorow.
But I must say that the storyteling is good