Author Topic: [FA] C1M7 Primus  (Read 28614 times)

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Offline karajorma

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Actually I'm just doing one last circuit of HLP and then I'm off to play it :)
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Offline karajorma

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Okay. I tried it but it keeps crapping out on me in FRED and in FS2_Open complaining that there is no Communications02 subsystem (even though I have the FAC1.vp present. I suspect that this may be an FS2_Open related bug since you're not experiencing it. I'll look into this a bit more deeply in a bit.  Try the mission in 3.5.5. and see if it comes up with a bunch of errors if you have some time though.

In the meanwhile here are a few things I did spot.

1) No Music. Yep you forgot to pick some from the Mission Specs Editor.  Same applies to briefing music.

2) Epsilon wing consists of 4 perseus fighters. Right now there's nothing to stop the player from swapping his myrmidon for a Perseus. You might not have a problem with him doing that but if you do you should lock gamma wing from the Ships>>Initial Status dialog box.

3) There is no debrief if the player jumps out before being told to return to base.
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Offline Primus

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  • Lusus Naturae
Quote
Originally posted by karajorma
Okay. I tried it but it keeps crapping out on me in FRED and in FS2_Open complaining that there is no Communications02 subsystem (even though I have the FAC1.vp present. I suspect that this may be an FS2_Open related bug since you're not experiencing it. I'll look into this a bit more deeply in a bit.  Try the mission in 3.5.5. and see if it comes up with a bunch of errors if you have some time though.

In the meanwhile here are a few things I did spot.

1) No Music. Yep you forgot to pick some from the Mission Specs Editor.  Same applies to briefing music.

2) Epsilon wing consists of 4 perseus fighters. Right now there's nothing to stop the player from swapping his myrmidon for a Perseus. You might not have a problem with him doing that but if you do you should lock gamma wing from the Ships>>Initial Status dialog box.

3) There is no debrief if the player jumps out before being told to return to base.


1) HOTU version

2) I noticed that too

3) I knew I forgot something
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Offline karajorma

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Okay. I'm going to see if I can figure out the bug and then I'll get back to you with some more useful advice :)
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Offline Primus

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Okay great.. I haven't had the time to check the bug.. I've been... Playing FS2 online :D.

And about the music.. As i said, I have the HOTU version, so I don't have the music files. But I guess I can randomly pick the music for the mission and briefs...
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Offline Primus

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I loaded the mission in 3.5.5. and no problems..
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Offline karajorma

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Use brief4 or cinema for the briefings as those are the really dramatic, everything is on the line tunes.

And get yourself over to MatthewPapa's site and grab the music as you're really missing out.
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Offline Primus

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I'm downloading the ISOs with BT...

And about the bug.. I extracted the FAC VP as FS2 didn't find the files in it... Does it matter?
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Offline karajorma

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It shouldn't but I'm about to try it myself to see if it makes a difference :)

EDIT : Doh! I had a rogue ships.tbl lurking in my missions folder. No idea what it was doing there but its deletion ended the problem :)
« Last Edit: January 14, 2005, 04:41:54 pm by 340 »
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Offline Pilot Of The US

  • 28
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    • RNI Shipyards
ahh, my old mission that i was assigned to.... Good luck with it.

Anyway my idea for it was that you warp in about 0.5 or 1 click behind and below and off the to side of the NTFg Damocles. and you see NTF and a wing of GTVA fighters already in a skirmish. You join in and attempt to destroy either engines or comms subsystems. After the subsystems are destoryed a wing of SOC bombers warp in from above and to either side, launching their bombs, and they warp out. Heavily damaging the NTFg Damocles. As more fighters warp in you engage them. Then just as the NTFg really close to warping out, the Vasudan corvette warps in, and destroys it with it's beams.

what do ya think?
« Last Edit: January 16, 2005, 03:34:27 am by 1659 »

 

Offline Primus

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Good idea, actually :)

My idea was that
Spoiler:
you are waiting the Damo and when it arrives you must quickly disarm it and take out it's comms before it reaches the node to send the message. And that the GTVA want's it intact and Staker alive...
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Offline Pilot Of The US

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Yeah i was thinking that the GTVA want the damocles alive. And you're waiting for it, the problem is that the nodes should be really far apart, so there is really not much of a sense of time is limited.

 

Offline Pilot Of The US

  • 28
  • aka Blue Thunder
    • RNI Shipyards
Oh and this is an edit of my post where i described about the mission. (i cant properly edit coz for some reason im having problems with my browser).  Man, i really, really liked this mission. Really wish i wasnt forced to adandon it.....oh well....

"Anyway my idea for it was that you warp in about 0.5 or 1 click behind and below and off the to side of the NTFg Damocles (the damocles should be 3/4 to the node, about 5 mins from jumping out). and you see NTF escorts and a wing of GTVA fighters already in a skirmish. You join in and destroy the NTF fighters, then you attempt to destroy either engines or comms subsystems. After the subsystems are destoryed a wing of SOC bombers warp in from above and to either side of the Damocles, launching their bombs, and they warp out. Their bombs heavily damaging the NTFg Damocles (hull is below 50%). After the bombers warp out, more NTF fighters warp in and you engage them. Then just as the NTFg Damocles is really close to warping out, the Vasudan corvette warps in, and destroys it with it's beams.

I was also thinking that if you fail to destroy the engines/comms subsytems the SOC bombers never arrive (to do the much needed damage). So when the Vasudan corvette warps in and fires it's beams, the corvette's beams are not able to destroy Damocles. So the Damocles reaches the node and warps out, and you are informed that you've failed and that the SOC bomber wing are going in after the Damocles. You see the SOC wing warp in near the node, then warp out via the node. You are then ordered to return to base"
« Last Edit: January 16, 2005, 07:54:25 am by 1659 »

 

Offline TopAce

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Results:
  • The Communication subsystem bug exists for me. To make sure it will work, I recommend you do the following SEXPng tree for the Damo Comm Down event:


or
-and
--blah, blah, blah = the current event
-is-subsystem-destroyed-delay
Damocles
communications
0
It will fix the problem.
  • Making the Damocles invulnerable is not a good idea, ship-guardian it instead: It will make turrets vulnerable
  • You did not count with the possibility that the player disables the engines. I got the message saying about the Damocles starting to move, but since it had no engines by then, it could not engage engines,
  • Do not give 8 Myrmidons for the player;  there are only FOUR ships which are not Myrmidons.
  • Make the default armanent more ideal: Having Kaysers available and the Prom R set as default is illogical.

That's probably all after the first test run.
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Offline Primus

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Hey, thanks :) Finally some feedback :p
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Offline Primus

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Uhm.. So.. Mr. Karajorma... How is it going? The playtesting, I mean. Don't say my mission is so awful that you can't even play it :nervous: ...Well, I'll be waiting... :)
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Offline karajorma

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Sorry been busy lately. Well actually that isn't the problem. The problem is that checking HLP, SG and GW take me about 3 hours, leaving me with no time at all to actually do anything in the evenings.

You're at the top of the list though :)

I should have time over the weekend but lets see if I can get some freetime tonight :)
« Last Edit: January 20, 2005, 12:21:44 pm by 340 »
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Offline Primus

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No panic :) I just wanted to know that if you had forgotten me and my mission :p :D
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Offline karajorma

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Nah. I've made up a list of who needs FA testing. A few weeks ago it said everybody so I'm definately making progress :D
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Offline karajorma

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Okay. Just played the mission (now that it's working for me) and nothing went wrong with it so far :)

The problem is that I was damn clever for my own good suggesting the multiple ending thing. From what I've seen of it the FREDding you've done works pretty well but unless I can choose which ending I'm getting it's pretty hard to figure out what's going to happen.

As a result I'm going to have to go much deeper into the guts of this mission to figure out how it works. What I need to do is find the event where you randomise the DamoDestiny variable (I presume this variable changes depending on which ending has been randomly selected). What I'll then do is add an event to occur immediately afterwards resetting this to a particular ending. This will allow me to test that ending to my hearts content and then change the number in FRED so I can test the next ending (rather than having the ending picked at random as it is now).

I'm telling you this cause I find the addition of Events like this very useful when testing missions like this one and I figure you might want to do the same when you're testing it.

Anyway as a result I haven't tested the mission very hard yet. I am however going through the code and puzzled about one thing. Why do you make alpha 2-4 invulnerable for short periods?
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