Author Topic: Testin needed.  (Read 5629 times)

0 Members and 1 Guest are viewing this topic.

Wierd, i was certain i made the 2 cargo containers invunerable becouse i came to the conclusion it is too difucult (not impossible mind you) to destroy the freighters without destroying them. Inicialy i had them become invounurable for a second when the  respective freighter is destroyed. Ill check if i forgot to remove that SEXP (It removed the invunurability after the freighter exploded). As for the Pirate fighters, i supose i can remove 1 ship from every wing.

 

Offline swamper123

  • 27
  • Just call me Swamper
Probably it become vulnerable because I used cheats cause all the ships was attacking me. I don't know if that is possible
Let's play Blue Planet

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
First off, this campaign desperately requires a spelling check. There are so many typo's in here. Just throw the misssion files into openoffice/word and check it.
Second off, there is no starfield.pof used anywhere!
First mission could do with a initial directive, and I think you used ships orders instead of a wing order on alpha for the nav points. Alpha 2 is pretty much flying with its nose up the thrusters of alpha 1.
There are several cases where there is no delay between messages, causing 3-4 messages to appear on screen at the same time.
I didn't really found mission 1 too hard, especially since this campaign uses retail a.i., making the enemy slow&sluggish and just not very dangerous
In the mission where you have to protect the convoy, I find it odd that those ships are not moving away from the node before jumping. I was also already done killing all the enemies and had to wait around for a minute with nothing happening before the convoy jumped.

This campaign feels like derelict lite so far. Same kinda setting, same endless waves of pirate wings only without the interesting banter.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Yeah i noticed the mesagege thing just today. Its strange sicne it worked properly before and when i look into the mission files the delays are set. I have no idea why that is hapening. It worked fine when i played through the campaign the first time and when i tested the missions individualy before. I allso have a wierd problem with using color code in briefings and command briefings. The text just goes off screen, in effect "eating" 1 or 2 words before startin a new line. This only hapenes to lines which include at least 1 colored word.


As for the second mission, ive had some balancing issues with that. Inicialy the pirate force had 1 more wing and more waves but i found they eventualy overwhelmed the wingmen. In retrospect that might have been becouse i orderd Alpha to guard the Alaska every time so it was just me and Kappa against 3 wings of fighters while Alpha wiped out the Athenas. Im not sure wether to just add 1 wave to each of the fighter wings or also re-add the second wing of Apollo's.

As for the convoy being stationary, i would have to add even more wings or waves of pirates if it were moving away since it would be increasingly harder for the Athenas to reach the Alaska. Though i might just drop the "pirates are coming from Antares" idea and just have them apear around the convoy. Or i just might redesign the mission completly.

Also what do you mean by a starfield.pof? Im seting the number of stars in the background editor and i didnt see any problems.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
It's often better to set stars to 0 in the background editor and enter 'starfield.pof' in the 'skybox model' field.

 
oh i see. But then the starfield will be the same in every mission correct? So far all the action in act 1 is in a single system but act 2 is in another. Then, I supose not many people would even care.


The message delay thing fixed itselfe....i dont know how. I did some unrelated tweaks to most of the missions but i didnt touch the message delays (as i said before they were set fine when i checked). Come to think of it i did have some wierd self fixing glitches in the past. Like fighters taking the special explosion from the imhotep in mission 1. I would shoot down a fighter and wonder why its swirling for so long and then BOOM.

As for the wingmen flying so close to eachother in mission 1......n ide why they are doing it. The waypoint order is given to the wing not the ships. Fighters remain in formation in every other mission which includes a wing folowing waypoints.
« Last Edit: February 19, 2011, 04:08:41 pm by Maksio58 »

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Steam
    • Twitter
    • ModDB Feature

Skyboxes can be different every mission. And the starfield itself is separate from the suns/nebula/planets (unless you decide to bake them all into a skybox)
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Updated the first post with 2 links (The mod assests and missions are nowin separate .vp files so you dont have to download the entire package every time i modify the missions).

Changes:
 
  -Briefings and messages spellchecked in all missions except the second mission in act 1 (will be remaking this one from scratch later)

  - Pirates in mission 1 have been slightly weakened, added a Follow Alpha 1 directive and the stolen containers will become vunerable a few seconds after the freighter carrying them is destroyed (so be carefull)

   - 1 wave extra added to the 2 pirate fighter wings (did this before deciding to remake the mission)

   - Fixed the Red alert status not transfering properly from mission 4 to mission 5.

   -Modified the loadout options for mission 7 (forgot to do it before so you could rip those pirates apart with kayser armed Maras if you wanted :P)

   - Fixed the message delays not working (at least i hope i fixed them, i still dont know what went wrong in the first place)




Next update will include a completly new second mission and a third mission for act 2 + any tweaks i may do based on sugestions until then.

 

Offline swamper123

  • 27
  • Just call me Swamper
Nice I will test them tomorrow (:
Let's play Blue Planet

 
I haven't had much time to do any testing.  I'll download the updates and try and find some time to play the new version.  Can't make any guarantees though.  I think I might need a vacation from testing.