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Modding, Mission Design, and Coding => The FRED Workshop => FRED Academy => Topic started by: freespacegundam on September 12, 2004, 06:57:16 pm

Title: Campaign 1 Mission 6
Post by: freespacegundam on September 12, 2004, 06:57:16 pm
All finished, where can I upload this puppy?
Title: Campaign 1 Mission 6
Post by: karajorma on September 13, 2004, 06:27:56 am
Best thing to do is to get one of the free webspace accounts like geocities, tripod etc.

Someone can probably reccomend a better site than those :)
Title: Campaign 1 Mission 6
Post by: Singh on September 14, 2004, 08:16:31 am
or you could pass it one of us and we'll upload it for ya ;)
Title: Campaign 1 Mission 6
Post by: freespacegundam on September 20, 2004, 07:28:35 pm
Ah, finally, got my geocities site up.  Here's the link for mission six.  Opinions and comments are welcome.

mission6 (http://www.geocities.com/gundamvsff/c2.zip)

Please inform me if the link does not work.
Title: Campaign 1 Mission 6
Post by: karajorma on September 22, 2004, 12:10:21 pm
Got it. I'll test this tonight if I get the spare time.
Title: Campaign 1 Mission 6
Post by: karajorma on September 24, 2004, 06:13:49 pm
Well 2 nights later but I finally got some free time to play it.

Well I had fun playing but there are a few things that need fixing.

1. In section 3 of the mission brief the text below one of the icons was partially offscreen. I know it's just a little thing but it's the little things that make your mission look professional :)

2. The Damocles isn't on your escort list at the start of the mission. There's no good reason it shouldn't be. Make sure it has a higher priority than the cruisers too since it is the main reason for the mission after all.

3. Alpha wing will quite happily sit still where they start, about 4km from the enemy. Any reason for this? If not give them a waypoint to head towards (with a low priority) and cancel the order once the fighting begins.

4. The last couple of wings of bombers jump in and engage the fighters leaving the Actium alone. It would probably be better to have them attack the Actium even if only half-heartedly cause thanks to the fact that you've given them piranhas they are quite lethal. It might be an idea to swap around some of the attackers so that the bomber waves have some fighter cover.

5. I felt the first half of the mission a little too easy and the second half a little to hard. Maybe it's cause I nearly got run over by the Actium both times I played the mission but cause I was so close to it the enemy ships were killed by it before I could do more than fire off a few shots. The NTF cruisers died very quickly too. Maybe starting the Actium further back might help with that a little.

Okay. That's what I noticed in the mission. Lets open it up and take a look at it in FRED.

6. As far as I can see there's no actual way to fail the mission short of dying. Making the Actium a target and making the missions success dependant on it's survival would help a little.

7. The Debriefing need a message for if you jump out without permission to do so.

8. There is no return to base directive. Chain one to your return to base event.

9. Your last message need a better name than Since you named all the others I'll assume this was an oversight. :)

10. There's no use of the Y-axis in the mission. Have some of the enemy come in on that axis. Or better yet move alpha 1 about so he doesn't come at the enemy from exactly the same angle the Actium does.

11. The Actium has been given the order Waypoints rather than waypoints-once. Since I'm looking at the mission in the borked version of FRED2_Open it's hard to see where you've placed the waypoints but Waypoints is used for setting up a patrol route. Waypoints-once is the better choice if you just want a ship to go to a certain location.

12. Your first event uses

when
-has-time-elapsed
--1

I doubt anyone would notice the difference if you simply used

when
-true

and had the mission chatter start as soon as the game does.

13. You have three events to trigger beam-free-alls for the Actium and two NTF cuisers. There is no need for this as they have the same triggering conditions. When you have an event like this

when
-has-arrived-delay
--1
--GTCv Actium
-beam-free-all
--GTCv Actium

you can add extra SEXP's by clicking on the the when with your right mouse and choosing add-operator to make the event look like this

when
-has-arrived-delay
--1
--GTCv Actium
-beam-free-all
--GTCv Actium
-beam-free-all
--NTC Resolute

It makes things much tidier to do things this way. That said the NTF cruisers should be beam-freed at the start of the mission to deal with the player if he just afterburns his way all the way over to them.

Okay. That should be enough to be getting on with for a while. Sorry to take so long about it.
Title: Campaign 1 Mission 6
Post by: freespacegundam on September 24, 2004, 11:57:01 pm
Revised, reloaded, and ready to go.  I made a few extra changes, just some things I didn't like about the mission at first.  Its ready for more opinions in any case.
Title: Campaign 1 Mission 6
Post by: karajorma on September 25, 2004, 11:02:51 am
The first part of the mission has gone from way too easy to way too hard. I got the crap kicked out of me three times in a row. Mostly by the beams on the Adjunct. But also by the fact that Beta wing now jump in too far from Alpha wing to be any help (So I end up facing two enemy wings and a pair of cruisers with only one wing. In addition the Adjunct now swings round to attack the Actium which means that it gets the chance to pummel me with beams for a fair while before I'm even within range of it.

Having Beta wing leap in closer to the Actium might help some. You might also want to move the Actium a little closer to the action so that the player can run and cover first.

Basically it needs some more play-balancing before it will be playable again.

Kinda wish I'd kept my mouth shut now ;)

About the AWOL Debriefing. One thing I should have mentioned earlier. When making the debrief you need to be careful that other parts of the debrief that don't fit with you going AWOL don't appear.

For instance in this mission if you jump out early the game will look at the goals and decide that you failed to protect the Actium. So you'll get the Stage 4 AWOL debrief but you'll also get the Stage 5 Actium not protected debrief. That seems a little odd since you'll be dismissed and then called back for a second chewing out for the destruction of the Actium (which will certainly seem odd if you jumped out before it was destroyed).

I find the best way to avoid this is to have an event called mission complete which comes true when any of the conditions that allow the player to jump out (win or lose) come true.
 This gives me an easy way to check if the player has gone AWOL (i.e is-event-false-delay>Mission Complete) and can also be checked to see if the other stages should be played.
Title: Campaign 1 Mission 6
Post by: freespacegundam on September 26, 2004, 05:40:56 pm
Okay, fixed most of the errors, or so I hope.  One thing about attacking the Adjunct, its beam cannons can't hit you if you attack it head on, just an observation I've had while playing.  Mission is updated, so check it whenever you can.
Title: Campaign 1 Mission 6
Post by: freespacegundam on October 02, 2004, 05:13:10 pm
Bumping, I know this is double posting, but if I just edit my last response no one will notice.  The mission has been fine tuned a bit more, but comments are always welcome, from anyone.  Same link, more developed mission, I hope.
Title: Campaign 1 Mission 6
Post by: karajorma on October 02, 2004, 05:58:49 pm
It's not a double post when there's a week between posts :D

Downloading :) Been testing MG missions tonight so this will have to wait till tomorrow (Next time don't keep me chatting on ICQ for over an hour :D )
Title: Campaign 1 Mission 6
Post by: karajorma on October 03, 2004, 01:33:26 pm
It's a personal preference but I didn't like the reccomendation text that much. Especially for objectives you completed.

When I played the mission I enjoyed it but I found something quite interesting. If you just stay where you are and put the time advance to the maximum the corvette makes it to the node and jumps out before the leviathan arrives about 50% of the time. The rest of the time it still manages to beat the leviathan and jump out. I've only seen it lose once (when I whacked the difficulty up to insane).

Now I'm not suggesting you make the mission harder but swapping a couple of arrival cues so that the enemies appear 1500-2000m from Alpha 1 should stop the player doing that while not making the mission much harder.

I've not checked but there doesn't seem to be any provision for the Deimos being disabled. It's unlikely to happen but if it does it will cock up the entire mission won't it as mission completion is dependant on the deimos being killed or departing isn't it?

Apart from that, short but sweet :D Looks like someone else is  almost ready to start on campaign 4.
Title: Campaign 1 Mission 6
Post by: magatsu1 on October 03, 2004, 02:12:55 pm
excellent feedback as always K.:yes:
Title: Campaign 1 Mission 6
Post by: karajorma on October 03, 2004, 02:46:01 pm
Glad someone noticed :) It's actually quite nice doing this job. You get to complain at someone and have them thank you for it ;)
Title: Campaign 1 Mission 6
Post by: TopAce on November 07, 2004, 11:33:48 am
I also tested this mission. Let's make it clear first that I am not sure if I downloaded the most recent version. I used the link you named simply as 'mission6' in an earlier post. If I mention something that had been fixed since then, shoutl at me.

and
-not
--is-destroyed-delay
---0
---Actium
-[other SEXPS]
It will say that the event(arrival/departure cue] will not go true if the Actium is destroyed. For the departure cue, say: is-destroyed-delay --[any number, preferable not 0] --Actium.
Title: Campaign 1 Mission 6
Post by: karajorma on November 07, 2004, 02:33:56 pm
Just sticking my oar in.

Quote
Originally posted by TopAce
I am not sure about the storyline, so the question may be stupid: Why do the NTF have another Iceni-class?


Cause they wanted one :) The full story is explained in the other thread.

Quote
Originally posted by TopAce
There is the desertion debriefing stage, which is nice. But I have got something to nitpick with it. :drevil: It says your mission has failed, but think of why should they say that if the player jumped out after all the hostiles had been destroyed and nothing threatened the Actium.


I do this one myself. Something else jumped in after you left and kicked the crap out of the Actium. Command don't court marshal you and have you executed just cause you left the battle scene early to avoid the traffic you know :D

Quote
Originally posted by TopAce
Make sure the bombers will depart/will not arrive when the Actium is destroyed. Use a SEXP structure like this:
and
-not
--is-destroyed-delay
---0
---Actium
-[other SEXPS]
It will say that the event(arrival/departure cue] will not go true if the Actium is destroyed. For the departure cue, say: is-destroyed-delay --[any number, preferable not 0] --Actium.


I'd leave that one to be the FREDders choice actually. The briefing does say that the bombers are all attempting to rendezvous at that location and just cause the Actium is gone doesn't mean that the GTVA won't be sending any more caps.

Quote
Originally posted by TopAce
I don't receive the Return to base directive after the Actium is destroyed. Here comes a suggestion: Make one event which turns true if the player receives authorization to go home. Chain the return to base directive's event to that one.
[/list] [/B]


I prefer to have seperate directives for each exit point as it makes them easier to find but the way you describe is fine.
Title: Campaign 1 Mission 6
Post by: TopAce on November 07, 2004, 03:29:49 pm
Feel free to 'stick your oar in', but you know that we all have our own preferences. I only gave him a way how the RTB could be done. The RTB was missing when the Actium dies anyway, that's a fact.
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 07, 2004, 11:59:14 pm
Updated, new version is ready for download.  A few notes, however.

1. The Helios were added to increase difficulty, given the fact that even with a clear shot and a bank full of cyclops, the enemy bombers couldn't do much damage.  I altered this a bit so that only one wing has them.  As for the NTR having them, I figured it isn't exactly impossible in a post Capella era for them to buy them on the black market or steal them.

2.  The desertion debreifing has been fixed, *crosses fingers*.

3.  The alternate name feature seems to go a little haywire when I try to use it, I think I can correct it, but its a minor issue at this point.
Title: [size=6][b][u]You cannot use formatting in the Post subject field[/b][/u][/size]
Post by: TopAce on November 08, 2004, 11:02:54 am
FURTHER TESTINGS
Hint:Open your mission in WordPad and use he CTRL-H window to fix spelling everywhere in your mission. It is much easier than hunting down and fixing every single places you wrote Epsilon Pegasi. This method is also more effective unless you mispelt the same word in two or other ways.
Hint:[/u] You make better impression to the player(=evil tester) if you keep ratio to the number of missiles available. While 100 is too many for the Helios or Cyclops, it is too few for Tempests. In this mission, you get 500 Harpoons, which is way too much.
Title: Campaign 1 Mission 6
Post by: karajorma on November 08, 2004, 12:43:12 pm
Quote
Originally posted by TopAce
Feel free to 'stick your oar in', but you know that we all have our own preferences. I only gave him a way how the RTB could be done. The RTB was missing when the Actium dies anyway, that's a fact.


Didn't deny it :) I find it better if the FREDders here give several suggestions and let the students figure out which way they like best.  :)
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 08, 2004, 09:58:15 pm
Hopefully, everything is straightened out now.  After fighting with the SEXP for the debriefing, I think the matter is fully straightened out on the desertion stage.  The spelling has also been fixed(both errors).  The weapons ratios were also done a little better.  The reason I had most of the others so high was due to a personal peeve of mine.  

Here's hoping this is the last update, or at the very least, one that reveals only one final and easily remedied error.
Title: Campaign 1 Mission 6
Post by: TopAce on November 09, 2004, 10:50:18 am
I don't want to go into deeper testing. You would definitely start hating me if I pointed out some more mistakes. :D
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 09, 2004, 11:09:17 am
Well, I might, but knowing if I made any more real big mistakes will help me learn better.
Title: Campaign 1 Mission 6
Post by: TopAce on November 09, 2004, 11:20:05 am
I don't think there would be any major bugs in this mission, unless you intentionally do not make some.
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 09, 2004, 11:23:34 am
I never intend to have bugs in the mission, but I always seem to forget a few minor things and then have to go back and fix a big error caused by those minor things.  Oh well, mistakes are how we learn, and I think I learned a whole lot from making this mission.
Title: Campaign 1 Mission 6
Post by: TopAce on November 09, 2004, 11:28:43 am
Use it wisely while doing the next mission.
Title: Campaign 1 Mission 6
Post by: karajorma on November 18, 2004, 05:00:35 pm
More testing.

Basically apart from some minor things I'd say the mission was done.

1) I found the reccomendation text a shade too flipant for my liking. You definately shouldn't have reccomendations for completed objectives either.

2) I managed to get the deimos out on 31% hull on my 3rd-4th try at the mission so it's a little hard (but definately not impossible). I asked TopAce to give it a try and he found it too hard I can understand that you wouldn't want to get rid of the Ursa's cause otherwise the mission becomes too easy so I'd suggest a compromise of moving the Ursa's back about 500-800m to give the player a little more time to deal with them.
 Adding a message to say that they are more heavily armed than you'd usually expect wouldn't do any harm either. Without a warning the player will almost certainly lose the mission first time round.
  (you might also want to mention the Ursa's as a particularly large threat  in the briefing).

Apart from that I'm quite happy with the mission.
Title: Campaign 1 Mission 6
Post by: TopAce on November 19, 2004, 08:33:30 am
Try depriving the Ursas of their Helios bombs first. I tried it twice and failed both times. When I tested the mission was 11PM, so I was quite tired and my perseverance was low, making me not try the mission for a third or forth time.
Before letting a mission go out of your hands, you should double or triple check the difficulty.
[EDIT]
Here is a piece of writing about mission balancing:
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php?pagename=FRED%20Tips

Go down until the end and read the last section.
If you have time to, read the whole. :)
Title: Campaign 1 Mission 6
Post by: karajorma on November 19, 2004, 04:11:30 pm
Actually I'd leave the helios bombs in actually. Without them I doubt it would be possible to lose the mission easily.

As you say on that page moving the bombers further away from the capship helps a lot. If the player isn't keeping an eye out for the Ursa's he will lose the Deimos but if he stays on the ball it should be possible to save it. :)
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 20, 2004, 03:06:57 am
I fine tuned it a little bit, alerting the player to the new bombers, while also giving the Medusa's in Taurus wing their own Helios warheads.  I played it a few times because of message issues, and managed to save the Actium each time.  On the last try, however, it did drop to 41%.  Granted this isn't severe, but it is mostly the final bomber wing doing the most damage.  With the debreifing text I got rid of the recommendations for completing objectives.  If there's a problem with the failure ones, let me know.  It should be uploaded now.
Title: Campaign 1 Mission 6
Post by: Singh on November 20, 2004, 03:44:39 am
ill give it a whirl after my duty.
Title: Campaign 1 Mission 6
Post by: TopAce on November 20, 2004, 03:48:36 am
Quote
Originally posted by freespacegundam
I fine tuned it a little bit, alerting the player to the new bombers, while also giving the Medusa's in Taurus wing their own Helios warheads.  I played it a few times because of message issues, and managed to save the Actium each time.  On the last try, however, it did drop to 41%.  Granted this isn't severe, but it is mostly the final bomber wing doing the most damage.  With the debreifing text I got rid of the recommendations for completing objectives.  If there's a problem with the failure ones, let me know.  It should be uploaded now.


Can the Medusa carry the Helios?
Title: Campaign 1 Mission 6
Post by: Singh on November 20, 2004, 03:52:39 am
yes. Only it and the Boanegeres can carry the things.
Title: Campaign 1 Mission 6
Post by: TopAce on November 20, 2004, 03:53:34 am
The MEDUSA? You are thinking of the Ursa ...
Title: Campaign 1 Mission 6
Post by: Singh on November 20, 2004, 03:54:38 am
ach. you are right; the Ursa can carry it, not the medusa. Medusas can only carry Cyclops.

*blames lack of sleep.
Title: Campaign 1 Mission 6
Post by: TopAce on November 20, 2004, 04:45:33 am
The difficulty is acceptable. I also noted two things which need changing:
- Pisces is mispelt as Pices
- Messages sometimes overlap(especially at the beginning)
Title: Campaign 1 Mission 6
Post by: freespacegundam on November 20, 2004, 07:41:52 pm
Actually, the Medusa can carry the Helios.  If you don't believe me, play the mission.  All things aside, the message problem is by far the most frustrating, its difficult to time them well, especially with send-message-list.  A few of the other ones can be fixed, but the ones at the beginning are just a big pain.  I fiddled with the messages a bit, and I'm hoping this will work alright so as not to overlap or state the obvious.
Title: Campaign 1 Mission 6
Post by: TopAce on November 21, 2004, 03:03:37 am
Now that you say, the Medusa can only carry the Helios if the Ai flies them and they are hostile(or not placed in Alpha, Beta, Gamma, Delta or Epsilon wing).
To successfully fine-tune the delay between messages, copy/paste the messages one by one into the Simulated Speech test field and stopwatch it. It is hard work, but it is worth it.
Title: Campaign 1 Mission 6
Post by: karajorma on December 12, 2004, 02:02:11 pm
Okay. Final mission in this campaign that I have to test today :)

Basically I enjoyed it a lot. Can't really fault it. It's a bit hard but at 5 minutes long that's not as big a problem as it is for a 15 minute long mission :)

Odd thing is that despite you putting in a message when Ursa wing appear I don't recall ever hearing it. I guess I must be busy flying my arse off to survive the mission.

I'll wait for another tester to play it cause the Helios bombs may be too much (maybe only one wing of medusas with Helios bombs and an extra wing of cyclops armed Medusas instead might be an idea) but otherwise the mission seems pretty much finished to me.

Well done FSG :yes:
Title: Campaign 1 Mission 6
Post by: TopAce on December 13, 2004, 06:18:48 am
I guess I must not take a look at a mission considered final.
Well done, freespacegundam.
Title: Campaign 1 Mission 6
Post by: karajorma on December 13, 2004, 12:31:22 pm
Feel free to take a look TopAce. Like I said I can't judge if the mission is too hard on my own.
Title: Campaign 1 Mission 6
Post by: TopAce on December 13, 2004, 01:28:22 pm
Difficulty is normal, but the messages still overlap!
Title: Campaign 1 Mission 6
Post by: karajorma on December 13, 2004, 02:47:48 pm
I never really noticed. Are you running the campaign using the synthesised speech option TopAce? If not that might be why it's working fine for me.
Title: Campaign 1 Mission 6
Post by: pecenipicek on December 13, 2004, 02:50:07 pm
bzk... you for a Multi dogfight kara?
Title: Campaign 1 Mission 6
Post by: karajorma on December 13, 2004, 02:55:30 pm
I rarely play multi and I prefer Co-op even then so not really :)

Anyway stuff like that should be kept to PMs really.
Title: Campaign 1 Mission 6
Post by: TopAce on December 14, 2004, 08:57:05 am
Quote
Originally posted by karajorma
I never really noticed. Are you running the campaign using the synthesised speech option TopAce? If not that might be why it's working fine for me.


Do you mean simulated speech? Yes, I use that.
Title: Campaign 1 Mission 6
Post by: pecenipicek on December 14, 2004, 09:10:15 am
sorry kara...
Title: Campaign 1 Mission 6
Post by: karajorma on December 14, 2004, 12:21:32 pm
Quote
Originally posted by TopAce
Do you mean simulated speech? Yes, I use that.


Odd. I never noticed any clipping. I'll have to have a look next time I try this one :)
Title: Re: Campaign 1 Mission 6
Post by: Azhren on September 10, 2007, 07:33:08 am
Where can I get it? The link doesn't work

Azhren
Title: Re: Campaign 1 Mission 6
Post by: Mobius on September 10, 2007, 11:15:00 am
Well...it must have been deleted. I'm sorry, I don't have that mission. Someone like Karajorma should have it :)
Title: Re: Campaign 1 Mission 6
Post by: karajorma on September 10, 2007, 01:39:24 pm
Yeah. I have it but it's archived on a PC I don't have access to at the moment. I'll try to remember to upload it later today.