Author Topic: Warzone  (Read 157042 times)

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Offline MP-Ryan

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I'll have a look at this tomorrow.  I just got off night shifts, so I'm a little toast =(
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Offline Mobius

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I modified the mission a bit. The Warlock should be replaced again...post some feedback please. :)

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Offline MP-Ryan

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Ok, here's the new edition with the corrected messages.

I've played through it a few times.  It's difficult but winnable up until the Rakshasa's jump in.  Our problem is that as they emerge from subspace so close to the Warlock, and the Warlock is sitting around 40% hull integrity, there isn't enough time for the bombers to kill the cruisers before they kill the Warlock.  However, the device of forcing Alpha 1 to fly past the cruisers to kill the comm node on a time limit works beautifully.

In order to resolve this, I suggest we use sneaky tricks.  The Warlock can survive being attacked by one Rakshasa, but not both.  And, really, the player should not be able to fail the mission if they successfully disarm the Daskha and destroy the comm node in time.  So:

-When the Daskha is destroyed, protect the Warlock so its hull integrity cannot drop below 43%.
-When the Rakshasa's jump in, reset the protection level so its hull integrity cannot drop below 11%
-When the Rakshasa's are destroyed, remove the protection entirely.

***DO NOT ASSOCIATE THE PROTECTION WITH THE COMM NODE!  That would break the Lilith evilness if the player screws up.

So if someone (LGM?) can add that, that should make sure the entire mission works.  Then we can test it and tweak as necessary.

Mission with corrections I've made is attached.

[attachment deleted by admin]
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Offline Mobius

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I told you I was going to modify the mission again. I have replaced the Warlock and its wings...

(take a decision...should we talk via HLP or MSN? :P )
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Offline Mobius

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Here's a newer version...Ryan, please change the messages :)

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Offline MP-Ryan

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Here is the latest edition which has NOT been thoroughly tested.  LGM, I was still getting a destroyed Warlock every time courtesy of those two Rakshasa's.  I added a ship-guardian with random numbers for the Warlock which starts when the Daskha is destroyed, and ends after the Ragelam is destroyed (i.e. it IS vulnerable to the Parvati).

All messages have been corrected and should be filled in properly.  Let me know if something comes up that doesn't make sense.

Please test this thoroughly.  I haven't had a chance to go through it more than twice.

I also reset Beta's loadout to remove the Trebuchets - the Daskha was down below 50% hull integrity before the Warlock was even within beam range.
« Last Edit: June 01, 2007, 09:37:38 pm by MP-Ryan »
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Offline Mobius

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Here is the latest edition which has NOT been thoroughly tested.  LGM, I was still getting a destroyed Warlock every time courtesy of those two Rakshasa's.  I added a ship-guardian with random numbers for the Warlock which starts when the Daskha is destroyed, and ends after the Ragelam is destroyed (i.e. it IS vulnerable to the Parvati).

That's strange, the Warlock is always able to eliminate the cruisers in time. Remember the Warlock has one BGreen and up to 3 frontal TerSlash, which should be able to eliminate most beam cannons.

I also reset Beta's loadout to remove the Trebuchets - the Daskha was down below 50% hull integrity before the Warlock was even within beam range.

Nah, the Maxims used by Beta are the responsables.
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Offline MP-Ryan

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Here is the latest edition which has NOT been thoroughly tested.  LGM, I was still getting a destroyed Warlock every time courtesy of those two Rakshasa's.  I added a ship-guardian with random numbers for the Warlock which starts when the Daskha is destroyed, and ends after the Ragelam is destroyed (i.e. it IS vulnerable to the Parvati).

That's strange, the Warlock is always able to eliminate the cruisers in time. Remember the Warlock has one BGreen and up to 3 frontal TerSlash, which should be able to eliminate most beam cannons.

I also reset Beta's loadout to remove the Trebuchets - the Daskha was down below 50% hull integrity before the Warlock was even within beam range.

Nah, the Maxims used by Beta are the responsables.

Well, I removed the Maxims from two fighters in beta wing and left them on the other two.

Also, what difficulty level are you testing on?  You should be on medium for testing just for this reason - AI can't aim on the lower levels, and you can end up with a mission that is possible on hard or insane, but which can't be beaten on Medium or Easy.

At any rate, the ship guardian SEXP I added should take care of the problems with the Rakshasa's, but please test it out on Medium and see.  I'll try to give it another shot later tonight.
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Offline Mobius

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I play it at Medium using a mousestick. I tried it at Insane but the mousestick doesn't allow me to evade missiles and stuff.
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Offline MP-Ryan

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Here's the latest version, with miscellaneous bugfixes and tweaks to the messaging.

Everything seems to be working well now except the Iota and Zeta wing bombers.  Originally, they weren't attacking the cruisers as their initial orders told them to, and then if they did they took too long to do so.  I attempted to correct this by launching Iota early (and changing the messages accordingly... the messages work well, so please keep the early launch) and tasking both Iota and Zeta to go toward a waypoint near the comm node as initial orders.  I added clear-goals and add-goal SEXPs to both wings to send them after the cruisers (these are added under the LGM Alpha, Beta, Gamma orders event).  However, that didn't fix it.  On my last two playtests, the bombers show no interest whatsover in the cruisers and continually fly around the Warlock.

I don't get it.  Anyway Mob, looks like you're going to have to figure out how to fix that.

While you're at it, see if you can spot any other new problems I've introduced.  I think I cleaned everything up but you can never be too sure =)

And make sure you begin with my copy of the mission (see attached) this time! =)

[attachment deleted by admin]
« Last Edit: June 01, 2007, 10:54:07 pm by MP-Ryan »
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Offline Mobius

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I playtest it ASAP.

Ah, the mission is becoming bigger and bigger. 10 more kbs and it will be a nice LGM StyleTM mission! :)
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Offline Mobius

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I'll be away for about a week. This is the result of a fast FREDding...the mission is enjoyable and everything is ok.

:)

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Offline Fabian

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I tested the mission and it works well.

However:

In all the new action you can easily miss the part with the Comm Node (especially now that its not yet voice acted). In the middle of fighting of bombers even that message voice acted could be lost.

Alpha wing automatically gets new orders to destroy the comm node, however it might work even better if they targeted the "core" as well ...

So I suggest reminding the player once that he has new orders if he is still in range of the warlock or still not in range of the comm node and also adding this order to the list of goals and the comm node to the escort list.

This way it is more visible that your goals are really new ones.

Btw. it is still enough to fly from warlock to comm node after 1 minute that the message came. I still managed in time, but it was very close ...

Also the ship-guardian can come too late if Beta and Gamma wing are already very much diminished, which happens easily on easier levels.

That is all, nice what you made out of that mission! Especially the flak can be really deadly now ...

cu

Fabian

 

Offline MP-Ryan

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The comm node should get added to the goals list... it's odd that it isn't being done.  I'll have to see if I can add it.

You can issue orders to Alpha to re-target the core - that's part of the challenge, Mr. wing leader :)

Are you talking about the ship-guardian after the Daskha is destroyed?  If so, that's intentional.  You CAN fly this mission and keep your wingmates alive, and you need to do so in order to win.

But that directive does need to be checked... I'll have a look right now.

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Offline Fabian

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The comm node should get added to the goals list... it's odd that it isn't being done.  I'll have to see if I can add it.

Yes, and please also a reminder like talked above:

"Alpha, destroy the node _now_." or the like.

cu

Fabian

 

Offline MP-Ryan

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Here's an updated version of the mission.  I fixed a problem with the Liliths arrival, edited a couple text message, and re-worked the directives.

The problem was we had some many directives around the fighter and bomber wings that the comm node directive wasn't showing through.  I've changed those directives as follows:
1.  Removed all the fighter directives.  Alpha wing's goals in this mission have nothing to do with the fighters.
2.  Changed the wing directive to types.  There is now an "intercept bombers" directive that depends on Libra and Taurus wings.
3.  Comm Node directive appears as it should.
4.  When the comm node is destroyed, you get a directive telling you to engage the cruisers and escorts.

Test it out now, let me know what you all think.

Oh, I had to remove the dead link to Voilition Watch - it corrupted the mission, much as I think it did to LGM a while back.

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Offline MP-Ryan

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One more thing:

Because this is a Restoration project, and by and large we're not going to be doing many projects on the scale of Warzone, I suggest that any credits we add should be designed to raise awareness of the FSCRP, not necessarily steal the glory from the original mission designers.  As such, I suggest that any project we work on have the following text blocks added (in formulaic fashion, with the only changes being the list of contributors to each restoration).

In the readme.txt
Quote
This campaign has been modified and updated for Freespace Open builds of version 3.6.9 or later by the Freespace Campaign Restoration Project (FSCRP) team.  Campaign concept and intellectual products remain the property of the original designers.  Updates have been designed to improve compatibility and fix technical issues in the campaign, while preserving the intent of the original authors.  Any large or controversial changes were made by the FSCRP, and may be reviewed in the forums.  For more information, please visit the FSCRP forums at http://www.hard-light.net/forums under Community Projects.

Contributing FSCRP team members on this project include (in alphabetical order):
A, B, C, D, Etc

Contributing Voice Actors on this project include (in alphabetical order):
A, B, C, D, Etc


In the debriefing of the final mission of each campaign:
Quote
This campaign has been modified and updated by the Freespace Campaign Restoration Project.  Please see the readme or the Hard Light Productions forums for more information.
« Last Edit: June 06, 2007, 11:14:09 pm by MP-Ryan »
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Offline Mobius

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Blaise Russel added a credits-cutscene in Derelict, I can do the same with Warzone. My plans are to use a cutscene to give everyone the credits he/she deserves.

I'm glad you worked on the mission, Ryan. Because of Real LifeTM I FREDded a bit...only for INFA.

About the mission....I think the cruisers should be destroyed before moving to attack the Comm Node. There are bombers to escort and without them... the Warlock is lost....that's why I set the time to about 3 minutes. That part of the mission isn't enjoyable if you are to go after the node immediately...
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Offline MP-Ryan

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If you fly the mission properly, you can take down the node within about 15 seconds, and then go after the escort and the cruisers.

If Russik is using the node to call in reinforcements, it makes no sense in terms of plot to destroy the cruisers first and give Russik the chance to call in more reinforcements, especially when the Warlock sends its bombers after the cruisers.  This is also why we added the Liliths - if you ignore the node, Russik's reinforcements will destroy the Warlock (which does make plot sense).

The mission plays well as it currently stands and it is fun to make it through.  If we change it again, it's another formulaic mission of destroy destroyer, protect capship, destroy more capships, destroy more fighters, win.  The way it plays now, there's a little more urgency to the situation.

That said, these are just two people's opinions.  Some other people need to start giving some feedback.
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Offline Fabian

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About the mission....I think the cruisers should be destroyed before moving to attack the Comm Node. There are bombers to escort and without them... the Warlock is lost....that's why I set the time to about 3 minutes. That part of the mission isn't enjoyable if you are to go after the node immediately...

3 minutes and the estimate for 2 minutes is good. I still would like to have an reminder after 1 minute though, but that is just me.

Imho it would not be enjoyable if you had to destroy the cruisers first.

You have to carefully think who to send to the comm node and who to protect the bombers and who to protect the warlock with (if there are still bombers around) and you have several wingmen to command ...

cu

Fabian