Author Topic: RELEASE: Legion's Demise- a playable FS2 Intro!  (Read 1426 times)

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Offline DefCynodont119

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Any possibility of getting this on Knossos? It's on my radar (duh), but an easy way to play it without futzing about with too many settings manually would probably bump it up a few notches in priority, if you know what I'm saying.

I too would like to know if this can be done please . .  :)




It's nice short campaign. It takes another aproach on known events.
First mission keeps me occupied all time. I wonder
Spoiler:
if it's possible to save all cruisers.

Spoiler:
It can be done on very easy,but it's really hard even then. I'm not sure if it's possible on hard/insane tho.
The crux of this mission is that you need to use your wingmen to mutitask, most of them have general-rank AI so they do help you.

As for the support ship being reusable after departing, If I knew how to do that FREDding wise, I would have.  :blah:

This mod replaces some of the stock visuals so I'm content to let players play the retail campaigns with them. :D
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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Ah, ok then :p

 

Offline AdmiralRalwood

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Any possibility of getting this on Knossos? It's on my radar (duh), but an easy way to play it without futzing about with too many settings manually would probably bump it up a few notches in priority, if you know what I'm saying.

I too would like to know if this can be done please . .  :)
Anyone can upload a mod through the Knossos client; if you want help figuring it out, hop on the HLP Discord server and ask in the #knossos channel.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Alright, some thoughts... Take this all with a grain of salt; I'm a pretty blunt critic, and also not the greatest player out there.

Right from the get-go, I started noticing grammatical and tonal mistakes. Now, missing a comma or using the wrong "there" isn't the worst thing in the world, but I recommend anyone without a very solid command of English mechanics get a proofreader. I'm emphasizing this because it was a major issue throughout every briefing, debriefing, mission, and the
Spoiler:
tech room entry
, and also because it's relatively easy to fix. The briefings were generally serviceable at getting the gameplay across, but as a result of the aforementioned issues, they didn't contribute anything to the campaign's tone.



Right, individual missions...

Spoiler:
The first mission felt disorganized. I think it was supposed to feel chaotic, but between the lack of dialogue and long stretches with nothing in particular going on, it fell flat. For example, the player's first objective is to escort Delta as they try to penetrate the Lucifer's shields. It's a neat idea, and should have emphasized Command's desperation regarding the Lucifer, but the player ends up shooting at some random Shivan fighters while Delta sits there going pew pew for a bit. The player's actions are too decoupled from the interesting part. Putting Delta under more direct pressure and adding status messages would have gone a long way towards making it work; the former re-couples the gameplay with Delta's survival, while the latter helps them feel connected while also adding to the chaotic feeling.

The part with the cruisers was better. I actually want to talk about the bombers gauge a bit here, since it was a nice quality of life improvement, but also because it went a ways towards rectifying the decoupling problem. Why do we care about that destroyer wot's sitting there, not actively messing with our objectives? 'Cos it's spewing bombers, of course! Unfortunately, the cruisers fell victim to the same lack-of-messaging issue, which made it difficult to prioritize targets in the heat of battle; at the same time, however, the Shivan attack never felt organized enough to make me really care. The briefing emphasized how I'd have to make tactical decisions, but in the actual battle, it felt like repetitive, mindless bomber-killing. Also, I'm pretty sure that a Hemsut was referred to as a cruiser, which threw me off for a bit.

The part with the escape pods was probably the mission's strong point. Defending a bunch of small ships while bombers and cruisers duke it out is pretty challenging, for obvious reasons, especially with my wings messed up by the previous cruiser action. The gimmick with the beacon was cool, but I'm pretty sure the correct solution is always "fly away from the destroyer a bit".

The actual Legion's demise was something of a let-down. It just happened too quickly, and the hulk afterword looked weirdly intact. Once again, more dialogue would have saved the day. (In fairness, my comm system was in the low 20s here, so it's possible that I missed a message.) My playthrough ended with me timeskipping while a single Osiris solo'd a disabled Demon for several minutes, which is probably worth having some sort of contingency for. (What if a player disabled the Demon only to find all their bombers down? Would the mission continue indefinitely?)

Spoiler:
Mission 2 is where the campaign redeems itself. The gameplay was pretty standard stuff, and honestly, that's a good thing. After the disorganization of the first mission, a simple escort mission was welcome. The story elements, however, were very well-done. The implications for ST:R and Blue Planet are both neat, Iota 1 became an intriguing character out of nowhere, I really want to know what the deal with the phasing node is, etc., etc. I do want to point out, though, that if the player follows Intelligence 3 too closely, and turns back immediately when ordered, they'll miss the phasing node message. That's pretty suboptimal.

I don't want to sound like too much of a broken record, but mission 2 needs more dialogue. In particular, Theta 1's message about the Idun jamming sensors should really have been followed up on. Also, "some kind/sort of" is an extraordinarily weak phrase; repeating it in so many messages is a tonal disaster. The gimmick where the jamming doesn't shut off properly had me rolling my eyes - yes, I can understand why intel spooks would have that ability, but implementing it so badly strains plausibility to the breaking point. That said, the jamming does do a lot for the mission's intrigue, so I can see where that's coming from.



Well, that's my review, such as it is. Try not to take it too harshly - there's definitely potential, and I absolutely admire the story, especially in the second mission. Oh, and just out of curiosity,
Spoiler:
is there any deeper significance to the HOL freighters
?




EDIT: As for the support ship in mission 2... You can detect a support ship dying with when-argument, if that helps.

Code: [Select]
( when-argument
    ( any-of "Support 1" "Support 2" "Support 3" "Support 4" "Support 5" )
    ( is-destroyed-delay "<argument>" 0 )
    ( invalidate-argument "<argument>" )
    ( set-support-ship <appropriate arguments to disable further support ships> )
    ( send-message "#Command" "support dead oh noes" )
)
« Last Edit: December 18, 2017, 10:52:40 pm by xenocartographer »

 
Re: RELEASE: Legion's Demise- a playable FS2 Intro!
of was hun iv e besteld with 2 cruiser lost the 2nd mission is protect mission iets maken dure you meet the transports its good to gaurd but none fall and you win it but then i thought the story continues but its enjoyble
but afther the escape return to base nothing more

 

Offline DefCynodont119

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Thanks for the feedback!


First off,
You defiantly missed a few dozen messages, and the thing with the mission having to be time-stepped to be finished, should NOT have happened. The mission force-ends after a little over 20 minutes, so unless you were accidentally ignoring a jump-out objective- something is wrong. I never had that happen in testing before. Can you tell me more details? what was the health of the Barbatos at? did the Anhur jump out? What build?

I've actually had a proofreader go over the mod, but finding a good proofreader is dang-near impossible.  :blah: If you are offering/think you an do it, please PM me.

About the first mission:
Spoiler:
This was the first mission I ever made, (aside from the walkthough) so it was bound to be imperfect, :rolleyes:

The idea of the mission is that the player has more then one means to complete each objective, and tons of side goals, sort of like "Her Finest Hour".
The other thing about this mission, is that it was made to follow the FS2 intro, even if it's somewhat inconvenient to the gameplay, I will look into adding more messages tho. But do to limitations with the AI I can't make the bombers do anything other then sit and go pew-pew.

mission two:
Spoiler:
I was actually worried that this would be a weakpoint, but you have alleviated my concerns!  :) good to know this mission was liked!

About the players sensors not turning back on correctly: The plot demanded that Iota 1's sensors stay down longer then the other ships,
Making the players fighter reboot due to damage was the only way I could think of doing that, the thing is; your wingmen/cruisers need to be able to use their missiles, so I can't have the jamming stay on longer without either making a plothole (by letting them fire anyway) or braking mission balance. But if the effect only lasts for the time the jamming stops, then the players sensors will be back on by the time they fly back, so there would be no point in having it.

Oddly enough, more then one tester that I gave this to never followed Intel-3 despite being instructed to, because they assumed it would be killed by plot and thus did not bother protecting it,   :doubt: :lol: So I can't force the player to go to the Idun or to find the phasing node, I can however delay the arrival of the Shivans by a few seconds so the player's more likely to get the node message if that's what you mean.


I'm glad you liked the story! the
Spoiler:
ST:R and Blue planet
connections are definitely there! And the
Spoiler:
Mission 2 Failure debrief
is much more revealing!
« Last Edit: December 20, 2017, 12:06:04 am by DefCynodont119 »
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Offline rubixcube

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
I'll give this a try sometime tomorrow, nice choice of subject to base your first campaign around, I'm surprised nobody did this yet.
Stuff

 

Offline Colonol Dekker

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
There was an actual playable FS1 intro way back when.   

 
Re: RELEASE: Legion's Demise- a playable FS2 Intro!
coorect i expacted that you play through cutscenes campaigns it will be nice
but thats not so easy as i thought

 

Offline Snarks

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
Cool idea for a mission. I'll check it out.

 

Offline Rhymes_With_PSYCHO

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
There was an actual playable FS1 intro way back when.   

Goober made a single mission out of it--it's in the fsoinstaller download as Ross128.
“All they are is Hate. All they have is Hate. All they need is Hate. All they want is butternut fudge ice chocolate pickles. No. Wait. That's what I want.”

 

Offline DefCynodont119

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
So any new reviews? I still want some input before I do any updates.
My gift from Freespace to Cities Skylines:  http://steamcommunity.com/sharedfiles/filedetails/?id=639891299

 
Re: RELEASE: Legion's Demise- a playable FS2 Intro!
You've already seen my review, but I just wanted to say, I'd be down for proofreading, if you'd like that.

 

Offline DefCynodont119

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Re: RELEASE: Legion's Demise- a playable FS2 Intro!
You've already seen my review, but I just wanted to say, I'd be down for proofreading, if you'd like that.

Sending PM soon. . .  ;)
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