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*RELEASE* Aerilon is Burning

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karajorma:
One thing I noticed is that several of the capships appear to have attack orders. In general it's a bad idea to use attack orders on capships rather than attempting to script the paths ships will take using waypoints. The problem is that the ships with attack orders will attempt to fly round each other and shoot. This often actually prevents them bringing their weapons to bare on each other and in one case resulted in Cylon Basestar 3 trying to fly through Basestar 2.

I had fun playing the Raptor mission just now, although I also noticed the same problem that David reported with my squadron mates flying into me. Perhaps separate them a little further from the player. 

Crashdown117:
Just gave the Raptor mission a try and I gotta say I love it.
Once you're done with the Basestars, the Heavy Raiders come in, so you can run up your score a little :D Didn't even notice that the Raptor is significantly slower than a Viper - except for that moment after launch, as one of them crashed into me.
BTW, are the other pilots of the player's squad supposed to be flying Vipers by default? If you just jump into action as I did, it's a bit odd to be "forcefully overtaken" by Mark VIIs while getting off the deck at full speed. Maybe switching them to Raptors as well solves that little "problem".

Nightstorm:
Glad you enjoyed it.  The rest of your squadron is Flying MK VII's but they are "launched" from the tubes and not taking off from the deck.  I'll have to see what flights could be causing this issue.  If anyone can ID which ship is crashing into them that'll help out :)  The way it's set up the player should be the only ship taking off from the starboard flight pod.  The Red and Blue Viper VII's are already exiting their respective launch tubes at missions start.  Orange Raptors on taking off from the port flight pod and the black VIIE from a launch tube on the port pod.  There shouldn't be any other traffic near the player at launch.

Red group is the players group and Red2-4 will be in MKVII's.  The Raptor missions were kind of "Hey it would be cool to fly this in a Raptor."  And I adjusted the player's ship and events accordingly.  I didn't bother with the rest as I figured by default they'll escort the player and you could probably use the help in a Raptor.

Karajorma pointed out that the cap ships have attack orders.  I toyed around with different methods and I actually decided to give them attack orders because I thought it would be interesting to have a more dynamic mission. I could have just set up paths and had them all fly those and stay put and fire, but I thought it looks cool to see them maneuvering around each other.  I know it can sometimes have undesired results.  The most significant I've witnessed is where the Sobek gets in the way of Perseus' firing solution and takes a bunch of damage from "friendly" fire.  Most of the time it works out pretty well.

I'll have a look and see what I can tweak to make it work better.

Thanks for the feedback!

Nightstorm:
Uploaded new versions.  Fixed the Raptor/Viper collision issue by forcing Blue flight to launch from the Port flight pod in the Raptor mission.  Fixed music selection to use the proper mission music.  Added a new intro sequence to all missions.

David cgc:
Played the latest version. Did you by any chance do something with the Cylon raiders? After the first basestar is destroyed, they seem to be a lot more missile-happy than they were on the earlier versions I played. On a not-unrelated note, I don't seem to be getting audible missile-lock and launch warnings (I'm a little busy to see if they're coming up on the HUD, and when I know to look, it's too late).

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