Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Macfie on December 03, 2009, 07:30:57 pm

Title: RELEASE - Aftermath 2.0
Post by: Macfie on December 03, 2009, 07:30:57 pm
AFTERMATH Version 2.0

Years of GTI experiments....
A rogue Colonel.....
An innocent fledgling colony on the edge of space....


GTA Command desperately attempts to contain the plague in the Epsilon Pegasi system. A quarantine is placed upon the system and the pilots onboard the GTI special operations destroyer GTD Ark Royal are tasked with keeping the quarantine... at all costs.
Original FreeSpace 1 Campaign by Cold Element

┬╗Credits

Cold Element team
IceFire - Lead Designer
WildWolf - Designer
Plasma - Editor, Tester
Zeus Legion - Editor
Coj (Ed Finkler) - Briefing Music Composer
Ace - Tester
Orange - Tester

Converted to use the FSPort and upgraded to use the SCP Enhancements.

FSCRP team
Admiral Nelson - Tester, fredding, backgrounds, nameplates, Shivan weapons
Mobius - tester, fredding, tracking progress
macfie - Conversion of Aftermath from FS1 to FSPort, Tester, fredding
SF-Junky - Tester, Troubleshooting, fredding
lostllama - Tester, Grammar check
rbxplayer - Tester
Rhymes_With_PSYCHO - Tester

Download

http://www.filefront.com/15054067/Aftermath_2.0.zip

additional mirrors to come

http://www.moddb.com/downloads/aftermath-201

http://www.freespacemods.net/request.php?602
Title: Re: RELEASE - Aftermath 2.0
Post by: SF-Junky on December 07, 2009, 01:11:18 pm
It would be nice if one of the admins could add this to the announcements. This campaign is definitely worth a try. :nod:
Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 07, 2009, 01:19:05 pm
I've run through it. No major issue, no balancing issue. It doesn't kicks asses like BP or STR, but it's definitely a very good campaign. never played the campaign before its conversion (don't have FS1), but wondering, how much of the original gameplay did you fix ?
Title: Re: RELEASE - Aftermath 2.0
Post by: Narvi on December 07, 2009, 02:22:30 pm
You should probably mention that this is set in the Derelict continuity.
Title: Re: RELEASE - Aftermath 2.0
Post by: Rodo on December 07, 2009, 02:59:23 pm
I just can't get pass the third mission :(
Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 07, 2009, 03:16:38 pm
You should probably mention that this is set in the Derelict continuity.
Is it ? If there was references to it, then I missed it.
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on December 07, 2009, 04:38:49 pm
Cold Element is the name of the over-arching continuity covering the campaigns Aftermath, Derelict, Warzone, Twilight, and the pending Blackwater Operations.  (As quoted from the FreeSpace Wiki)

Mission EP1M3 is difficult.  Go to an easier setting if you need to.

Spoiler:
Once the shivans start arriving concentrate on the shivans bombs, bombers and fighters in that order.  


The game play is pretty much the same as in the original.
Title: Re: RELEASE - Aftermath 2.0
Post by: Goober5000 on December 07, 2009, 09:02:16 pm
If somebody can make a good highlight image, I'll upload it and add it to the announcements post. :)
Title: Re: RELEASE - Aftermath 2.0
Post by: Solatar on December 07, 2009, 10:07:57 pm
I was wondering why the image wouldn't load. :P
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on December 08, 2009, 03:17:20 am

This is all I've got at the current time.  I couldn't figure out how to put it in the announcement.

[attachment deleted by admin]
Title: Re: RELEASE - Aftermath 2.0
Post by: BlackDove on December 08, 2009, 11:24:46 am
Haha, blast from the past.

Good job.
Title: Re: RELEASE - Aftermath 2.0
Post by: Mongoose on December 08, 2009, 05:15:40 pm
I honestly can't remember if I've ever played this one.  Guess I can now rectify that either way. :)
Title: Re: RELEASE - Aftermath 2.0
Post by: IceFire on December 08, 2009, 05:41:02 pm
Thanks for doing this guys :)

Aftermath was pretty much authored by me (I created all but one mission) with some help from all of those credited. It was fairly close to pre-MOD days (there were tools but it was all experimental).  Everyone was making things fairly similar to what I did with Aftermath... some were better than my effort but I do feel like it was a fairly solid piece for the time.  I made a ton of mistakes but it was good fun to put together.

It was never written to be part of the Derelict/Warzone contunity but it doesn't do enough that you couldn't write it in.  I'm sure Agatheron or Kellan played the campaign at some point and they may have put a few subtle nods in somewhere.  We did that allot... it was fun :)
Title: Re: RELEASE - Aftermath 2.0
Post by: starlord on December 09, 2009, 07:03:17 am
Excellent job: one more is immortalised...

On a second thought, I always wondered what became of the midgard installation that is described in episode 3? It was described as an enemy HUB (very much like the jotunheim) and was said to be nearby, but you never actually engaged the base in the campaign...
Title: Re: RELEASE - Aftermath 2.0
Post by: est1895 on December 10, 2009, 06:04:38 pm
Does not show up to Campaign and says, "Invalid mod.ini Multiple Mod parameters only-mod calls Are Allowed"

Please help :warp:
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on December 10, 2009, 11:21:10 pm
This mod requires FSOpen 3.6.10 and the 3.6.10 Media VPs.  The FSPort and FSPort Media VPs are required.  You also should be using the 5.5.e FSOpen launcher.  Make sure the mod.ini file refers to the proper FSport files.  Your FSport media folder should be fsport-mediavps and the fsport folder should be labeled fsport, if not you either need to change the mod.ini file or the name of your FSPort media VP folder.
Title: Re: RELEASE - Aftermath 2.0
Post by: Alan Bolte on December 12, 2009, 08:06:24 am
Reproducible error in Tides of Power: PVC Narath rams Drake Station. Also, that mission has no recommendations if you lose the station; it probably ought to have at least something.
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 12, 2009, 06:42:36 pm
Played this but the second mission is pretty much impossible to complete. Even with full burners there is no way to destroy all of the manticores in time before they fire a bunch of missiles at the faustus. So each wave is guaranteed to take a good chunk of health off that ship. And after disabling it with only distrupters it only has like 46% health left.
mission impossible.
Title: Re: RELEASE - Aftermath 2.0
Post by: Solatar on December 12, 2009, 07:26:08 pm
I've completed it... :wtf:

EDIT: Just played through it again to make sure I didn't cheat and make the ship invisible the first time.  I had the ship down to 89 when I disabled its engines.  The Manticore wings are rough, because they always launch a salvo, but it's definitely not impossible to save the ship.  I did it on Hard and the Faustus was saved with 9% left.  It was fairly hard, because even when under attack the Manticores wouldn't break off.

Nevertheless, this mission may suffer from the same issue that the Hammer and the Anvil mission in the Port does.  Hostile fighters seem to be more effective with missiles, and this mission makes that obvious.
Title: Re: RELEASE - Aftermath 2.0
Post by: est1895 on December 12, 2009, 10:10:47 pm
This mod requires FSOpen 3.6.10 and the 3.6.10 Media VPs.  The FSPort and FSPort Media VPs are required.  You also should be using the 5.5.e FSOpen launcher.  Make sure the mod.ini file refers to the proper FSport files.  Your FSport media folder should be fsport-mediavps and the fsport folder should be labeled fsport, if not you either need to change the mod.ini file or the name of your FSPort media VP folder.

I'm still getting the same error message. When using FSPORT, is 3.1.1 ok? And also the FSPORT Media VPs? I am using the Launcher 5.5e too. Could you please provide a screenshot what the FSPORT Media Folder and FSPORT Media VP Folder?   :nervous:
Title: Re: RELEASE - Aftermath 2.0
Post by: Stilljoe7 on December 12, 2009, 10:46:56 pm
est1895:

Re-name your "fsport-mediavps" folder to "fsport_mediavps"; then edit the mod.ini to reflect that folder name.

Like this:

Code: [Select]
[launcher]
image255x112 = Aftermath.bmp;
infotext     = Command desperately attempts to contain the plague in the Epsilon Pegasi system. A quarantine is placed upon the system and the pilots onboard the GTI special operations destroyer GTD Ark Royal are tasked with keeping the quarantine. At all costs.;


[multimod]

secondarylist = fsport_mediavps,fsport,mediavps; 

Capture of the folder structure attached.

I had the same error; this worked for me.  I think the dash (-mediavps) is being read as a command line.  There may be a better answer.

[attachment deleted by admin]
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 13, 2009, 07:17:16 am
I've completed it... :wtf:

EDIT: Just played through it again to make sure I didn't cheat and make the ship invisible the first time.  I had the ship down to 89 when I disabled its engines.  The Manticore wings are rough, because they always launch a salvo, but it's definitely not impossible to save the ship.  I did it on Hard and the Faustus was saved with 9% left.  It was fairly hard, because even when under attack the Manticores wouldn't break off.

Nevertheless, this mission may suffer from the same issue that the Hammer and the Anvil mission in the Port does.  Hostile fighters seem to be more effective with missiles, and this mission makes that obvious.
I just completed it because the second wave for some reason decided to Not launch a missile salvo. The ship could be pulled out with 9% hull left. Had they decided they wanted to fire a missile salvo afterall there was nothing I could have done.
This mission seriously needs to be recheck for balance. It shouldn't require the luck of not having an enemy wing fire a missile salvo to complete the mission. Either give the faustus a bit of a hitpoint boost or spawn those manticores like 1000 meters further away so you can actually intercept them before they are in missile range.
Title: Re: RELEASE - Aftermath 2.0
Post by: Renegade on December 14, 2009, 05:02:30 am
Quote
This mission seriously needs to be recheck for balance. It shouldn't require the luck of not having an enemy wing fire a missile salvo to complete the mission. Either give the faustus a bit of a hitpoint boost or spawn those manticores like 1000 meters further away so you can actually intercept them before they are in missile range.

That is the point.
I played this mission yesterday and also failed. (and this on very Easy)
Rebalance of this mission is also required.

Greetings from good old Germany

Peter

/EDIT

Cheaters Party ????
Now i played mission 3 and must cheat again to not fail.
Sorry this is not funny and i abort Aftermath for now.

I dont like to cheat in the most missions.
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on December 15, 2009, 07:44:09 am
"I had the ship down to 89 when I disabled its engines." quote from Solatar.  "after disabling it with only distrupters it only has like 46% health left" quote from Spoon.
All the missions retain the original gameplay from the initial release for FS1.  None of the testers identified any problems with mission 2 and 3.  I'm not really sure why you are having problems with these missions.  The other thing I don't understand is why the disruptors are reducing the Faustus's hull strength.  Disruptors only affect the subsystem.  Do you have some extra weapons table somewhere?  Make sure you have only the disruptor selected and don't use any missiles.
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 15, 2009, 08:20:29 am
The primary problem is with the manticores. They just spawn to close and do too much unavoidable damage with their missiles.
Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 15, 2009, 10:39:08 am
Those who say that any of those missions are unwinnable without cheating are wrong. I went through the whole campaign in Medium without any problem.
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 15, 2009, 11:59:30 am
Those who say that any of those missions are unwinnable without cheating are wrong. I went through the whole campaign in Medium without any problem.
NO U
derp derp derp

You sure have a lot of usefulness to add there Geek. "I didn't had a problem so that means you don't have a problem either."  :sigh:
Sure I finished that mission.... after 4-5 tries and finally getting a lucky break because the A.I. decided not to fire a missile barrage in one wave. Renegade even played it on very easy and had problems finishing that mission.
Title: Re: RELEASE - Aftermath 2.0
Post by: Renegade on December 15, 2009, 12:43:23 pm
Spoon i agree you 100%  :)

Now not all gamer are Freespace veterans.. and for a Hobby player those missions are to hard.
The respawn Point from the Manticores must be more far away (1000 Meters?) from the Faustus or even the Faustus need more HP.

I dislike Missions the give you a kick in your Ass and must retry,retry retry or cheat.

I Played for example: Blue Planet with 1 Cheat in forced entry
I Played trough, Stormfront I,II, Derelict, Sync, Transcend and many more Campaigns without any Cheat, but in Aftermath i cheated in 2 from 3 Missions. I don't like this.

So sorry for my rusty English....so far..

Greetings Peter

Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 15, 2009, 01:21:38 pm
Forced entry ? Again ?
Look http://www.xfire.com/video/1b545d/ (http://www.xfire.com/video/1b545d/) and tell me how it's even possible to fail this mission. I think it's not a problem with the way  missions were designed (were it Forced Entry, this Aftermath mission or whatever), nor a problem with you guys, nor with your flying skills or whatever, but that it comes from two things :

 - First : missions may not be balanced for Very Easy. Remember your wingmates are much weaker in lower difficulties. As I read somewhere, in Easy, you do all the job for them (this is where the "├╝ber Alpha One" jokes come) and in Hard, the wingmen do the job for you. So contrary to what people use to think, lowering the difficulty can be a cause for mission breaking. Playing in Medium is usually the jake-of-all-trade for first playthroughs of a campaign.

 - Second : don't always try a mission the same way. If something goes wrong, that may be because you didn't played the mission as it was supposed to be made. It may come from a fredder careless mistake, or on the contrary from a well-made mission were you didn't listened to your wingmen's or Command's advices (who said STR ? :p).


So here, the problem is most likely coming from the first reason. Try and play in medium, use your wingmen cleverly, and everything should go smoothly.

And I'm absolutely no FS veteran. I play this game for something like 3 or 4 months, and never ever played a space shooter before. So I would surely be the newbie one here. That's why I don't understand how come people fail missions I run smoothly.

And personally I never cheated. Mainly because I don't know how to :p

EDIT : If you still have problems with this mission, tell here. I can play through it again and post a playthrough video such as the one above.
Title: Re: RELEASE - Aftermath 2.0
Post by: Goober5000 on December 15, 2009, 04:27:59 pm
The other thing I don't understand is why the disruptors are reducing the Faustus's hull strength.  Disruptors only affect the subsystem.
Nope; look at the weapons table.  Disruptors do exactly as much damage per second against hulls as ML-16s. :)
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 15, 2009, 07:05:48 pm
Yes well that's fine and all but I ALWAYS play on medium.
But please, do make a playthrough vid of that mission. I'm interested in seeing how you some how manage to deal with the manticores in the split second they aren't in range to fire their missiles.
Title: Re: RELEASE - Aftermath 2.0
Post by: Solatar on December 15, 2009, 10:16:48 pm
Oddly enough, I find it nearly impossible to complete on Medium, but I can do it nearly every time on Hard.

It probably has something to do with my wingmen actually helping me out.
Title: Re: RELEASE - Aftermath 2.0
Post by: Rodo on December 16, 2009, 05:11:04 am
I must suck at FS too much since I played that mission 3 times on medium and 2 times on very easy with no luck, then I gave up completely. Maybe you should check the entry point of those fighters as suggested before, it will not harm the campaign at all.
Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 16, 2009, 10:47:57 am
Playthrough done in Medium, it's encoding and uploading, I should be able to show you a link in a few minutes. The science cruiser was 32% hull integrity after the three waves of Manticores.
Hey, if you find any other "undoable" mission in any campaign and want a playthrough video, just tell me :D

EDIT : Here you go : http://fr.xfire.com/video/1b9923/ (http://fr.xfire.com/video/1b9923/)
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on December 16, 2009, 11:21:07 am
The other thing I don't understand is why the disruptors are reducing the Faustus's hull strength.  Disruptors only affect the subsystem.
Nope; look at the weapons table.  Disruptors do exactly as much damage per second against hulls as ML-16s. :)

According to the wiki the ML-16 does a damage of 5 per shot to armor, but the disruptor does .875 So I see how it could do some damage but not the same as the ML-16.
Title: Re: RELEASE - Aftermath 2.0
Post by: Goober5000 on December 16, 2009, 02:51:42 pm
Then the wiki is wrong.  They have the same damage per second according to the tables:

Code: [Select]
          Damage / Fire Wait * Armor Factor = DPS
ML-16      5      / .2        * 1            = 25
Disruptor  15     / .3        * 0.5          = 25

EDIT: Actually, I did forget one part of the equation.  As a puncture weapon, the Disruptor has an additional .25 multiplier, so its actual DPS is 6.25.  That's still much higher than .875 though.
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 16, 2009, 05:37:57 pm
Playthrough done in Medium, it's encoding and uploading, I should be able to show you a link in a few minutes. The science cruiser was 32% hull integrity after the three waves of Manticores.
Hey, if you find any other "undoable" mission in any campaign and want a playthrough video, just tell me :D

EDIT : Here you go : http://fr.xfire.com/video/1b9923/ (http://fr.xfire.com/video/1b9923/)
I can't help but notice you are already moving toward the warp in points of the manticores and even then they manage to get a few missiles off. If you are playing the mission for a first time you cannot know where the manticores will warp in, so you'll likely just stick close with the transport. Meaning you don't have those extra seconds to get shots in and disturb their formation.
Did you actually managed to beat this mission on your first try?
In my book, a mission is poorly designed if you need advance knowledge to complete it.
Title: Re: RELEASE - Aftermath 2.0
Post by: MatthTheGeek on December 18, 2009, 01:38:05 am
I did manage to complete it on the first try IIRC, but it might have been only due to luck though.

So yeah, this mission may need to be rebalanced. But I won't say it's unbeatable, like you and the others said above.
Title: Re: RELEASE - Aftermath 2.0
Post by: Spoon on December 18, 2009, 05:02:37 am
Quote
But I won't say it's unbeatable, like you and the others said above.
Right, only I already said twice now that I did beat it  :rolleyes:
Title: Re: RELEASE - Aftermath 2.0
Post by: Renegade on December 19, 2009, 03:56:07 am
So now i tried the third mission again and finished yeah...
But mission 2 must be rebalanced please.

Greetings Peter
Title: Re: RELEASE - Aftermath 2.0
Post by: Renegade on December 19, 2009, 09:33:52 am
Soooo.. now i finished the Campaign and must say: Very impressive Work !!!
If Mission 2 fixed then this C. will be perfect.

Mission 2 was the only one where i must cheat, all other Missions very enjoyable to play.

Greetings Peter
Title: Re: RELEASE - Aftermath 2.0
Post by: utops on March 19, 2010, 03:31:04 pm
I want the name of the guy responsible for mission redesign!
I have good mood this evening,really great and i was thinking ; wow cold element universe campaign - great i never play this one yet. First mission ok, Second fine, Third WTFF!!!
i cheat in this one,Second of the II chapter [email protected]#%#@[email protected]#$%^@#$
So where i can send dead horse head? 
Title: Re: RELEASE - Aftermath 2.0
Post by: Macfie on March 19, 2010, 05:57:15 pm
It's only a game!  There's something wrong if a game ruins your whole day. 
Basic mission design is the same as the original.  None of the testers had any problem with the mission. 
Title: Re: RELEASE - Aftermath 2.0
Post by: utops on March 19, 2010, 08:53:50 pm
Damn.
This sucks,when your mood depends, on game, or favorite tv show or pizza when somebody or some events make it bad and unenjoyable anymore.
There is not something wrong with me, but with that multitasking orders, or scan 1211231 cargo and in the meantime, you must disable wing of freighters and of course all wingmens are dead already.
 
 
Title: Re: RELEASE - Aftermath 2.0
Post by: ktistai228 on December 20, 2010, 05:39:58 am
Uhm, I've also been through Aftermath as well. First off, thumbs up :yes:. Great campaign, and I really liked that you revamped it!
Secondly, in the mission where you have to scan the cargo depot in search of those documents. In the beginning 4 Elysium class transports arrive, and you later find out the Orion destroyer (sorry, I can't remember the name of it) had to meet up with them. However, the HoL sometimes starts attacking them, and if they are destroyed the Orion destroyer will not leave and the mission will never end. Could you add a directive to protect those transports? It was pretty strange the first time through because I couldn't figure what went wrong.
Thirdly, in the same mission the HoL cruiser Machus(hope that's the name) arrives if I'm not mistaken. However in my playthrough it somehow merged with the Orion, incapable of moving or anything. When the Orion left, it dragged the Aten with it and the Machus went ballistic, which was really odd. I only noticed it once, so it may just be a 1 in a million problem, but I just give you a heads up.
That would be all, again great campaign and great work!
Title: Re: RELEASE - Aftermath 2.0
Post by: FSHero on May 31, 2012, 05:19:25 pm
Sorry for posting this so long after the previous post, but I just wanted to praise this campaign!

Unfortunately, I started playing this before some exams, then finished it after. Therefore I have forgotten much about the campaign. However, I do remember that there were some interesting missions -- just can't remember which ones they were. Also, the story was quite engaging!

One criticism I had however was that I felt that E3M4 and E4M1 were very difficult. Especially E4M1: all my wingmen kept dying and so I had to deal with bombers on my own - which I couldn't do! By sheer luck did I manage to complete that mission. (My stubbornness meant that I wasn't going to lower the difficulty. I played it in Medium.)

Thanks mod conversion team, and of course the original mod creators!