Author Topic: Good News and Bad News  (Read 9482 times)

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Offline Redrake

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Re: Good News and Bad News
There was a mission in the old mission pack, where you had to fight the centauri with the aid of an omega destroyer (Juno I think). In almost all my battles, Juno rammed a centauri cruiser and this led to a very annoying bug, where both ships were oscillating on the same spot. And when the centauri cruiser finally blew, Juno was almost destroyed too.

 

Offline karajorma

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Re: Good News and Bad News
I know, I set all the parameters for it, but it real life (in-mission) it would never work, as the time of the ships critical hull damage would change every mission, and the only wat to actually do it would be to make the Churchill invulnerable at X damage then it would.  But after 2 minutes of the churchill being bombarded and obliterated with say only 9% hull integrity.  It wouldnt be very believable and look quite silly really.  So its better to be realistic than a wee bit far fetched, im sure you would agree when you play it :)

Why don'T you toy around with the max. hitpoints of the Churchill? -- let's say you give it 300% of the common Omega's hitpoints (in-game hopefully noone will ever notice) so it can take to punishment until it reaches the Roanoke

I suspect I see the problem and it's not the one you think it is if I'm correct. The problem isn't having the Churchill survive. The problem is that in a large capship battle there is no easy way to time combat so that the Churchill arrives at the right point with the right level of damage.

Say you place the ships so far apart that the Churchill rams 4 minutes into combat. What happens if 3:50 seconds in the Churchill is still at 50% hull because the player did a good job protecting it? Now ramming the enemy ship goes from being a heroic "screw you"  at Clarke to being an act of utter stupidity.

The only way you can generally get that sort of thing to work is to have it happen where the player can't interfere with the events and script it heavily.
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Offline Trivial Psychic

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Re: Good News and Bad News
Using some scripted beam-fire events from one of the enemy ships would ensure hull damage to the Churchill, with ship-subsys-guardian-threshold protection of the beam turret doing the firing, so the player can't disarm the shooting enemy.  You could also have the beam-fire event repeat until the Churchill's hull reaches a certain point, so it will begin its ram if either sufficiently damaged by the beam-fire event, or by other enemy fire.  Then use ship-guardian-threshold to prevent the Churchill from being destroyed by random fire, then use another instance of this sexp to remove the guardian when the Churchill is close to its target, simultaneously employing protect-ship to keep it from being shot down until it completes its ram.
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Re: Good News and Bad News
That sounds reasonable.
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Offline madaboutgames

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Re: Good News and Bad News
Well as some of you have said, it is possible.  but like I said I like it the way it is because the main story is scripted but in game you can have various results.  What if the player did extremeley well and saved the churchill, wha if they did really bad and destroyed it them selves.  Its freedom of gameplay.  Its not even released yet so wait till it comes out  ;7

Its finshed and ready for realease unless you want me to amend it when I have the time and put the release back a few months  :confused:
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Re: Good News and Bad News
Absolutely not! All of you, quit your whining. You're gonna make him delay the release!  :hopping:

 

Offline terran_emperor

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Re: Good News and Bad News
Yeah! Any of you that want to mess with the scripting can bloody well do it yoursevles! :mad: I need a campain for TBP 3.4 since i need a patch for Raider Wars and i dont know where to get one :hopping:

Looking forward to the campaign
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Offline Whitelight

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Re: Good News and Bad News
Noobs  :lol:

I`m sure you want this release to be as free of bugs as possible, rrrrright.

I`m just as eager as you, but getting upset won`t help.  :D Please try to give a little support to the team ,they have put there time and effort into making this something you can enjoy to the fullest.  :nod:




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Offline Redrake

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Re: Good News and Bad News
I feel like I opened Pandora's box. From one little reference to an event in Severed Dreams episode, an entire discussion came up. :lol:

 

Offline terran_emperor

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Re: Good News and Bad News
What I mean is that any FREDer worth his/her salt could think of his/her own solution to scripting the Churchill's Kamikaze run. Once the camaign is actually out, if they really want to, thay can make their own improvements to it. I'd rather have something than an indefinite wait like INF SCP.

So what if i need to debug it?

it'll give me something to do until INF SCP comes out.

[Off Topic] Until that happens, I can't create that universe that i want to, using ported TBP ship. I need the final ship list from INF SCP so I can decide which TBP ships to port....[end off topic]
 
But like i said, I could think of my own solution for scripting that mission. So have other people. But if i can wait until i have the actual campaign come out, and impliment it myself, then so can the others.

So they ought to stop badgering him/her with stuff that could delay the release for months, when they are quite capable of doing it themselves.
e = m csarged - Relativity according to Sarge [Red vs Blue]

TRUE SHIVAN

HLP's only Goro Naya (Great Leader) fan


"I really wasn't expecting this much losership"


"Only one thing is impossible for a Vorlon to understand: How to change the IRQ setting in any DOS computer."

HLP Brit

 

Offline karajorma

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Re: Good News and Bad News
Using some scripted beam-fire events from one of the enemy ships would ensure hull damage to the Churchill, with ship-subsys-guardian-threshold protection of the beam turret doing the firing, so the player can't disarm the shooting enemy.  You could also have the beam-fire event repeat until the Churchill's hull reaches a certain point, so it will begin its ram if either sufficiently damaged by the beam-fire event, or by other enemy fire.  Then use ship-guardian-threshold to prevent the Churchill from being destroyed by random fire, then use another instance of this sexp to remove the guardian when the Churchill is close to its target, simultaneously employing protect-ship to keep it from being shot down until it completes its ram.

Oh I thought of that but then you have the issue that MAG originally mentioned that the Churchill can on occasion take sufficient damage quickly enough that the player will see it getting absolutely pounded by enemy Starfuries and Thunderbolts and take absolutely no damage.

I'm not saying that the problem is unbeatable. Just that it is very, very tricky to get the mission to work in such a way that the Churchill always reaches the end of it's journey with exactly the right amount of damage.
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Offline madaboutgames

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Re: Good News and Bad News
Thanks kara.  Like a few people have said I have scripted this specific mission and tested it.  I have played games for over 20 years, owned and managed a gamestore and know a lot about games.  This is how i would like to play that mission as would most.  Since everyone is deifferent you can never accommodate for evryone unless you release 20 different versions of a game.  If you like it great, if you dont play something else.  its as simple as that :)
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Offline Slasher

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Re: Good News and Bad News
There was a mission in the old mission pack, where you had to fight the centauri with the aid of an omega destroyer (Juno I think). In almost all my battles, Juno rammed a centauri cruiser and this led to a very annoying bug, where both ships were oscillating on the same spot. And when the centauri cruiser finally blew, Juno was almost destroyed too.

Ship speeds have been adjusted over the years, so if you end up playing old missions using newer releases of TBP you can get a lot of things like that to happen.  Dunno if this is the case here, however, just a possibility.

 

Offline Mungrel

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Re: Good News and Bad News
You have to sign off on a mission at some stage. It can be updated later if there is a need.
I'd like to see it as is  :D

 

Offline Whitelight

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Re: Good News and Bad News
Oh yeah  ;7 , we love testing the ships and any missions you can throw our way..  :D

 The Babylon project has matured gracefully over the years, thanks to the team members  :yes: 

(edit)  And thanks to the community at large, we are growing.  :D  :)
« Last Edit: March 05, 2007, 07:36:50 pm by Whitelight »
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Offline Redrake

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Re: Good News and Bad News
If someone could make star trek models, a good idea would be to include the battle from Star Wreck. ;7

 

Offline madaboutgames

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Re: Good News and Bad News
Well i think im going to release the B5 Star Fury Pilot mission pack for 3.4 this weekend.  The current content features missions based on the epsidoes :

Signs & Portents
A View from the Gallery
And Now For A Word
Fall Of Night
A Voice In The Wilderness
Severed Dreams

:)

Ill post the release date and the download URL towards the end of the week.
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Offline Redrake

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Re: Good News and Bad News
I can tell you by now that Signs and portents is the last one I'm going to try. I had enough of raiders and their Zephyrs. :D

 

Offline terran_emperor

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Re: Good News and Bad News
Hey when is this campain/mission pack actually coming out?

I can tell you by now that Signs and portents is the last one I'm going to try. I had enough of raiders and their Zephyrs. :D

I like zephyrs - they blow up nice
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TRUE SHIVAN

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"I really wasn't expecting this much losership"


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Offline madaboutgames

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Re: Good News and Bad News
This weekend :)

Watch this space for more info
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