Author Topic: [FA] campaign 2 missions 7 & 8  (Read 11299 times)

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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
http://homepage.ntlworld.com/karajorma/freespace/Downloads/FREDAcademy-Campaign2-Mission7&8.rar

Karajorma gave me few tips about mision 7, but I still don't know what to think about mission 8. Any ideas??
« Last Edit: February 03, 2005, 11:13:23 am by 340 »

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
I'll have to replay mission 8. I had issues with it but I can't quite remember what they were now :D
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
I'm making my own mini-campaign (about 4-6 missions) and I nee a little tip:
I have dissabled NTF Destroyer and my 2 argos are coming to capture them, destroyer launching fighter until one of Argos dock to it and capture a fighterbay.

I have 2 enemy wings launching from Orion and I've set about 50 waves but I don't know how to cancel it after Argo dock to Orion.

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
Easy.

Set the arrival cue for the wing to be

when
-and
--What ever event makes the fighters start to arrive
--Not
---Whatever condition you want to make the fighters stop arriving (in this case ships docked)

The Arrival cues are checked for each wave not each wing. If the arrival condition is no longer true then no more waves will appear.
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Offline TopAce

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BUMPAGE NO SIN IF FEEDBACK WELCOME
Some test results for Mission 7:

`The Good
  • Taking Kaysers is a good idea. Since the mission is played inside subspace, there is no energy on shields and more energy is diverted for lasers. Kaysers are only useful if you have energy. :D
  • I suppose Alpha arrives at the tunnel right when the Julius does. So, the corvette is not at full throttle, they were just then accelerating... that gave me the feeling we were not late arrivals
  • It was reasonably challenging to survive the mission. If you are not tactical enough to stay close to the corvette, you will face all the fighters alone and the corvettes' flak guns. This is unhealthy.
What need changes
  • At mission briefing, stage 3, the fighters are 'highlighted' which you cannot see because the screen is somewhere else. Untick the highlight from the fighters. All you can see at mission 3 is that they GET highlighted(you can see the arrows), but you cannot see the ships themselves
  • All the weapons, even the dogfight ones are available. Remove at least the dogfight versions and those which are compatible to none of the available craft.
  • The bombers are ineffective, 3 out of 3 tries they did not knock down the hull of the Julius to 85%.
  • Destroy wing directives are missing.
  • Alpha 1 starts at 0% velocity. This is not a flaw, but I suggest you make it 100%
  • The blast radii are too high for the bombers. Reduce them, they do too much damage.
  • Here comes the major one, which can be changed in three clicks: I could give the 'Attack my target' order to the Julius. I was curious what would happen if I told it to attack the Molochs. It died. The problem is that you did not count with this possibility and I could not jump out.
  • The orimary objective says to keep the GTCv above 85%, but the goal turns failed only if it gets destroyed
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Offline TopAce

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Mission 8 needs fewer changes, but the problems are major ones:
  • There is no mission goal
  • The Return to Base directive is faulty, it turns true when pops up
  • Messages overlap, especially at the beginning
  • The mission could be easier, the player will not have 100% hull and all wingmen from Beta when the campaign is played
  • Decrease the difficulty by removing some flak guns
  • I can give orders to any ship, including the large ships
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Offline karajorma

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[FA] campaign 2 missions 7 & 8
TopAce reported the same problem. I'll fix the link.
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Offline TopAce

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[FA] campaign 2 missions 7 & 8
I noticed the Escort List flaw, but forgot to report it. Thanks for doing it instead of me, Sapphire.
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
I'll try to path mision 7 and redone mission 8 (yes, it was a very early beta) soon.
I don't know how soon that 'soon' is but if you will need those mission already, I'll try to finish them tomorrow.

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
The mission isn't desperately needed so no need to rush if it will put undue strain on you.

On the other hand everything you learn here goes into making your TBP missions better which I'm sure isn't something you'll complain about :)
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Offline Kosh

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[FA] campaign 2 missions 7 & 8
Mission 7:

1.) In the ship loadout screen, why were there 2 types of Subachs, 2 different types of Kaysers, 2 different types of Prometheuses, etc?


Mission 8:

1.) No in mission music

2.) faulty return to base

3.) no debriefing


That's all I could find wrong with it. Other than those things, those missions were pretty good.
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

Brain I/O error
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Offline TopAce

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[FA] campaign 2 missions 7 & 8
Quote
Originally posted by Kosh
Mission 7:

1.) In the ship loadout screen, why were there 2 types of Subachs, 2 different types of Kaysers, 2 different types of Prometheuses, etc?
...


Those are the dogifght variants. They should be removed from the Weapon Selection
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
Today I found enough motivation to complete those mission, I'll
back in few hours.

Edit: weard my fred 3.5.5 don't want to upload my mission(I created them with 3.5.5) however it work fine with 3.6.5.
I get back to work.
« Last Edit: July 23, 2005, 06:47:03 am by 1471 »

 

Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
Mission 7 fully upgraded (fixed all bug  reports and suggestions)
I changed a way of "red alert" (in older version it was automatic after Julius depart), now you have to get to the depart node to finish the mission.

About mission 8, well I dunnow when I fix it, I must rewrite whole mission to be less chaotic (it doesn't mean that there won't
be much chaos :D   )

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
I'll give it a try tonight (if I don't get swamped by other things). :)

Need a link though.
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
I sent it to your E-mail.

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
Unfortunately I got swamped. I may still play it later though :)
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
I begun fixing mission 8.

Edit: So far so good. I need an advice. I want to put my own music into mission. I want it to play once then I want to play normal FS soundtrack but I dunno how to do it.
I tried to put play sound from file but I have to put something in place of "".
The question is what I have to put here? Tried to put a patch to a file but I don't have enought place to insert whole path.

BTW Does putting a music of someone famous (for example -Britney Spears"  :ick:  ) into FS campaign is protected by copyrights etc. ( I mean, hell I don't have any chnce to get a permission from Britney :ick: :lol: :ick:  )
« Last Edit: July 31, 2005, 01:25:12 pm by 1471 »

 

Offline karajorma

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[FA] campaign 2 missions 7 & 8
You don't put the whole path. Just the name of the file.

What piece of music are you trying to include? Cause unless you do it carefully it can seem rather naff.
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Offline mr.WHO

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[FA] campaign 2 missions 7 & 8
Ok whole mission is ready. I'll send it to you with music file and you 'll tell if it good for a battle music (exept first 1/4 part that may be little offtopic).

Edit: missions & music sent.
« Last Edit: July 31, 2005, 04:20:54 pm by 1471 »