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Modding, Mission Design, and Coding => The FRED Workshop => FRED Academy => Topic started by: willy_principal on November 29, 2004, 04:27:53 pm

Title: [FA] Campaign 1 Mission 1 - Willy_Principal . Complete and ready to download
Post by: willy_principal on November 29, 2004, 04:27:53 pm
December 26th, 2004:
The Mission 1 from the Campaign 1 of the FRED Academy is ready.
i think it took me about 35 hours to make it...
It has everything. Command Briefing, briefing, in-game chatter, civilian traffic, debriefing, background, etc...

update, February 4th, 2005. Minor changes...
update, February 5th, 2005. micro changes...
update, February 7th, 2005. minor changes...

To download use this link:
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip

It's a zipped VP file, with everything. The model, maps, sounds, mission, tables and interfase icons...

This mission is finished, i'll no longer improve it (unless someone find some sort of problem in it)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on November 30, 2004, 04:47:19 pm
Okay. I'll test this as soon as I'm done checking through the rest of HLP

EDIT : It's now 2 damn hours later and I still haven't finished :rolleyes: I've got to trim down the amount of HLP I read! :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Akalabeth Angel on November 30, 2004, 11:10:35 pm
I'll give it a whirl too.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 01, 2004, 06:52:42 pm
Okay. I gave it a try :)

1) I noticed a couple of minor gramatical errors. For instance you repeatedly refer to someone fighting on a system rather than in one. Not a huge problem though since on average your English was a hell of a lot better than my Spanish :D

2) Don't add the hotkeys for each wing to the directives. It tends to clutter things up. You don't need the alt-J for warp out either since I think anyone playing this campaign should have been through the main one already :)

3) While we're talking about directives you forgot to chain the Return to base event to the one above it. As a result you get the return to base directive as soon as you start :D

4) Give Aries and cancer wings a delay between waves. It doesn't look good for another wave to appear out of subspace immediately after the last one died every time.

5) Don't refer to GTI Acheron 1 by that name. Rename it to something suitable. Big Earls Bar and Grill or something suitable :D

6) Your AWOL message didn't work. The flaw is most likely your use of the is-goal-incomplete SEXP.  This and the corresponding is-event-incomplete should not be used in debriefings as immediately upon the end of a mission FS2 reclassifies any event that didn't trigger as false. As such is-event-incomplete will never trigger in a debrief.

7) You might want to tune the salty language in the AWOL debrief down a little. Some of us are below 18 you know :D

8) As a test I flew to about 12,000km out at the start and just let the mission run at high speed. To my surprise the GTVA won the first time cause the enemy just hung about ignoring the Acheron. Probably a glitch but if there is any reason why you think they might do that you may want to address it

Apart from that I pretty much enjoyed the mission :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 01, 2004, 07:01:08 pm
I remade the Mission............. BEFORE i read your post Karajoma. I fixed some bugs, but others that you mentioned and still there...

even so, the mission has been greatly improved.
it's more complex, longer, and bigger...
Go here to get the download links:
www.geocities.com/willy_principal/freespace_sector
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 01, 2004, 07:15:50 pm
1) I noticed a couple of minor gramatical errors. For instance you repeatedly refer to someone fighting on a system rather than in one. Not a huge problem though since on average your English was a hell of a lot better than my Spanish :D

Willy: oh....they are fighting IN (inside) the system, not ON (like, above, or something)...

2) Don't add the hotkeys for each wing to the directives. It tends to clutter things up. You don't need the alt-J for warp out either since I think anyone playing this campaign should have been through the main one already :)

Willy: alright, ALT-J removed...but the wing hotkeys are still there, and they are even more...

3) While we're talking about directives you forgot to chain the Return to base event to the one above it. As a result you get the return to base directive as soon as you start :D

Willy: Fixed...

4) Give Aries and cancer wings a delay between waves. It doesn't look good for another wave to appear out of subspace immediately after the last one died every time.

Willy: problem still there..........fixing in progress...

5) Don't refer to GTI Acheron 1 by that name. Rename it to something suitable. Big Earls Bar and Grill or something suitable :D

Willy: Errr.......problem is still there. Fixing in progress...

6) Your AWOL message didn't work. The flaw is most likely your use of the is-goal-incomplete SEXP.  This and the corresponding is-event-incomplete should not be used in debriefings as immediately upon the end of a mission FS2 reclassifies any event that didn't trigger as false. As such is-event-incomplete will never trigger in a debrief.

Willy: problem is still there...fixing in progress...

7) You might want to tune the salty language in the AWOL debrief down a little. Some of us are below 18 you know :D

Willy: lol...fixing NOT in progress... (Why? the AWOL message doesn't works anyway)

8) As a test I flew to about 12,000km out at the start and just let the mission run at high speed. To my surprise the GTVA won the first time cause the enemy just hung about ignoring the Acheron. Probably a glitch but if there is any reason why you think they might do that you may want to address it

Willy: I think i forgot to effectebly Beam-free-all the NTC Horizon. problem fixed.

Apart from that I pretty much enjoyed the mission

Wily: the mission is longer, and i tried to make more tight the campaign, so i added a connection with the Mission 3 of the Campaign 1...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 04, 2004, 10:19:08 pm
Karajoma: all problems appointed by you are solved...except some minor problems that i didn't found...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 05, 2004, 04:31:40 am
Okay. Time for another test then :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: pecenipicek on December 05, 2004, 06:43:59 am
meh... didnt test... im just waitin for C4...
what missions are still WIP for C1?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 05, 2004, 11:18:06 am
Well this one is.

Since the beams were enabled on the cruiser the mission's become too bloody hard. Hmmmm. Maybe if I try sticking near the Acheron I'll stand a chance.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 05, 2004, 05:59:04 pm
That's what the player is supposed to do...
that's why Alpha 2 (or alpha 4) tells you that's better to stay near the Achilles and wait till the rebel fighters get blasted by the Achilles' guns.
(Well, alpha 3 tells you that you must attack the NTC Horizon before it's beams destroys the GTI Achilles...but...remember that the Horizon beams are slash-type...ineffective at long range)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 06, 2004, 07:20:09 am
Odd. I don't recall seeing that. Oh well I'll play it again.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 06, 2004, 10:46:33 am
You may have an older version...
i uploaded a newer version with those things in 05/12/04 (December 5th, year 2004)....
download it again...
the links are here:
www.geocities.com/willy_principal/freespace_sector

I think the file is this, not sure:
www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 06, 2004, 04:56:54 pm
Okay. I downloaded it and gave it a try. Can't say much about the play balance cause I only realised after I finished that I had it on very easy (which I'd set to play another mission) :rolleyes:

I'll give it another try on a slightly harder setting in a bit :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 06, 2004, 06:06:30 pm
Nope. Still finding it way too hard (even if I stay near the station) What level are you playtesting this on?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 06, 2004, 07:01:42 pm
It's in Medium...
i stay near the Achilles....wait 'till the NTC Horizon is at 2000 meters...then attack with all my forces...fire double guns, double missiles...and destroy it...you might get one or two AAA shots, but you'll survive....
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 07, 2004, 12:18:10 pm
Hmmmm. I'm finding every mission I test too hard in medium. Maybe there's a pattern there... :D

Oh well until I get some playtesting done by someone else I can't tell if it's just me being crap or if the mission really is too hard.

I didn't detect any major FREDding errors though. To be fair I was too busy dying to look hard :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: pecenipicek on December 07, 2004, 03:00:00 pm
no karajorma. you do indeed suck :D
so do i. WE ALL SUCK :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 12, 2004, 10:06:29 am
Okay. Gave this mission another try. I've got some serious problems with it this time cause I managed to do a little better this time.

1) By sticking close the Achilles I was able to avoid getting killed. However I didn't enjoy it much. We're supposed to be playing fighter pilots not cowardly-custards who need to hide behind a big installation in order to survive.

2) For some reason following the destruction of the Horizon the ships in the two wings of Loki's proceeded to wait 4000m away from the Achillies and come at me one ship at a time as if they were the baddies in a Bruce Lee movie. This made it pretty easy to kill them off one by one even though by that time they

3) Upon killing the final loki the game called me a cheat and blew me up. This REALLY has to go. Upon checking the mission in FRED I noticed that the only conditions needed for this to happen is if the player manages to destroy Aries and Cancer wings. Frankly I've always considered the use of anti-cheating code in FRED to be rather pointless as anyone can circumvent it in a matter of a few seconds. This however is a particularly hamfisted attempt at it which can only serve to annoy the player. It is quite possible to blow up two wings of AI loki's especially with the support of the Achilles. Penalising the player for doing it is a really dangerous road to take as it simply means that they stop playing your missions.

4) Even if you take out the anti-cheating code the mission would break more often than not at this point. The event Rebels Retreat is dependant on the Achilles being above 50% hull damage. If the NTR have managed to damage it beyond that the mission comes to a screaching halt.

5) Why are you using variables to check for conditions like the mission ending? Variables have a lot of power but in this case they are less precise than simply using the and SEXP together with is-event-true-delay
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Singh on December 12, 2004, 03:04:07 pm
Its pretty damn hard. The fighters dont engage till your in range of the guns, and then its 10 times more difficult.

If you gave a directive that allowed the fighters to engage you at a certain distance, and then chase you back, it would fit in a lot better.  Also, why is the Acheron showing up as an uly for me????!
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 12, 2004, 04:07:33 pm
My bad. You need a VP file for the first campaign. Forgot to mention that one to you.

I think the link is up on the link Willy gave.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 12, 2004, 05:45:05 pm
OK... i remade the mission.
Go to www.geocities.com/willy_principal/freespace_sector
There are the links you need...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 12, 2004, 05:46:26 pm
You no longer need to stick to the Achilles. Even more, you are ordered to go away from it to cover some bombers...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 12, 2004, 06:51:06 pm
Also.............what do you have against Bruce Lee movies..???...


Here are all the files you need to have to play this mission:
-the mission: http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
-the MODs: http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=539759
- new textures for the elysium (Big Earl's): http://www.geocities.com/willy_principal/bigearlstextures.zip
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 13, 2004, 12:30:27 pm
Quote
Originally posted by willy_principal
Also.............what do you have against Bruce Lee movies..???...


Nothing. I just find it funny the way the bad guys always come at him in ones and twos rather than 10 of them just jumping on him at the same time.

Most black belts will tell you that taking on multiple people is a losing battle unless they do that.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Akalabeth Angel on December 13, 2004, 01:07:34 pm
Nothing. I just find it funny the way the bad guys always come at him in ones and twos rather than 10 of them just jumping on him at the same time.

    Most martial arts movies are like that. Blade is a good example, during the end fight scene in the temple you can actually see people waiting for their turn to pounce on him when I don't think you're supposed to.

     Some movies, like some Jet Li one has him fighting multiple guys at one time, but more often than not if thieir attacks are simultaneous they're all from one direction rather than from front and back.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 13, 2004, 01:17:35 pm
I know but Bruce is the most famous example so I picked him :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: pecenipicek on December 13, 2004, 02:09:10 pm
examples examples :p
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 13, 2004, 03:11:54 pm
Well........this thread was made to talk about my mission.........not about martial art movies..............
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 13, 2004, 03:37:11 pm
Indeed.

I'm going to go play FS2 in a bit so I'll make sure this gets tested as well as the campaign 2 missions I have slated for tonight.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Roanoke on December 13, 2004, 04:24:40 pm
Quote
Originally posted by karajorma
Okay. I downloaded it and gave it a try. Can't say much about the play balance cause I only realised after I finished that I had it on very easy  (which I'd set to play another mission) :rolleyes:


uh huh....:p
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 13, 2004, 05:16:29 pm
:) When playtesting for certain occurances it's easier to playtest on very easy (or even invulnerable :)  )

Playtesting to see what happens if ship x gets destroyed often means that you can't play at your best. The problem with that is that as soon as x is dead all the ships attacking it turn on you and proceed to kick the crap out of you (which means you don't get to see if the mission debriefs actually worked.)

Anyway back to the subject at hand.

I found the edits made the mission much more playable. I was playing on Easy this time though but I managed to do reasonably well.

One small problem I found though is the way you've set up the arrival cues for Aries and Cancer wings. Since they only appear when the player gets within 2000m of the Fenris A clever player might try sending in the wings to damage the Fenris when it is unsupported.

Far better is to make the SEXP come true when any friendly comes into rande (or simply have them jump in alongside the Horizon).

(BTW I discovered this particular exploit not from the code but because I tried to fly out to 30,000m away and see what would happen in the mission.

Another problem associated with the way you've done it is that if you destroy the Horizon before either wing turn up you break the mission. The game won't proceed to the next part.

Admittedly this sort of problem shouldn't come up. With only one enemy ship on screen at the very start of the mission you could expect the player to fly straight at it. Be warned. Quite often players do things that completely surprise you :)

Still think you should cut the swearing. Not only is this a family forum and game but more importantly the use of asterisks completely screws up the speech synthesis :)

With those exceptions I pretty much enjoyed the mission. It could use a little more polishing but the mian mission is a lot more enjoyable than before :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 13, 2004, 10:10:58 pm
good...i'm proceeding to fix the problems......
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 14, 2004, 05:27:51 pm
alright............i edited the mission........here are the links if you  wanna download it:
-the mission: http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
-the MODs: http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=539759
- new textures for the elysium (Big Earl's): http://www.geocities.com/willy_principal/bigearlstextures.zip

Note: what kind of details should i add to the mission... a background??? more traffic?(personally, i think it haves enough traffic)
2nd note: note how i cleaned and reorganized the events...it's a lot more easier to edit the mission now...
EDIT: links fixed..............
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 15, 2004, 03:26:17 pm
I'm getting a file not found on that link.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 15, 2004, 09:24:14 pm
Links...fixed
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 16, 2004, 08:59:19 am
errr...

the links URL......or whatever those thingies are called....
HAVE BEEN FIXED....you can download my mission NOW! (that sounds like an order, but it isn't)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 16, 2004, 01:19:38 pm
Downloaded already. I have some MG testing that is my priority but this is definately on the list.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 16, 2004, 07:43:25 pm
oh........MindGames..................that campaign is going to be awesome...........i read the StarBorn FAQ and i think it's a pretty good therory..............it explains every questions left by FS1 and FS2...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 17, 2004, 02:08:42 pm
Glad to hear we have another fan :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Goober5000 on December 17, 2004, 10:29:27 pm
It's just the same as any other all-encompassing plot hole explanation... deus ex machina. :p Though the MG team did a good job of making the "dei" interesting enough for their own sake. :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: pecenipicek on December 18, 2004, 03:16:04 pm
meh :p
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 19, 2004, 10:27:17 pm
hmmm.............................
standing by for mission feedback...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 20, 2004, 04:52:08 am
Sorry. Spent the whole of Sunday testing for MG.

FA is now back at the top of my list now :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: freespacegundam on December 23, 2004, 09:07:28 pm
Following Karajorma's suggestion about the fredders of the FA testing each other's missions, I took a crack at this one.  I think I'll divide my thoughts into categories to make this easier.

Command Briefing:
Not bad, a few oddities, i.e., saying Neo-Terran Remnants instead of Remnant.  I do like how each stage is marked with a date, despite that its the same on the last two.  Some of the sentences feel rather incomplete though.  Example.

These remnants have the advantage of fighting on their home system...giving them tactical advantage. While we have strategic advantage only.

I would change that to this:

 The NTR has home field advantage in the Polaris system.  They know ever planet, every asteroid, all the locations to coordinate an effective defense.  Despite our strategic advantage in numbers and resources, the NTR's knowledge of the terrain means they can deploy their forces more effectively than us.

I like to think that whoever is giving this briefing has some personality, and might make a comment like "home field advantage".  Don't get me wrong, sounding all official is good, but having little phrases in the briefing gives it a more personal touch.

Little changes also need to be made, such as changing "In December 3rd" to "On December 3rd"

Minor spelling error with threat being spelled as threath.

On the last stage of the briefing, I wouldn't mention Big Earl's just yet.  I'm assuming Alpha 1 has just been assigned to the fighting, and probably won't know what Big Earl's is.  Command briefings are better at giving an overall view of the situation, involving strategies and enemy objectives.  Individual mission information should be kept in the mission brief stage.

The only other comment I will make about this briefing is the lack of information on where Alpha 1 is stationed.  The story of the campaign is that the GTD Messana was deployed to the system, so mention that.  Include the standard "welcome aboard" speech if it feels right.

Mission Briefing:
Fairly good icon placement with just a little overlap.  My main concern with this briefing is that its a bit uneventful, the screen stays on the same position all the time, with only one or two icons moving.  Rotate around the objects, give different angles for each stage.  Also, the the cargo containers name is cut off by the top of the briefing window, I'd lower that a little bit if I were you.  Also, change " Kappa wing has just finished his patrol" to "their".  And I'm not sure if I understand the briefing correctly on whether or not Kappa will depart once Alpha wing arrives.  I'll elaborate more on the actual mission section.  As a final note, again, some of the sentences feel like they've been cut short or are missing words like and.

This includes, it's cargo containers, it's static defenses, the freighters and transports that travel though it.

Put an "and" after the third comma, and change "though" to through.

Mission:
The cargo depot placement is very nice I must say, it has that "major hub" feel to it, with the Acheron centrally positioned and the fighters moving around.  The freighters and transports arriving, docking and undocking, and disembarking adds more to the the surroundings.  The background itself, however, could use a little work.  More actual background in front and around the depot would be nice.  The large black space that it currently occupies is in need of nebula.  Now, let's talk about the rest of the mission.   The loadout and ship choice are perfect for this mission, hornets all around doesn't bother me a bit.  Messages are also well timed, with no overlap that I can see.  The only problems I really have with this mission are the following.

Kappa wing is called Beta wing, little error but needs fixing.  Also, Kappa 1 says they're going to leave, but they never do, they just float around with no real purpose in the mission.  That needs to be fixed.

Delta wing's early demise.  The first time through, Delta is instantly killed by the Horizon's main gun.  Delta needs to arrive off to the side of the cruiser, not directly in front of it.  Also, if Delta wing is destroyed, command should not continue to tell Alpha to escort them.

Also, Aries and Cancer, assuming the Kappa error is fixed, need to be reduced to three ships per wing.  Eight against four is extermely lopsided, whereas six against four is a bit more reasonable.  Its not too bad with Kappa wing around, but once they leave, Alpha will have a hard time holding their own.

The dialogue in this mission is, interesting.  Some of the words need to be changed, again.  Instead of

we are supposed to be fighting the rebels, not between us

change it to "we're" and "not each other".

Also, the comment about "I've got some action for you", doesn't really seem like a threat at first, more like a proposal to me.  I know that sounds strange but that's the impression I get.  

Command saying

 All the rebels in your area have been killed, and We are fending off the rebel attacks, but the they don't seem to be withdrawing, but regrouping

Sounds really odd.  Change "killed" to "eliminated", and change the last sentence to something like "We've fended off the rebel attacks, but they seem to be regrouping, not withdrawing."

And this sentence

But the battle still rages across other sectors.

I would say  "But we are still engaging rebel forces all across the system".

Alpha 4's comment about peanuts seems a little strange, but that's personal opinion.

I think the only real problem with most of the messages and dialouge is a general use of words.  Command sounds a little odd and undisciplined.  Saying "sixteen fighters" doesn't feel the same as "three rebel wings" to me.  

Taurus wing needs to arrive once Aries, Cancer, and the Horizon are down.  I understand if this is supposed to be the old diversion tactic, but having them arrive with their own escort wing seems better than just popping in when the Horizon is destroyed.

Delta wing should stick around, unless they've got somewhere more important to be.  At the very least a reason should be given for sending them away, with a little dialogue to help explain.

The final three wings of Hercs seem a bit uncoordinated, simply ignoring the player sometimes and moving slowly towards the Achilles.  They have no orders except guarding the Executor and attacking the Dashor, which means that they are easy prey for Alpha wing.  Setting one wing to guard the Executor while the others attack any ship would be more reasonable.  Setting them to attack the Dashor won't really help matters, as that Sobek isn't too scared of those Hercs.

A little more dialogue during the second lull period wouldn't hurt.  I'm talking about the time after Taurus wing is destroyed, before the Executor jumps in.  Its not vital, but it can't hurt.

And my final comment, put something inside those cargo containers.  Defending empty crates doesn't seem to serve much of a purpose.  Also naming some of the ships like the GTFR Triton and the GTT Argo 58 can't hurt.

Debriefing:

Its mainly just personal preference on this, but I feel the successful stage is somewhat lacking.  Also, defending the Achilles and protecting the depot should be one goal, not two.  This may be personal opinion, but without that installation, there isn't much protecting Big Earl's and the rest of the cargo.

Difficulty:

This mission is impossible for me on medium.  I can deal with the enemy fighters, but the Horizon or the Executor pulverizes me with their anti-fighter beams.  Or I take out the beams, but get jumped by four enemy fighters while my wingmen are blown out of the sky.  Reducing enemy wing strength down to three fighters with Aries and Cancer and eliminating one wing when the Executor arrives would go a long way towards improving the odds.  Or simply keep Delta and Kappa wings around if it suits you, either way, something has to be done about the cruiser-fighter situation, because I find it difficult to take the fight to the enemy without being killed.  The mission usually plays out with either myself being destroyed or my wingmen being killed outright and leaving me alone against two wings of enemies.  

I hope these suggestions and comments prove helpful.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 24, 2004, 12:37:10 am
TONS OF THANKS!!!
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 24, 2004, 02:44:02 am
Nice work FreeSpaceGundam :) Thanks a lot :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 24, 2004, 02:47:32 pm
What mission are you working on? FreespaceGundam???
i'm gonna try it...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 24, 2004, 04:42:13 pm
He's doing this one as well as the one you found.

http://www.hard-light.net/forums/index.php/topic,26972.0.html
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: pecenipicek on December 24, 2004, 05:15:58 pm
odd.... i beat the mission on hard :D
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 26, 2004, 12:49:43 am
Alright...i fixed the mission as you said FreespaceGundam...
i also found some minor errors.......also fixed 'em......

To download, go to:
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on December 26, 2004, 05:43:02 pm
Another release:
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip

it's a VP with all the models, tables, maps and sounds you need to play this mission...
it's 0.5 MB...
i also added some extra chat to the mission...and fixed some very very minor errors... i hope you like it...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on December 31, 2004, 04:37:32 am
Okay. I played it a couple of times as I had a bit of free time yesterday. It seems pretty much close to finished. There's a possibility someone a little more observant than me (Like TopAce) might notice something I missed but as far as I'm concerned I didn't really spot anything majorly wrong with it.

The only thing I didn't like was the reference to Gun-Kata in the pilot chatter. That's more a stylistic thing that I felt was a little out of place in the mission. Since it's just a stylistic thing though I'll leave it up to you :)  

Do you want to pick another mission?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on January 01, 2005, 01:12:05 am
May be...
i tested it a couple of times...and found minor problems...
like once one pilot said the rebels destroyed the Big Earl's...and the Big Earl's wasn't destroyed...
or a pilot's message out of time...

What's the problem with Gun-Kata? (note: i took that thing from the movie 'Equilibrium')
Do you preffer: Taekwondo? Kickboxing? Kung-Fu?...
I think all those martial arts are dead by 2367...or at least absorbed by other new forms..(but, on the other hand....they already survided...what? one thousand years?...three centuries is not that much...)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on January 01, 2005, 05:35:45 am
Quote
Originally posted by willy_principal
What's the problem with Gun-Kata? (note: i took that thing from the movie 'Equilibrium')


That's the problem :) It breaks the sense of realism of the mission somewhat for me, reminding me I'm only playing a game rather than actually being there listening to Alpha 2 and 3 talk. Probably better to mention a traditional form or just invent something new that sounds like it could be a martial art.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on January 01, 2005, 06:24:15 pm
Well...the thing Alpha 3 did in the bar is enough to brake the sense of realism (he took the pistol from a guy's hands and hit the guy with the gun, in the head...this only happens in the movies[well, i never saw someone do that in real life, at least])...

I'll change what Alpha 3 did to something more realistic...and change the name of the Martial Art he's practicing...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on January 02, 2005, 01:57:03 am
Great :)

What are you doing next? :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on January 04, 2005, 10:54:25 pm
I' have been too busy working on Battle Of Betta Aquilae campaign and playing HomeSick and Inferno [<-- The best campaign i have played, a little unbalanced may be]...
What missions are free???
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 04, 2005, 05:28:17 pm
Alright, people...after a long vacations.........i'm back...
i just finished the First mission for the FRED Academy Campaign 1...

this mission is called: Big Earl's Cargo Depot (it's not like i though it much)

you can download it here:
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip

it's a zipped file with a vp file inside...just pop it in the main FS2 folder and you are ready to go...
this is supposdly the final version...
i tested it and there are no bugs, no grammar errors, good playbalance, etc.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: mitac on February 04, 2005, 06:19:41 pm
Is it my machine, or does the mission CTD for anybody else after ~1.30 minutes?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 04, 2005, 06:37:57 pm
CTD???
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: mitac on February 04, 2005, 06:40:13 pm
Crash to desktop.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 04, 2005, 07:12:01 pm
it's possible...i remember i left some code unused...that i never bothered to remove...
...it happened nothing to me...however...
what where you doing while it CTD?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 04, 2005, 09:24:41 pm
Another update...

i cleaned the unused code...
tested the mission again and again...no CTD.
i increased the difficulty a bit.
team loadout modified.

download: http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: freespacegundam on February 05, 2005, 12:45:30 am
Okay, just finished playing this mission again and I've made a few observations.

1.  Dialogue:  Some of the messages need a little work.

"Damn! This is ****ing boring. I hope we get the chance to kick some rebel butt."

Alpha wing just arrived, so how did Alpha 2 become bored aready?

"Shut up! Jones.  If you don't shut up, I'm gonna kick your butt personally."

This sentence just sounds weird to me, try this.

"Jones, quit whining, or the only butt being kicked during this mission will be yours."

Or here's another.

"Yeah, that's right, Bill. When we finish our patrol, let's go to Big Earl's and take a drink. I 've been told it's a nice place."

The sentence is fine up to the last part, which gives the impression that whoever is talking isn't your average fighter pilot with a standard way of talking.  I would just change that to:

"Let's go to Big Earl's and unwind, I hear it's a nice place."

"Four rebel bombers arrived next to us! Help!"

Put in have arrived, it makes the sentence sound better.

"The NTC Horizon is down. Delta, jump to Polaris V Orbital Shipyards, we need your assistance there."

to the Polaris V Orbital Shipyards.

"All the rebels in your area has been eliminated. But we're still engaging rebel forces all across the system"

have been eliminated.

"A Leviathan class cruiser and four wings of fighters has emerged from subspace. Hold on, pilots. We're sending reinforcements, now."

Either change it to with four wings of fighters (change fighters to escorts) or change has into have

"****! I couldn't taste that beer and peanuts! I'll make 'em pay for that!"

Take out couldn't and replace it with Now I can't taste that beer and those peanuts.

"Really?...i thought those things where dead and buried..."

Make it this instead I thought no one knew those old styles anymore.


"Cool...Hey! Alpha 3, remember last time we got drunk?"

Take out some of the wav files you use for messages, Kappa's last statement "Thank God! Thanks, Alpha. Come on, guys, let's get outta here." That does not match the dialogue coming from the assigned message file.

Also, in your messages, don't have command say " I'm ", say " We're ", or " We are ".  If we knew the officer's name it would be fine, but we don't.

Okay, now for a few other things.

The Dashor jumps in too close to use its main cannons on the Executor.  Move it back a good ways, at least another thousand kilometers.   The Dashor should really jump in, fire off a few shots, maybe take a hit, and win the fight.

The four wings of fighters guarding the Executor at the end trouble me.  I lost all of Alpha and Epsilon wings, and had to evade enemy fire and wait for the second wave of Epsilon.  Try taking one wing out and making the others smaller, say with only three fighters.

The explosion of the cargo container is a bit too powerful, knocking things around like that.  It should have an impact, it just shouldn't move so fast and flip everything around.  Lower the shockwave speed a bit to make it more fluid.  Right now it just explodes and flies across the screen.

The rest of the mission is fine in my opinion, though seeing the briefing icons move around and the view rotating would help.  Also, the last part of the second stage of the command briefing is cut off because the text runs over the space you have for the message.  Try rewording or rewriting this stage so there is no cut off.

I will watch for your reply.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 05, 2005, 11:24:14 pm
THANKS!!!
COMMENCING MISSION EDITING...
STAND BY FOR MISSION UPDATE...

i need to do something, but i don't know how to do it...
here is what i wanna do:
1- a ship jumps in (it's a friendly)
2- 5 seconds passes, the ship's iff status changes to hostile and gets 'invisible' to sensors...
3- 2 seconds passes, the ship's iff status changes back to friendly and gets 'visible' to sensors...
4- the cycle continues until the ship jumps out...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Goober5000 on February 06, 2005, 12:47:07 am
Ooh, a challenge... :drevil:

Try this:
Code: [Select]
IFF Event Part 1
when
  =
    mod
      mission-time
      7
    4
  change-iff
    GTD Strange Ship
    hostile
  ship-invisible
    GTD Strange Ship



IFF Event Part 2
when
  =
    mod
      mission-time
      7
    6
  change-iff
    GTD Strange Ship
    friendly
  ship-visible
    GTD Strange Ship
and just make sure your ship jumps in when the mission time is evenly divisible by 7. ;)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 06, 2005, 01:10:32 am
what???
"and just make sure your ship jumps in when the mission time is evenly divisible by 7"---errr...show me two or three examples and i think i'll get the idea...

the thing is that the ship's arrive cue is this:
has time elapsed
    rand
        200
        250
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Goober5000 on February 06, 2005, 01:17:32 am
Never mind.  I just realized that I can make this a little simpler.

Try this:
Code: [Select]
IFF Event Part 1
when
  =
    mod
      time-ship-arrived
        GTD Strange Ship
      7
    4
  change-iff
    GTD Strange Ship
    hostile
  ship-invisible
    GTD Strange Ship



IFF Event Part 2
when
  =
    mod
      time-ship-arrived
        GTD Strange Ship
      7
    6
  change-iff
    GTD Strange Ship
    friendly
  ship-visible
    GTD Strange Ship
and that should be all you have to do.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 06, 2005, 02:31:58 am
THANKS!!!
COMMENCING MISSION EDITI--- --- [Willy falls sleep over the keyboard] (it's 5:30 AM here in Argentina)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 06, 2005, 09:47:17 pm
UPDATE!!!

i modified all you people said...

Goobers...the code you gave me, didn't worked...not for me at least...

i added some things, try the Hard and Insane difficulty levels and some new things will appear...
also added some new dialogues...

[EDIT] if you like capship to capship engagements, you are lucky, the fight between the GVCv Dashor and the NTC Executor is now longer and better overall...[EDIT]
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Goober5000 on February 06, 2005, 11:07:15 pm
Then I'll check it out.

EDIT: Is this the link with the mission?
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Because the file is timestamped 12/29/2004.  Did you upload the most up-to-date version?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 06, 2005, 11:34:23 pm
yes...it's the only file...disregard timestamp...
i have half a dozen of shareware programs installed, so i keep the date locked...

[EDIT] i keep only one version in my PC, the most up-to-date ... ... ... NO MULTI-VERSION LiKE OTHERS FRED ACADEMY FREDDERS. [EDIT]
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Fergus on February 07, 2005, 10:01:16 am
Quote
Originally posted by willy_principal
[EDIT] i keep only one version in my PC, the most up-to-date ... ... ... NO MULTI-VERSION LiKE OTHERS FRED ACADEMY FREDDERS. [EDIT] [/B]


Oh, are we meant to keep only 1 version, I feel it is useful to keep several versions, though I had some hosting difficulties so I have only 1 version (I think) up.  If we are only meant to have one I can change that.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on February 07, 2005, 11:50:28 am
I think it's up to the individual FREDder but it would be nice to a little more care taken to make sure people are playing the latest version. (For instance calling the main mission CampaignXMissionX.fs2 and renaming the back up to CampaignXMissionXVersionX.fs2 would insure that the link always points to the newest version).

WP. Just out of interest what are you using the hostile-friendly switching thing for?
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 07, 2005, 06:21:56 pm
i see no use of having MULTI-VERSION files...
If backup is reason, all the changes i do make the mission better, not worst...

i need the friendly-hostile switch to simulate the rebel transport's IFF transmitter failing...
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on February 07, 2005, 06:38:48 pm
The problem is that unless you turn on no-traitor you won't be able to shoot at the transport when it's marked friendly.

If you do turn it on however the player will be able to shoot at anything he feels like shooting.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on February 08, 2005, 11:02:59 am
I was planning to do this:
Alpha jumps in...
Kappa jumps out...
Alpha talks...
then, the fake freighter jumps in...
its IFF transmitter fails each five seconds...
then (a clever player, or one that already played the mission), would notice this and target the cargo container being carried by the fake freighter...
the cargo is unknown, the player scans it and discover that it's a BOMB...
Command sends this message: " That freighter is a fake, pilot. The rebels are trying to plant a bomb. Destroy the freighter's comm subsystem immediately. Do it quickly, or the rebels might panic and detonate the bomb " [fake freighter IFF turns hostile, permanently. It's 'protected', to avoid other ships shooting at it]
Alpha 1 must destroy the fake freighter's communications subsystem in less than 5 seconds, otherwise, the rebels will panic and detonate the bomb right away...

The NTC Horizon will jump in:
- When the fake freighter escapes.
- When The bomb explodes.
- When the fake freighter is destroyed or disabled.

If the player discovers the bomb, Command will alert the fleet and will send Delta and Epsilon once the Horizon arrives. The Dashor will arrive intact and faster...
Otherwise, everything will proceed normally...
Also, Delta will stay, because the Polaris V Orbital Shipyards won't need more forces.
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on May 28, 2005, 07:28:47 pm
This mission is finished, i'll no longer improve it (unless you find some problem in it)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on June 01, 2005, 10:00:20 am
Okay. I'll give it a try :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Setekh on June 01, 2005, 10:05:38 am
Awesome to see your continued commitment to FA, kara. :):yes:
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: Primus on June 01, 2005, 10:13:43 am
Indeed. :) And I'm happy that I joined. I've learned whole bunch of things. :p
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: karajorma on June 01, 2005, 11:25:43 am
Glad to see you're getting something out of it :)
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: TopAce on June 05, 2005, 06:02:32 am
I could test it as far as the bombers arrived, but there, the beloved SCP crashed(what a completely unexpected surprise! :rolleyes: ).
I only collected two notes:
-There is no 'clothings', there is only 'clothing'.
-The containers and the Alastor guns should have names other than 'GTSG Alastor 14 or TC 2 42', make them Container 1-x and Alastor/Sentry 1-y.

Second run:
Now, I could get as far as the Leviathan jumped in, and this time FSO did not crash my computer, it simply quit. All hail the SCP team! They are definitely improving! Now I only have to keep trying for two or three hours and I eventually complete your mission!
My notes:
- You are using obscene langauge. Drop it, no FreeSpace mission should contain vulgar language. Slang and informal parlance(to whine, damn) is okay, but the four-lettered most common vulgar word is not
-In the messages, always insert a space between the dots and the next word. Simulated speech pronounces for example 'Ok....hey!' in a strange way, write 'Ok.... hey!' instead. Note that this text is not from your mission, it's just an example.
-'May be' is not written separately, it's written as 'Maybe'
Title: [FA] Campaign 1 Mission 1 - Willy_Principal
Post by: willy_principal on June 05, 2005, 03:02:32 pm
Alright, i'll try to fix it as ASAP.

This mission doesn't need FSO...