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Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: Calmeir on March 06, 2013, 10:48:12 pm

Title: Co-op Mission - Missing Ships (WIP)
Post by: Calmeir on March 06, 2013, 10:48:12 pm
I didn't necessarily want to call this a release just yet. Basically just a simple co-op mission  that takes you and your friends/wingmen on a simple recon mission to investigate the disappearance of some colonial ships. Obviously things go awry and your then forced to protect survivors/defeat the enemy. It is still very much a work in progress. I want to do more with the audio (ie. add more sound for the pilot messages) and there is still a lot more event work to be done to make it fully co-op able. Currently (I think) Alpha 1 is the only ship that can do a combat landing to rearm and also at the end to finish the mission. I also need to figure out a proper way for the mission end if you lose. I included two mission files, the one is my "debugging" mission in which Alpha 1 is unkillable. The other is the exact same just without the "invulnerability".

I would definitely appreciate feedback, especially on balance issues/event handling. Also, just curious if anyone knows how to get the Battlestar to remain facing a Basestar in battle instead of just pulling up to it broadside and pummeling it? I don't really know in which position the Battlestar is stronger, but I think it has some larger weapons on the front and would also be a "slimmer" target. Not that it really matters when the Basestar is only firing missile weapons.

Anyhow, that's what I've got. Hopefully you can enjoy it and give me some tips.

[attachment deleted by a basterd]
Title: Re: Open Beta? - Missing Ships (WIP)
Post by: karajorma on March 06, 2013, 11:23:00 pm
To solve the issue with the battlestar/basestar, you should script the combat using waypoints rather than just attack orders. Orders don't work too well with capships.
Title: Re: Open Beta? - Missing Ships (WIP)
Post by: Calmeir on March 07, 2013, 05:48:40 am
So just move it near the Basestar and they will attack as normal? No need for attack orders at all? That would actually work out well for one of the things I was thinking to do. Thanks Karajorma.
Title: Re: Open Beta? - Missing Ships (WIP)
Post by: karajorma on March 07, 2013, 08:17:18 am
By default a capship will automatically open up with any turrets on enemy ships that come into range. Giving attack orders will make a capship chase after an enemy that is out of range.

Even fighters don't actually need attack orders. It's just a good idea to tell them who in particular to go after.
Title: Re: Open Beta? - Missing Ships (WIP)
Post by: MatthTheGeek on March 07, 2013, 08:34:12 am
Is there a difference between giving the "Attack any ship" order (from FRED) to a fighter, and not giving it any order ? Or does "Attack any ship" simply resets the ships orders back to "No Order" (as can bee seen from the targetting window ingame) ?
Title: Re: Open Beta? - Missing Ships (WIP)
Post by: Calmeir on February 02, 2014, 04:08:33 pm
Alright, my latest iteration can be found here:

calmeir.dyndns.org/diaspora (http://calmeir.dyndns.org/diaspora) (right click and save as for the file)

or here:

http://pastebin.com/download.php?i=aMRMQ9is (http://pastebin.com/download.php?i=aMRMQ9is) Pastebin link

I think the combat landings are basically working. It seems somewhat balanced in that if you don't involve yourself the cylons tend to win. Haven't really added any urgency to protecting the disabled ships, but I figure you're busy enough just combating waves of enemy fighters.

Let me know what you think
Title: Re: Co-op Mission - Missing Ships (WIP)
Post by: Calmeir on February 06, 2014, 02:13:41 pm
http://calmeir.dyndns.org/diaspora (http://calmeir.dyndns.org/diaspora) (Might have to right click/save link as)

This is what I am going to call my finished version. For now I think it will be what it is, and if people want to play/check it out and let me know what could, or definitely needs reworked then I will get to it in a little bit.

Revisions since last time:
Added all of my custom recorded messages (No need to thank me on how awesome a voice actor I am  :pimp:  :lol:)
Added end mission for what I think are most circumstances (haven't tested all outcome though, so that may be a bit buggy)
Added more enemy wing re-spawns to hopefully last the entire capital ship battle

I think that's pretty much it.
Title: Re: Co-op Mission - Missing Ships (WIP)
Post by: Calmeir on February 13, 2014, 01:37:21 pm
Sorry, my server is down. Just had a new daughter. Hoping for it to be back up soon.
Title: Re: Co-op Mission - Missing Ships (WIP)
Post by: karajorma on February 13, 2014, 07:23:28 pm
Congratulations. I keep meaning to play this. But every time I go to my Diaspora folder I forget why I went there and just FRED instead. :D
Title: Re: Co-op Mission - Missing Ships (WIP)
Post by: Calmeir on February 14, 2014, 08:06:39 pm
Alright, it's back up. No problem Karajorma. I finally did get to play it with a group of people over the weekend (before my daughter was born) and there are definitely kinks to still work out.