Hard Light Productions Forums
Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: Hammer65 on October 06, 2012, 01:05:06 pm
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This is the story of the Admiral Patrick. The setting is roughly 36 hours after the main attack. Admiral Patrick was once fleet commander but his frequent public outburst against the armistice with the Cylons eventually caused him to be sidelined. He was give a token fleet to command and assigned a backwater shipping lane to patrol. This fleet was affected by the CNP backdoor but given the fleets position they had time to discover the problem and hard reset all equipment to original software. Assuming all is lost he plots his revenge...
I hope you enjoy it and please post any feedback. I voiced the last mission for kicks but I really recommend having MS_sam turned on for the who campaign. Don't laugh too hard the redneck Colonials :)
http://www.filedropper.com/patricksrevenge_1
Edit: Now packaged as mod.
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Just started the campaign will let you know so far looks good
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where do i install?
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Just extract all the files into the \Games\Diaspora\Data\missions folder.
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Completed second mission all objectives and bonus objective, mission end not triggering
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So the mission is not ending after you destroy a couple of freighters? If not, you can jump out after the primary objective and it will let you advance to mission 3.
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correct will return and try again to verify
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no sound from the ogg files.
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Hello, I noticed from this support thread (http://www.hard-light.net/forums/index.php?topic=82526.0) that the data for this campaign is not packaged correctly. Could you repackage your campaign by following the instructions in this post (http://www.hard-light.net/forums/index.php?topic=82526.msg1646712#msg1646712)?
That way, people will have an easier time installing and playing your campaign, since they'll be able to just extract the mod download directly to the root of their Diaspora folder and have it work correctly with both the launcher and the game. Packaging your mod this way will also get the sound files that you've added to work.
If you'd like to learn more about mod packaging, the pre-release campaign checklist (http://www.hard-light.net/forums/index.php?topic=68817.0) has more information, particularly the section "Where to Put the Files?". There's even more information about it in this wiki article (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure). Unfortunately, the Diaspora team doesn't have a Diaspora-specific version of this information available right now, but the FS2 version will work for our purposes here.
If you have any questions, please feel free to ask here or on the tech help board.
Thank you.
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Sure I can do that. I didn't think of it as a mod and it seems to work from missions folder for me. So should all campaign's be mods?
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Yes. Making a mod is basically just putting the contents of your missions folder into a neat little box which the engine can deal with more cleanly.
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Yes they should. The main reason that we suggest even campaigns use a mod folder is it makes the install process trivial for the user. They just take what is in the zip and dump it in their root game folder, select it in the launcher and they are done. Now they can play.
The secondary reason is a strictly campaign only "mod" would be the only exception and from our experience with FS2 modding it is best to have no exceptions.
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mission trigger working well now might have been a one time occurance
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can you make an vp
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Repackaged as a mod now. Link updated in first post.
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Repackaged as a mod now. Link updated in first post.
Linky no worky :(
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The link is still not working.
Is there another way to get the mission?
best regards
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Not sure if this is the newest version...
[attachment deleted by a basterd]
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There appears to be something wrong with the zip file. I'm getting an error that says can't open file as an archive when I use 7zip. If I use winzip it tells me the file does not contain a complete zip file.
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Same here.. .zip file is fried..:\
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Okay, I guess my zip is bad. I have an older version but I definitely doubt that one is the most recent then.
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I could not find the file using the referenced link..... :banghead:
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Just did a playthrough (sorry it took so long!) of the version in the quick&dirty archive. (not sure if that's the most current one though)
One thing it could use is a "mod.ini" file so that it can be activated as a mod in the launcher.
M1
-Starting position feels weird, mostly because you see the battlestar take off without you.
-It is a little too easy to die with all the raiders hitting at once.
-The countdown timer doesn't stop when the station is destroyed, and looks like it hangs up when it gets to 1, though some kind of "kill confirmed" message at the end would make it more clear.
-The wingmates attack the tylium ships when all the raiders are dead.
I had to skip it because I kept dying, so that's all I have on that one.
M2
-The game seems to prefer targeting the disabled freighters when the raiders arrive (I'd guess since the raiders are farther away), so I'd disallow that.
-No collisions with battlestar and the player.
-Ran out of raiders.
-No instruction of what to do after "Disable 3 freighters"
-All objectives completed, but mission still running (I did see the comment here about jumping as a workaround though).
-Minor typo in the briefing ("in route" should be "en route").
M3
-It's kinda boring waiting for the first basestar to die; maybe reduce it's health a bit and add some raider waves.
-Said one of the frigates was destroyed, but one jumped out and the other had %10 left.
-Intermittent collisions with the battlestar.
I liked M3 the best (trying to save the frigates while avoiding raiders and random flak rounds from the battlestar), and it seemed like the most balanced of the three. Cheers, man!