Author Topic: Warzone  (Read 156911 times)

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Offline MP-Ryan

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Alright guys, beginning Thursday and ending next Wednesday, I am officially off-duty =)

If I find time to post and help in that time I will; otherwise, keep a running update and I'll keep myself caught up by reading.

It should be a simple matter for someone to add those AWOL debriefings if we use the RTB condition, as exemplied by the first mission in which I have already done it (see attached).

[attachment deleted by admin]
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Offline Mobius

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Can we do basic things like:
1) Set reasonable loadouts;
2) Change the IA level of someone;
3) More bomber wing waves attacking the Warlock;
4) Delay the launch of bombers attacking the Rakshasas;


1) Yes
2) Yes
3) Yes, though these should be launched from the Ravana
4) For what purpose?
[/quote]

1) Ok.
2) Ok.
3) Yeah, the'y're launched from the Ravana...what's the problem?
4) It's more realistic and we can make the mission harder;
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Offline Admiral Nelson

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3) No problem :)
4) Just so long as its not delayed too long, give it a try and see.
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Offline Admiral Nelson

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And here are this missions with AWOL debriefings, save the final mission which I presume Mobius is tinkering with at present.
 
Download WIP Missions

I will now turn my attention to the backgrounds; the missions save the final one are pretty much finished, I think.
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Offline Mobius

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And here are this missions with AWOL debriefings, save the final mission which I presume Mobius is tinkering with at present.

:lol:


I'm DLing the package...

PS
Edit the name of this thread. I can barely notice new posts here when I see the lists of threads with new posts....
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Offline MP-Ryan

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I'm back.  Somewhat early, I know.  The girlfriend and I are still getting settled in the new apartment.

Have we reached some kind of consensus about the final mission?  Adding the Odin, etc?
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Offline Admiral Nelson

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How about the following as a synthesis of the different ideas, without diverging too much from the original:
This version dumps the recon part; it can be explained in the briefing as "our scouts have located the enemy at position x, etc..."  Also dumps the Odin -- giving the player disable / disarm objectives would require undesirable loadout changes. The command brefing can say something like "Leonov has located the Odin and will engage it" or suchlike.

Jump the Warlock in behind the Ravana along with Alpha, Beta and Gamma wings, almost within beam range to begin with, and force the Ravana to attack with its aft beams BEFORE it turns.  The idea is that if you don't take out the primary beam turrets before it turns around, they fire and we script in the Warlock's destruction (I suspect a Ravana will kill a Hecate pretty quickly anyway). 

-Make only Alpha wing's loadout customizeable.  Place Beta in Erinyes fighters, and Gamma in Perseus interceptors.  Give them decent loadouts.

-Ravana launches additional fighter waves from the fighterbay every minute or so after the previous one is destroyed.

-When the main beams are down, the Ravana should begin launching bombers (from its fighterbay, not through subspace) at the Warlock and Alpha/Beta ordered to defend the Warlock.  Fighter launches by the Ravana should stop at this point; make it so Alpha/Beta/Gamma just have to deal with several bomber wings trying to destroy the Warlock.

-The Warlock should not launch bombers at the Ravana.

-When the Ravana is destroyed, bomber waves should stop.  At this point, the maximum hull integrity of the Warlock should be about 50%, and the minimum around 25%

-Jump the two Rakshasas in almost within beam range of the Warlock, then launch the Warlock's bombers.  Let the Rakshasas fire a bit on the Warlock to make this part of the mission seem a little more urgent.

-Again, send Alpha after the comm node again.  Put this on a timer, saying you have however long (we'll have to playtest to figure it out) to destroy the node before Russik calls in additional Shivan reinforcements.  Again, if Alpha fails, more Shivans show up and destroy the Warlock, mission fail.

-Once the comm node is down, cue the Argo surrender etc.
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Offline MP-Ryan

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How about the following as a synthesis of the different ideas, without diverging too much from the original:
This version dumps the recon part; it can be explained in the briefing as "our scouts have located the enemy at position x, etc..."  Also dumps the Odin -- giving the player disable / disarm objectives would require undesirable loadout changes. The command brefing can say something like "Leonov has located the Odin and will engage it" or suchlike.

Jump the Warlock in behind the Ravana along with Alpha, Beta and Gamma wings, almost within beam range to begin with, and force the Ravana to attack with its aft beams BEFORE it turns.  The idea is that if you don't take out the primary beam turrets before it turns around, they fire and we script in the Warlock's destruction (I suspect a Ravana will kill a Hecate pretty quickly anyway). 

-Make only Alpha wing's loadout customizeable.  Place Beta in Erinyes fighters, and Gamma in Perseus interceptors.  Give them decent loadouts.

-Ravana launches additional fighter waves from the fighterbay every minute or so after the previous one is destroyed.

-When the main beams are down, the Ravana should begin launching bombers (from its fighterbay, not through subspace) at the Warlock and Alpha/Beta ordered to defend the Warlock.  Fighter launches by the Ravana should stop at this point; make it so Alpha/Beta/Gamma just have to deal with several bomber wings trying to destroy the Warlock.

-The Warlock should not launch bombers at the Ravana.

-When the Ravana is destroyed, bomber waves should stop.  At this point, the maximum hull integrity of the Warlock should be about 50%, and the minimum around 25%

-Jump the two Rakshasas in almost within beam range of the Warlock, then launch the Warlock's bombers.  Let the Rakshasas fire a bit on the Warlock to make this part of the mission seem a little more urgent.

-Again, send Alpha after the comm node again.  Put this on a timer, saying you have however long (we'll have to playtest to figure it out) to destroy the node before Russik calls in additional Shivan reinforcements.  Again, if Alpha fails, more Shivans show up and destroy the Warlock, mission fail.

-Once the comm node is down, cue the Argo surrender etc.

Sounds good to me.

Some addendums:
-Alpha can choose from the following fighters, primaries, and secondaries:  Perseus, Erinyes, Ares, Herc II, Myrmidon; All primaries; All secondaries excluding trebuchets and helios torpedos (so the Myrmidons don't become pseudo-bombers).
-Beta is NOT customizable: flies Ares fighters, armed with Maxim's, Kaysers, Tornados, and Trebuchets.
-Gamma is NOT customizable: flies Perseus interceptors, armed with Kaysers, Prometheus, and Tornados
-Gamma arrives from the Warlock's fighterbay ONLY when the Ravana's primary beam turrets go down (i.e. when they're needed to protect from bombers).
-The Argo surrenders when the node is down, AND the Rakhshasa's are destroyed.
-Two wings of Maras accompany the Shivan cruisers.

I'm alright with excluding the Odin; keep in mind though that if we included it as I previously wrote out, we'd be disabling the Argo, not the Deimos; that can be done with afighter weaponry without destroying the craft.  Just an idea.

Another possible option is that we replace one of the Rakhshasa's with the Odin when Russik calls in his friends.
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Offline Mobius

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At this point we should change most missions of the campaign. We're not in a hurry and we can make everything better.


Could you come out with something definitive? Your ideas are all interesting but we need something we all agree with. We can't modify the last mission so many times, then decide which version is the best ;)
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Offline Admiral Nelson

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At this point we should change most missions of the campaign. We're not in a hurry and we can make everything better.

We really don't need to touch any of the other missions any more, I think.  The goal is just to clean up, bugfix and bulletproof old campaigns, not reinvent them entirely.  There are many other campaigns out there that need some TLC.

Quote
Could you come out with something definitive? Your ideas are all interesting but we need something we all agree with. We can't modify the last mission so many times, then decide which version is the best ;)

The above sketch is pretty good.  Nothing extra thrown into the mission, just rearrangement of some of its elements to make for an exciting conclusion.
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Offline MP-Ryan

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So, no Odin then?  If we're not going that route, the following is a complete list of the changes to be made to the final mission (as summarized and ordered from before):

1.  The only wing which the player can modify is Alpha wing. Alpha can choose from the following fighters, primaries, and secondaries:  Perseus, Erinyes, Ares, Herc II, Myrmidon; All primaries; All secondaries excluding trebuchets and helios torpedos.

2.  Beta will fly Ares fighters, armed with Maxim's, Kaysers, Tornados, and Trebuchets.

3.  Gamma will fly Perseus interceptors, armed with Kaysers, Prometheus, and Tornados.

4.  At the beginning of the mission, Alpha, Beta, and the Warlock arrive behind the Ravana, just outside of the Warlock's beam range.  We force the Ravana to attack with its aft beam turrets before it turns to face the Warlock.  The player has that amount of time to engage and destroy the forward beam turrets on the Ravana.  IF the Ravana fires on the Warlock with its forward cannons, we script the Warlock's destruction.

5.  The Ravana should always be attacking the player and Alpha/Beta wings with flak turrets, laser turrets, AA beams, etc so long as they are within range (right now, it doesn't), including after the primary beam cannons are destroyed.

6.  Enemy fighter wings should launch from the Ravana's fighter bay as soon as the mission begins, and respawn within 60 second delays after the wing is destroyed.  Fighter launches should STOP after the primary beam cannons are destroyed.

7.  When the primary beams are destroyed, the fighter launches quit and the Ravana launches bomber waves from its bay (while the Ravana is still 'alive,' NO Shivans should be emerging from subspace).  Alpha and Beta ordered to return and defend the Warlock, and Gamma launched from the Warlock's bay at this point.

8.  When the Ravana is destroyed, bomber waves cease.  The Warlock should have hull integrity between 25% and 50% at this point (we'll have to balance the bombers accordingly).

9.  Russik will call in the two Rakhshasa's as before.  New addition:  the cruisers should emerge within beam range of the Warlock (on its flanks, maybe?) and immediately begin firing, and they should have an escort of one wing of Maras each (8 fighters total, no respawn).  At this point, the Warlock should scramble its bombers.

10.  When the cruisers arrive, Beta and Gamma should be ordered to destroy the Maras and disarm the cruisers.

11.  Alpha should be sent after the comm node when the cruisers arrive.  NOTE:  The comm node should remain invulnerable until the Ravana is destroyed.  Only AFTER the Ravana is destroyed should the comm node be able to be destroyed.  Alpha should be on a timer - if the node is not destroyed in 2 minutes (again, we'll have to balance the time), additional Shivans arrive and destroy the Warlock (let's say a couple Molochs).  If the node is destroyed, no further Shivans appear.

12.  When the node and both cruisers are destroyed, Russik's Argo surrenders and self-destructs as before.

*Possible new addition requiring discussion:  When Russik surrenders, the Odin warps into the system 20 kilometers from the Warlock.  When Russik self-destructs, the Odin jumps out.  No explanation is given.
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Offline Admiral Nelson

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Actually, the mysterious presence of the Odin is a good idea... :)

"All primaries" should mean "all appropriate primaries" -- e.g. no training laser, Prometheus R etc...
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Offline MP-Ryan

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OK then, here is the finalized list of changes to E3M7 (until we add something else, of course :P):

Quote
1.  The only wing which the player can modify is Alpha wing. Alpha can choose from the following fighters, primaries, and secondaries:  Perseus, Erinyes, Ares, Herc II, Myrmidon; All appropriate primaries; All secondaries excluding trebuchets and helios torpedos.

2.  Beta will fly Ares fighters, armed with Maxim's, Kaysers, Tornados, and Trebuchets.

3.  Gamma will fly Perseus interceptors, armed with Kaysers, Prometheus, and Tornados.

4.  At the beginning of the mission, Alpha, Beta, and the Warlock arrive behind the Ravana, just outside of the Warlock's beam range.  We force the Ravana to attack with its aft beam turrets before it turns to face the Warlock.  The player has that amount of time to engage and destroy the forward beam turrets on the Ravana.  IF the Ravana fires on the Warlock with its forward cannons, we script the Warlock's destruction.

5.  The Ravana should always be attacking the player and Alpha/Beta wings with flak turrets, laser turrets, AA beams, etc so long as they are within range (right now, it doesn't), including after the primary beam cannons are destroyed.

6.  Enemy fighter wings should launch from the Ravana's fighter bay as soon as the mission begins, and respawn within 60 second delays after the wing is destroyed.  Fighter launches should STOP after the primary beam cannons are destroyed.

7.  When the primary beams are destroyed, the fighter launches quit and the Ravana launches bomber waves from its bay (while the Ravana is still 'alive,' NO Shivans should be emerging from subspace).  Alpha and Beta ordered to return and defend the Warlock, and Gamma launched from the Warlock's bay at this point.

8.  When the Ravana is destroyed, bomber waves cease.  The Warlock should have hull integrity between 25% and 50% at this point (we'll have to balance the bombers accordingly).

9.  Russik will call in the two Rakhshasa's as before.  New addition:  the cruisers should emerge within beam range of the Warlock (on its flanks, maybe?) and immediately begin firing, and they should have an escort of one wing of Maras each (8 fighters total, no respawn).  At this point, the Warlock should scramble its bombers.

10.  When the cruisers arrive, Beta and Gamma should be ordered to destroy the Maras and disarm the cruisers.

11.  Alpha should be sent after the comm node when the cruisers arrive.  NOTE:  The comm node should remain invulnerable until the Ravana is destroyed.  Only AFTER the Ravana is destroyed should the comm node be able to be destroyed.  Alpha should be on a timer - if the node is not destroyed in 2 minutes (again, we'll have to balance the time), additional Shivans arrive and destroy the Warlock (let's say a couple Molochs).  If the node is destroyed, no further Shivans appear.

12.  When the node and both cruisers are destroyed, Russik's Argo surrenders and self-destructs, as in the original.

13.  When the Argo surrenders, the Odin warps in 20 km in front of the Warlock.  When the Argo self-destructs, the Odin warps out.  No explanation is given.

If you guys can concentrate on adding the actual mission events and elements, I can add all the dialog after the events are in place.  Just add blank send-message-list SEXPs to them and I'll fill it in.  If I get a chance, I'll do some tinkering with the mission in FRED myself.

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Offline Macfie

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I started playing Warzone through.  Nice backgrounds.  I ran into a problem with mission E2M1.  I completed the mission and was told to depart.  I got the success briefing but when I looked at the stats they were all zeros and when I tried to accept I was told I failed the mission and would have to replay it.  I looked at the mission and there were only 2 goals -  convoy escort and protect the Nicolas.   I had completed both goals.  I checked the campaign file and it required three goals - convoy, convoy 2, and convoy escort.  That would appear to be where the problem is.  Attached is a corrected campaign file.

[attachment deleted by admin]
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
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Offline Macfie

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I found a problem with mission E2M3.  Taurus 3 and 4 are labelled as GTFR Chronos but are Dragon class fighters.  Found that the alternate name for both of these was set to GTFR Chronos.  I attached a corrected mission.

[attachment deleted by admin]
« Last Edit: May 05, 2007, 09:35:49 am by Macfie »
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline Mobius

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May I DL these missions? They come straight from Nelson's last package? I want to be sure before risking to override something.
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Offline Vretsu

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The weekend is here! As promised, I will now give the missions a go.

*leaps into action*

  

Offline Macfie

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May I DL these missions? They come straight from Nelson's last package? I want to be sure before risking to override something.

If you are asking me, these did come from the last WIP that was posted on this thread.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline Mobius

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Once again, I notice the presence of new replies...a bit late :eek:

If you are asking me, these did come from the last WIP that was posted on this thread.

Ok, that's fine. I'll DL them all. :)
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Offline MP-Ryan

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*kick*

Hey, FRED-boy... how's the final mission coming? =)
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