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Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: Dukayn on September 22, 2012, 08:48:01 pm

Title: Cylon Raid
Post by: Dukayn on September 22, 2012, 08:48:01 pm
I think this mission is now at a state where I'm happy to let people have a go at it and point out everything I frakked up :P

Feedback welcome.

http://www.dukayn.net/diaspora/missions/CylonRaid.rar
Title: Re: Cylon Raid
Post by: JCQ on September 23, 2012, 05:10:58 pm
dling
Title: Re: Cylon Raid
Post by: Hammer65 on September 24, 2012, 11:57:09 am
Very entertaining Mission.  I don't want to talk to much about the plot so as not to spoil anything for folks who haven't tried it yet.  Backgrounds and initial placement of the main set pieces were very nice.  As far as technical issues the only thing I noticed was the debriefing message.  I'm pretty sure I'm Red 1, but the debriefing said nice job Three.  You clearly have some more debriefing text you intend to add as well.

I played through it a couple of different ways.  The first play through I went with my default style which is to send my wing mates in first to engage the initial targets.  Playing this way it played pretty easy on Normal setting.  I was surprised the second group of attackers were not tougher to defeat.

Second play through I rushed in and engaged the first group.  Took a lot more damage which made phase two harder.  Died one time, and made it through with about 30% hull the second time with the same strategy.

One time I hung around after having permission to leave to do some clean up of remaining hostiles.  That was a mistake on my part ;)  Got chewed up by flak and enemies.

Some very nice fredding in this mission, well done.
Title: Re: Cylon Raid
Post by: An4ximandros on September 24, 2012, 01:30:45 pm
Super easy mission since you forgot to restrict access to special weapons and I could just nuke everything! :p *ahem*

Nice work,
Spoiler:
I like that twist with you being a sleeper agent, are you supposed to be a Number Three?

I can tell this mission is a wip given the debrief.
Though personally I'd like to add that it could be longer, as it stands, it's over before you know it (Literally ;7)

Perhaps you could extend the convoy escort phase? somewhat along the lines of the Diaspora mission to find the small flotilla with the Sabazios?
That and a longer defense"phase" would really add meat to the mission.

Title: Re: Cylon Raid
Post by: Dukayn on September 24, 2012, 04:39:02 pm
Thanks for the feedback.  Yes, still a WIP but I wanted to have some people test it who weren't involved in the design of the mission to see how it plays out from a fresh perspective.

Good note about the weapon restrictions, I'll have to remove the heavier weapons like the nuke bombs, thanks.  That said, the missiles I provided already equipped are usually enough to do the job with a single volley of 2 missiles.  Maybe that's something else I need to look at.

Yes, you are Red 1 as your Raptor designation.  I took a leap in the debrief with calling you Three because of
Spoiler:
being a Cylon
but perhaps that needs to be made clearer, or taken out.

You're right about the debrief text - I have only added text for one mission outcome at this stage but more will be incoming.

I'll see what I can do about extending the length.  My main focus was to get the main mechanics down and get some feedback on it, which has been helpful to get.

Thanks again :)
Title: Re: Cylon Raid
Post by: Cerebus on September 25, 2012, 04:15:15 pm
I added nukes to my viper and used those on the fleet...
Title: Re: Cylon Raid
Post by: Suongadon on September 30, 2012, 11:56:38 am
Great stuff.

Noticed that the other Raptors know I'm a Cylon as soon as I turn. First time through they burned me down before I even fired a shot :(

Looking forward to the next version.
Title: Re: Cylon Raid
Post by: Dukayn on September 30, 2012, 10:24:55 pm
Noticed that the other Raptors know I'm a Cylon as soon as I turn. First time through they burned me down before I even fired a shot :(
Yeah I'm going to delay the hostile for the Vipers and other Raiders in the next release.  There's no way they could know what you're doing until you start showing signs of doing it.

At the same time I don't wanna make it too easy :P
Title: Re: Cylon Raid
Post by: ThePsuedoMonkey on October 02, 2012, 06:53:53 am
I do like where you are going with this, especially since it's a nice change of pace.  My biggest issue was the combat: it can be over with just when you're starting to warm up to the mission.  It's also a little weird that doing your best for the first part hurts you so much in the next, but I'm not sure if that's intentional.  The twist really took me by surprise and I wasn't sure what was going on at first.  Maybe using training_msg would make it more clear?  I'd also suggest using the events editor to tweak the AI classes during that transition, just to help the difficulty feel a little more consistent.

As far as nit-picking goes, it seems odd that a battlestar should send Vipers as an escort when it plans on using an FTL jump to 'em anyway.  I'm also a little curious as to what happens to the ECO on the Raptor.  Didn't you also mention that you put in some voiced dialogue?  I don't think their files were in the archive.

Good job though, this definitely has some potential!
Title: Re: Cylon Raid
Post by: Dukayn on October 06, 2012, 05:35:41 pm
I do like where you are going with this, especially since it's a nice change of pace.  My biggest issue was the combat: it can be over with just when you're starting to warm up to the mission.  It's also a little weird that doing your best for the first part hurts you so much in the next, but I'm not sure if that's intentional.  The twist really took me by surprise and I wasn't sure what was going on at first.  Maybe using training_msg would make it more clear?  I'd also suggest using the events editor to tweak the AI classes during that transition, just to help the difficulty feel a little more consistent.

As far as nit-picking goes, it seems odd that a battlestar should send Vipers as an escort when it plans on using an FTL jump to 'em anyway.  I'm also a little curious as to what happens to the ECO on the Raptor.  Didn't you also mention that you put in some voiced dialogue?  I don't think their files were in the archive.

Good job though, this definitely has some potential!
Thanks, and all good points.  I had to reinstall Windows on my PC so now everything's back up and running I might have another go at this mission soon.

I've never had any issues with the first part but that could be due to my difficulty.  I'll try setting the AI to a bit easier in the first part so the second part isn't so desparate.  I should also up my difficulty and see how hard  it actually is because I play on Easy at the moment.

Not sure what you mean about the Vipers escorting the battlestar?  Do you mean the first squad that are with you at the start of the mission?  That should be explained out in the Briefing, but I probably forgot to do that sufficiently.  I'll keep note of that.  If you mean something else please elaborate so I can consider it :)

The ECO on the Raptor, yeah that is something I can't really think of a way to fix up.  I really wanted to make your ship a Viper but there's just no reason for there to be an FTL drive on a Viper and I really wanted the bit where you jump out to be in the mission (mainly because I put so much work into getting it working :P).

I'll update the archive with the voice acted files.  I didn't even think that they would need to be provided, what a "duh" moment for me!
Title: Re: Cylon Raid
Post by: Suongadon on October 06, 2012, 07:45:16 pm

The ECO on the Raptor, yeah that is something I can't really think of a way to fix up.  I really wanted to make your ship a Viper but there's just no reason for there to be an FTL drive on a Viper and I really wanted the bit where you jump out to be in the mission (mainly because I put so much work into getting it working :P).


Why not just have the player-Cylon-person shoot them? Could even make it the reason that the other Raptors know to shoot you.
Title: Re: Cylon Raid
Post by: Dukayn on October 07, 2012, 12:23:19 am
Why not just have the player-Cylon-person shoot them? Could even make it the reason that the other Raptors know to shoot you.
Yeah but what I meant was there's no real ingame solution for it.  Will probably just have to voice-act it and put in some messages.  Good idea of putting it in right before the other Raptors start shooting at you.
Title: Re: Cylon Raid
Post by: ThePsuedoMonkey on October 08, 2012, 12:30:11 am
I like that.  What about playing the sound of a sidearm firing while the screen is red?  You could even make the shot interrupt a radio message from the ECO, and the other planes will be all "Jimmy's been shot: take out that raptor!"  :nod: 
Title: Re: Cylon Raid
Post by: burnz75 on October 08, 2012, 03:59:23 pm
Nice mission, good idea! Dont' change difficulty on first part, it's OK like it is. But there really needs to be a reason for the raptors to start shooting at you. I didn't bother the ECO issue, but as long as you are not doing something hostile the raptors should not be opening fire. Maybe as soon as you fire the first shot upon them/the civilian ships.
Title: Re: Cylon Raid
Post by: Dukayn on October 08, 2012, 07:18:48 pm
Nice mission, good idea! Dont' change difficulty on first part, it's OK like it is. But there really needs to be a reason for the raptors to start shooting at you. I didn't bother the ECO issue, but as long as you are not doing something hostile the raptors should not be opening fire. Maybe as soon as you fire the first shot upon them/the civilian ships.
I was originally thinking of making them turn hostile as soon as you fire your first salvo on one of the civilians, but I wasn't sure if that made it too easy or not.  I'll probably still do the ECO being shot because that sounds like fun to put together in the audio part, but make the trigger for the hostile Raptors be when you fire on a ship.
Title: Re: Cylon Raid
Post by: JCQ on October 09, 2012, 01:24:04 pm
pretty hard mission, havent beat it yet
Title: Re: Cylon Raid
Post by: McKerrin on October 09, 2012, 08:51:49 pm
Really pumped to try this out! But, problem.

Sorry if this has been mentioned elsewhere, but I can't find it posted elsewhere so here we go: how exactly are you guys installing this mod? I make a new folder in the /Diaspora root folder, but in the Launcher, the only mod available to activate is Shattered Armistice. No clue what to do here. Any help would be greatly appreciated as I really want to try this out :)

Again, if this has been brought up elsewhere, I apologize, and I welcome being pointed in the right direction to get help

EDIT: Nevermind, got it!
Title: Re: Cylon Raid
Post by: Dukayn on October 10, 2012, 07:24:20 am
Just add the .fs2 file to your Data\Missions folder.   It's not a mod, just a mission within Diaspora.  Then go into the Tech Data area and select Missions at the top.
Title: Re: Cylon Raid
Post by: Cerebus on October 10, 2012, 09:00:29 am
cant you sexp a player control lock, then force fire a missile on another ship destroying it and causing the AI to recognize the player as a traitor, and unlock the player after the missile is fired? 
Title: Re: Cylon Raid
Post by: Dukayn on October 10, 2012, 09:03:41 am
I don't see why not. I haven't looked into it but it sounds doable.
Title: Re: Cylon Raid
Post by: Cerebus on October 10, 2012, 10:54:02 am
 :yes:

that's what I'd try,  looking forward to future release
Title: Re: Cylon Raid
Post by: Dukayn on October 10, 2012, 05:29:56 pm
No release as yet, still getting back into things after I had to reformat and reinstall Windows on my PC.  I have however zipped up the Voice Acting files for my mission for those who are interested.

Dump them in the data/missions folder and the mission should play them.  At least that's where I have them in my installation and they play fine so that's what I'm going with what needs to be done :D

http://www.dukayn.net/diaspora/missions/CylonRaid_VA.zip