Hard Light Productions Forums
Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Admiral Nelson on September 13, 2007, 06:15:49 pm
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The Pandora's Box campaign, remastered for SCP!
One year prior to the return of the Shivans, the NTF Civil War is at its peak. As a pilot newly assigned to the 51st squadron, GVD Abydos, currently stationed in the secure Vasuda system, you have little to look forward to other than uneventful patrol and convoy escorts. Until the NTF make a bold raid into the Vasuda system...
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/GTCVRisha2.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Pandora.jpg)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Deneb.jpg)
Added:
LS Backgrounds
Nameplates
Proper Deneb star
Spell check
Renamed some vessels that had absurd names ("GTC Executor" :rolleyes: )
TODO
Proper β Hydri star (Vasuda)
Replace original low res Orion nameplates
Faustus nameplates
Planets
Playtest
Download (http://files.filefront.com/PandorasBox.rar/;8548471;/fileinfo.html)
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Ok. Since we're probably going to keep LS backgrounds, I can only test. :)
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Yeah, this campaign is probably almost good to go.
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Then lostllama and VC can do it quickly while we continue to work on TR/W. I'm sending them a PM. :)
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You should play it at least once. It is a good campaign. :)
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I know, only good campaigns are "Restored", right? :P
But I want to write all Warzone scripts and complete TR. I also have other WIPs... :blah:
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I'd also like to invite you lurkers out there to play the campaign and post any feedback here. :)
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I'm getting 4 error messages from the pandora-str.tbm. It says it is looking for $Debris and found debris01, looking for $Debris and found debris03, looking for $DebrisNeb and found gas, looking for $DebrisNeb and found gas. The campaign will run after the messages.
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I'll try and play through this one next week. If it's almost ready to go then it shouldn't require too much in the way of bugtesting and fixing.... right? Right? =)
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I'm puzzled by those messages -- it looks like an ordinary stars table to me -- anyone else see this?
I don't think it needs extensive work, but thats up to the playtesters. :)
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I fixed the problem by changing the name of the pandora-str.tbm file to stars.tbl then the errors went away. I also couldn't figure out why you had a tbm file for ships and a ships.tbl file. The weapons table file was a weapons.tbl.bak so I converted it to weapons.tbl. I also added the cockpitted version of the Valkyrie. Attached is a link to the corrected campaign.
http://files.filefront.com/Pandoras+boxzip/;8570541;/fileinfo.html
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Leaving ships.tbl there was an oversight. I added the changes to the tbm, and then forgot to delete the original ships.tbl.
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Problems with Pandora's Box
Mission
NTFCamp4a
1. Problems with Ludwick ship invulnerability when directed to destroy turrets - lowered hits left to 40 and provided Gemini wing instructions to attack sensor system on the Abydos.
2. Terran ships were included in the loadout options - Removed Medusa bombers from load out
3. Removed Prometheus R from team loadout and ships. According to the briefing in mission 05-01 you are just getting access to the Prometheus R
NTFCamp5-01
1. Briefing states you now have access to the Prometheus R cannon but it was available in previous mission - See mission NTFCamp4a
NTFCamp5-02
1. Command briefing refers to the Anubis should be the Abydos - Changed
NTFCamp6-01
1. Typo in briefing "Herc IIsr" - changed to Herc IIs
2. Objective for destroying gas miners was not completed even though both gas miners were destroyed - Changed objective from ship type destroyed to ship names destroyed
After Mission NTFCamp9-01a there is a branch but no brief to tell you what you are accepting or declining - wasn't sure how to fix this
NTFCampT1
1. The briefing says you are flying Valkyries but the ship screen has you in Myrmidons - Changed to Valkyries
NTFCampT3
1. Debriefing message repeats 4 times for the destruction of the Abydos with all the escape pod messages for a few, some, a significant amount and all. - Redid debriefing so that only one Abydos destroyed and only the appropriate escape pod message appear.
Attached are the corrected Missions for so far. I still have to complete the final vasudan missions V1-Vfinal
[attachment deleted by admin]
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Good stuff. :yes: Let me have a look at the branching issue.
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Hmm...sorry, looks like I'm a bit late picking this one up. DLing now anyway.
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Another iteration.
Corrected version (http://files.filefront.com/PandorasBox+FSCRP+v4zip/;8625171;/fileinfo.html)
Added:
FSPort 3.1 ship data to ships tbm
Fixed stars tbm
Planets to backgrounds
Insigniae to NTF wings
Icons from fsport and ntv emergence for flavor
Reduced num_stars to 10 since we are using skyboxes.
Updated campaign file with Vasudan mainhall when player is assigned to a Vasudan vessel (new pilot needed to see this change)
TODO
Proper β Hydri star (Vasuda)
Replace original low res Orion nameplates
Faustus nameplates
GTVA insigniae
Playtest (pokes lostllama, MP_Ryan :) )
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I can't get the TBM files to work. When I try using the current iteration the Valkyrie, Anubis MK II, and Chronos do not show up. If I use the regular Ships table from the first version with the ships included it works fine. I.E. the one in the VP marked ships.tbl.bak Also I noticed there is a weapons.tbl.bak in the VP file. Are there weapons modifications associated with pandora's box?
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My apologies. This shows the foolishness of having separate build and play folders.
Corrected version (http://files.filefront.com/PandorasBox+FSCRP+v4zip/;8625171;/fileinfo.html)
I didn't see any useful changes in weapons.tbl, so I removed it. Better to have all the Media VP effects.
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Well, the only tbl error I experienced was the Anbius MKII could carry 240 Tempests, and only 15 Rockeye.
Mission one was good, Mission 2...I had no idea what to do.You should have to follow another fighter instead.Delta IIRC kept telling me not to get to far.(I was like :wtf: ).I couldn't get past #2.
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Zeta 1 is on your escort list. Just keep close to it and you'll get right though.
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Ok.I can get to it in about 20-30 minutes...
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I've downloaded the corrected version Admiral Nelson posted. Things are busy so I'm afraid I'll be testing it on-and-off over the next week or so. Same goes for Titan Rebellion. Apologies if you really need testing on it to be finished sooner.
With PB I'm currently on mission 4 but I suppose some of the others are way ahead of that now.
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Next Version (http://files.filefront.com/PandorasBox+FSCRP+v5zip/;8677174;/fileinfo.html)
Added:
Properly sized Orion nameplates
Science cruiser nameplates
All wings both NTF and GTVA have a squadron insignia
Various small mission tweaks
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Same thing here: what should I do?
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Just play it and report any bugs / stuff you hate. I think t is in pretty good shape.
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Mission 4: Blockade Point (NTFCamp4a.fs2). The Karakius tends to hit the Abydos with its prow beams when it engages the NTF cruisers that jump in after the second NTF destroyer jumps out. Doesn't look right.
I found this mission difficult (even on medium difficulty) but I put that down to my unfamiliarity with flying the Osiris.
I'm pursuing the 'hunt the Guderian' branch of this campaign (I declined the offer you get after mission 4), so perhaps another tester could take the other branch? Just a suggestion.
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I'm pursuing the 'hunt the Guderian' branch of this campaign (I declined the offer you get after mission 4), so perhaps another tester could take the other branch? Just a suggestion.
I will do it, no worries :)
Mission 4: Blockade Point (NTFCamp4a.fs2). The Karakius tends to hit the Abydos with its prow beams when it engages the NTF cruisers that jump in after the second NTF destroyer jumps out. Doesn't look right.
I found this mission difficult (even on medium difficulty) but I put that down to my unfamiliarity with flying the Osiris.
I still have to reach that point. I will give some feedback. If the mission is the way too hard, I will surely propose something to make it easier. :)
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Though I did get through that mission okay, it is true that an annoyance of this campaign is the crappy ships you fly at its beginning.
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Indeed. The Anubis Mk II is one of those. :doubt:
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Yup. Like flying a Nate (http://en.wikipedia.org/wiki/Nakajima_Ki-27) in WWII. Blows up if an enemy gives it as much as a harsh glance.
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Yup. Like flying a Falco (http://en.wikipedia.org/wiki/Fiat_CR.42) in WWII. Blows up if an enemy gives it as much as a harsh glance.
EDITED! :lol:
No, seriously, that fighter is fragile. Should we increase its hitpoints? A couple of AAAf beams fired from an Orion crippled me :blah:
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Well, you leave it behind after a few missions in any case. I figured it was there to make the modern craft feel that much the more modern.
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Another wee update.
Mission #6: Cat & Mouse (NTFCamp6-01.fs2, second mission of the 'hunt the Guderian' campaign branch).
- A message from command at about 50 to 60 seconds into the mission warns the player about the NTC Kyoto having 'considerable defences....' and the threat of the sentry guns. This message appears even if the Kyoto has been destroyed beforehand.
- No corresponding message when the GVC Strakha is destroyed.
- 'Destroy sentry guns' objective remains marked as incomplete (i.e. highlighted in white text), even when they've all been destroyed.
- No order to jump out given when the mission is seemingly over.
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Hmph. I must have missed this mission altogether. Give the attached a try.
[attachment deleted by ninja]
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No problems with that new mission 6, Admiral Nelson. :yes:
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Blockade mission...
The Sobek is badly placed, one of the NTF destroyers rams on it.
The Abydos' CO talks about a beam salvo from the Ludwick while I see nothing;
The player is supposed to finish off the fighters before returning to base. He can jump out before doing it without problems;
The following mission(I accepted the proposal)left me perplexed. The fighters supposed to escort the Deimos got far and started firing at...nothing. Rebel craft appear too close to the Deimos. And the mission is difficult...I propose a labor limae, though replacing most rebel craft(let's say...1,5 clicks from the Deimos) should make the mission easier.
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How slack of me to not have noticed those other issues with mission 4....thanks for spotting them Mobius.
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I'd like to specify that I use a mousestick and I have no audio card(audio is vital when missiles are coming). And I have problems at easy. :blah:
Maybe my handicap doesn't allow me to give an umpartial comment about the difficulty.
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About the difficulty of that mission - I would say it's mainly a case of how the player handles the Osiris. Dogfighting against fighters is a struggle due to the widely spaced primaries, and its shields aren't particularly strong, or so it seemed to me. I found that keeping close to the Karakius whilst under attack by fighters or reloading increased my survivability. Provided you time your reloads, you'll have enough torps to lessen enemy capship beam fire sufficiently for the Abydos/Marathon/Karakius to survive, and be able to complete the mission (imo....)
Other aspects of the mission probably don't need altering (apart from the extra bugs you raised).
Actually, I should also mention something else I noticed. I tried launching torps at the Pandora's front upper beam turret after it jumped in and began decelerating, but the torps flew through the turret and had to turn around inside the ship's hull to catch up. I think they eventually caught up and destroyed the turret or inflicted some damage. Seemed odd; is there some kind of sub-system/turret invulnerability tag enabled on the NTF capships?
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I have just checked the mission with FRED. There are events that ensure a safe path for the destroyers. One of them makes the Pandora invulnerable when its hull integrity is 59 or less. Another one repairs the engines when they're heavily weakened. There's nothing about the turrets.
Besides, this is more a "plot-bug": during the previous missions the player takes down many beam turrets, but the magically reappear at full strength :rolleyes:
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I observed the same thing about the Hecate forward beam turret. I would tend to suspect an issue with the high poly model more than any mission problem.
Like the Anbuis mk II, I felt the point of the Osiris mission was to underscore how much better the modern craft really are. I can look at some of the other issues described here.
Many FS campaigns have this "Star Blazers" syndrome in which a ship can be shot to pieces in one mission but magically reappear undamaged in the next.
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Many FS campaigns have this "Star Blazers" syndrome in which a ship can be shot to pieces in one mission but magically reappear undamaged in the next.
I was about to propose the introduction of campaign variables to make everything more realistic, but it's not the case...
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All the missions would then need to be rebalanced to allow for previous mission damage. I liked how Blue Planet at least included a "logistics ship" to make it a bit more plausible.
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This would affect the original gameplay, so we should limit the not-so-necessary changes. Otherwise, we can set the number of waves, their time delay and many other things. I wouldn't recommend it.
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I agree.
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As already stated in the Warzone and Boomerang threads, due to extreme limitations on game time I am able to work on only one FSCRP project for now, and that is Warzone. When that changes, I'll throw some work in here too.
Sorry boys.
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Many FS campaigns have this "Star Blazers" syndrome in which a ship can be shot to pieces in one mission but magically reappear undamaged in the next.
I actually killed that Leviathan when I was passing it by in Transcend!
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Hello again,
Here's some more things I've noticed. Note that these are for the missions you get when you decline the proposal you get after the Blockade Point mission (that's mission 4).
Surprise (NTF-7Camp01.fs2)
- Spelling mistake in briefing stage 1, 2nd sentence. Should say: 'We have tracked the NTCv Alexandretta which arrived to reinforce the besieged NTF gas mining operations in the atmosphere of Deneb V'.
3rd sentence: 'Its subspace drive was apparently damaged and it was unable to jump completely back to its original position'. Maybe it's just me but I think this sounds a bit strange....it could mean that the ship only partly jumped out. Perhaps replace with: '...it was unable to accurately jump back to it's original position.'
- If the Alexandretta escapes before the Guderian arrives, there's no instruction from command (I'd expect a message saying 'This mission's a failure, RTB pilots,' or 'The Alexandretta has escaped!', or some such (again I'm probably being pedantic here). Nothing happens after you fail the primary objective; the Guderian doesn't show up but then again it's probably not meant to if the Deimos survives.
- This is related to the above comment - if you jump out on your own accord to end the mission after the Alexandretta escapes (i.e. after you fail the primary objective), the debrief text mentions the Guderian destroying the Ramses and the repair transport after it enters the area...even if you jumped out before the Guderian is to supposed to arrive. I'm not certain if this entirely makes sense to the player.
- I need to re-play this one a bit more as I think it might be possible to save the Ramses but I could be wrong (it isn't supposed to survive, according to the debrief recommendations).
Reinforcements (NTF-8Camp01.fs2)
- GVC Strakha (Aten class) appears again. Doesn't it get destroyed in Cat & Mouse (second mission of this branch)? I can't recall if it did blow up the last time I completed the mission though. Does this mod somehow keep track of ships that survive/don't survive between missions?
PS Sorry people, but I'm going to be mostly out of touch for about the next 3 weeks and away from my comp for most of the time so there'll be very little feedback from me.
Ciao
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As already stated in the Warzone and Boomerang threads, due to extreme limitations on game time I am able to work on only one FSCRP project for now, and that is Warzone. When that changes, I'll throw some work in here too.
Sorry boys.
Help us out with the scripts and write an-almost-definitive credits list ;)
- If the Alexandretta escapes before the Guderian arrives, there's no instruction from command (I'd expect a message saying 'This mission's a failure, RTB pilots,' or 'The Alexandretta has escaped!', or some such (again I'm probably being pedantic here). Nothing happens after you fail the primary objective; the Guderian doesn't show up but then again it's probably not meant to if the Deimos survives.
- This is related to the above comment - if you jump out on your own accord to end the mission after the Alexandretta escapes (i.e. after you fail the primary objective), the debrief text mentions the Guderian destroying the Ramses and the repair transport after it enters the area...even if you jumped out before the Guderian is to supposed to arrive. I'm not certain if this entirely makes sense to the player.
It doesn't make sense. We'll have to add one or two messages and check the debriefing.
- GVC Strakha (Aten class) appears again. Doesn't it get destroyed in Cat & Mouse (second mission of this branch)? I can't recall if it did blow up the last time I completed the mission though. Does this mod somehow keep track of ships that survive/don't survive between missions?
I will try to check it. We can always change the name...
PS Sorry people, but I'm going to be mostly out of touch for about the next 3 weeks and away from my comp for most of the time so there'll be very little feedback from me.
Ciao
Ciao ciao!
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I think I should post this now whilst I have a chance.
After progressing from the debriefing of the mission titled 'Thinning the Herd' (NTFCamp9-01a.fs2) an SOC-type command briefing screen appears (before the next mission briefing) with the accept/decline options in the bottom right. The text that appears in this screen is the paragraph from stage one of the previous mission's briefing, I think.
I don't think it's meant to be here, as after the following mission (titled 'Waterloo') another such screen appears. This latter screen is for the second branch in the campaign (accept = transfer to the Iron Fist, decline = stay with the Abydos). NOTE TO OTHER TESTERS: I declined the offer for this branch.
Waterloo (NTFCamp10-01a.fs2)
- 'Intercept Guderian's fighters' objective doesn't get highlighted when the player completes it.
Combat Space Patrol (NTFCampV1.fs2)
- Briefing stage 2 says that Alpha wing will pilot Horus class fighters, however in the ship selection screen the default ship is the Thoth. Of course you can change it to the Horus by just selecting it in the list on the left of the ship selection screen, but there's only one available. Clicking on the reset icon doesn't change anything.
Also there's a minor little thing I noticed, which is probably something to do with the Serapis model. I recently downloaded FSO 3.6.9 again about two weeks ago using Turey's installer, as I was a bit paranoid that I hadn't installed it properly the first time. After checking out the Serapis using the external view I noticed that it looked a bit different (i.e. better), but also that the squadron insignia logo doesn't show up on it's wings. I doubt the player would take much notice of this though.
EDIT: Oh and there's a bit more...
Combat Space Patrol: There's some dialogue between Thata 1 and Command (starts with Theta 1 saying 'What the Hell!?...) when the Pandora appears with it's science vessels near the last waypoint. Command replies and tells Alpha 1 to scan one of the science vessels before they get destroyed. When I scanned one of them the same lines of dialogue appeared again.
By the way, you're meant to get 2 scans of the science vessels, is that correct? I suppose command would deem 2 scans of cloaking Faustus' to be more useful than 1 but it's extra work for the player....then again it is just a computer game :D.
Bye for now.
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Thanks for the feedback. I'll get on it.
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Hi guys, been a while since I posted here. I've finished this campaign now so here's what might be my last bit of feedback on it.
Combat Space Patrol - again...please see my comments in my last post too.
- 4 science cruisers appear at the last waypoint with the Pandora and Iceni. When they're all destroyed there's a message from command saying so. But in the debrief it says that all but one escaped.
Hunters or Hunted? (NTFCampV2.fs2)
- Destroy sentry guns objective: After looking at this in FRED it seems that some of the sentry guns are made invulnerable for 12 seconds after the Faustus (GTSC Cloak) explodes. These are sentries 3, 6, 11, 12 and 13. Also when all the sentries do get destroyed the objective doesn't change colour on the HUD.
- Linked to the above is that there's a SEXP that makes the Pandora temporarily invulnerable once the Faustus decloaks. It's made vulnerable again on the condition that the Faustus gets destroyed. But even if the Faustus does go down I can't seem to disable the Pandora - or disarm it. This mission has only worked properly twice for me, I think. What is meant to happen is that the Pandora departs once one of it's engines is disabled, from what I remember when it worked ok once.
I think someone needs to test this for themselves to see what I mean...and I'm not savvy enough with FRED to figure it all out.
Mayday (NTFCampV3.fs2, a red alert mission that follows on from the above mission)
- Sometimes when I test this mission, all of Iron Fist's escape pods get destroyed when it finally blows up, meaning that there's no chance to protect them (this is an objective). On other occasions some or most survive the Orion's explosion. I think this is kind of "realistic" though, so maybe leave it like it is.
The final two missions seem ok.
What I think I'll do is replay the campaign from the start and follow its alternative branches.
PS: Sorry for the wordiness of my posts, I'll try to be more concise in future.
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Thanks. It is better to be to wordy and make your points, then overly concise and lose something.
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More feedback.
Command brief after accepting the offer after mission 4 - stage 7 of 7, spelling mistake in last sentence: "...and two primary points that can handle ALmost any weapon..."
Leave No Stone Unturned (NTFCamp5-02). Spelling mistakes in briefing text:
- Stage 3 of 7, 2nd sentence: "They obliterated the buoys before entering the field so it's (missing apostrophe) back to us methodically searching the field for the enemy."
- Stage 4 of 7, 3rd sentence: "The Risha, with your support, should be able to handle ALmost anything aside from a pair of corvettes or a destroyer."
- No white brackets on incoming asteroids, in fact few if any at all are on a collision course with the Risha, but there's a message saying they're highlighted in white brackets.
I found this one difficult on medium difficulty. It's hard (for me) to eliminate the Zeus wings and/or their torpedoes quickly enough, and they end up damaging the Risha too much for it last long enough against the cruisers. Or I got blown up protecting it when those cruisers appear (curse those friendly beams!!). Anyway I managed to see it through ok on easy. Maybe Mobius (if his computer is ok now) or another tester can see what they think about this one.
Will get back to you later when I've progressed a bit further.
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Thank you once again. I will get on these and your previous feedback as soon as I have cleared out some other things on my to do list.
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I'm getting an error messages from the pandora-str.tbm. It says it is looking for $Debris and found debris01 :confused:
Does anybody know what to do?
Greetings: Schorsch
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Okay, here is another take at the campaign, which should resolve all of the above issues. Aalso added M87's stars, and made compatible with the latest MediaVps.
Download (http://files.filefront.com/PandorasBox7z/;9567130;/fileinfo.html)
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Ok have DL'd this and am going to check over it soon (haven't forgotten...)
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Thank you. :)
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Okay, it seems that ''Hunters or Hunted?'' is still not working properly. The Pandora stays invulnerable and the sentry gun and Cloak objective is never fullfilled.
EDIT: In ''Mayday''(NTFCampV3.fs2) one primary objective is named ''Protect the Abydos escape pods''. It should be Iron Fist instead.
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Just as a general complaint to the campaign, the NTF seems to use a obscene number of irritating little fighters who can always outrun you, surviving for upwards of 5-6 minutes before finally being shot down.
The lack of powerful guns is another problem (particularly with those annoying little fighters never taking enough damage to die), but that's more a general criticism of the Prom-R than of the campaign setting. I'm gonna try playing with my Prom-R version (a big improvement compared to normal, but still noticeably inferior to the Prom-S) and see if that improves things at all.
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Erm, I know I said I'd playtest this "soon" but I have been rather distracted as of late... I have however noticed that the Sobek still seems to be hitting the Abydos in that blockade mission (in which you fly an Osiris).
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Erm...the first mission?
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Mission 4: Blockade Point
:)