Author Topic: Conflict Zone  (Read 7401 times)

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Offline Lorric

  • 212
If you make a 20 minute mission, it should have one, maybe two checkpoints, depending on difficulty and presence of time-compress-skippable sections. Failing after 5 minutes of dogfighting then 10 minutes of talking is not quite as bad as failing after 15 minutes of escorting three Faustus from sporadic bomber/assault fighter attack which can't be time-compressed away...ST:R, I'm looking at you (I can't believe people actually liked that mission, clearly they all passed it on their first try).

Heh. Try taking a loss 40mins or so into some of the latest and hardest missions in Wing Commmander Saga. No checkpoints. :mad2:

The time thing is funny, me I've definitely favoured short and intense when FREDding, and easily the mission I've played the most in Freespace is The Big Bang. I quite like the idea of short and difficult. The mission is short, but it's not likely to be short in getting through it, it will take repeated attempts and not suffer from the issue of a lot of time lost per failure and having to repeat the same actions. But not take so many attempts as to make you want to put your fist through the screen either. I'm not sure if you can have a *best* length for a mission, people will have different tastes on that I think, or not mind. I certainly don't dislike long missions, even those Wing Commander Saga ones. But they're certainly a pain to fail.

 

Offline wardog300k

  • 28
  • I'm a FREDder
I can't believe people actually liked that mission, clearly they all passed it on their first try.

That means you failed?
I'll soon download STR to see it myself.
And how do you set checkpoints,is it possible in retail FRED with some SEXPs?

40 minute mission?
*opens FRED and starts a new Final Destination mission*
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline CT27

  • 210
I had a problem with allied bombers.


You don't have any Cyclops weapons to select from so you can't arm allied bombers with them.  What's the point of having allied bombers if they don't have the proper secondaries to assault capital ships with?  In the ship selection screen, there are no bombs in the secondaries list to arm your ships with.


Some of the missions were still completable but this should be fixed IMO please.

 

Offline wardog300k

  • 28
  • I'm a FREDder
Did i not lock them?I swear i did,anyways,you're not actually supposed to change their armament,and they should have the Cyclops by default.
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline CT27

  • 210
On the final mission (mission 6) for instance, when I went to the ship selection screen to see what my allied Medusa bombers were armed with by default, they had all Rockeyes and no Cyclops.

Enemy bombers in the game had Cyclops bombs by my allied bombers didn't.

 

Offline Macfie

  • 210
  • If somebody made a campaign I've probably got it
The problem is the campaign file has +Starting Weapons: ( "Subach HL-7"  "Akheton SDG"  "Morning Star"  "Prometheus R"  "Rockeye"  "Rockeye D"  "Tempest"  "Tempest D"  "Hornet"  "Harpoon" ).  You notice that there are no Cyclops listed in there.  That means that the team load out will not have them for the associated missions.  Locking them only prevents the player from changing the weapons load out.  It does not lock in non-allowed weapons.  The packaged campaign in my post has that problem fixed.
« Last Edit: March 15, 2015, 01:19:34 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 wardog300k

  • 28
  • I'm a FREDder
Oh,i didn't know that starting weapons affects AI too.Well that is another thing on my to do list for the remake.
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline Macfie

  • 210
  • If somebody made a campaign I've probably got it
The starting weapons will affect any wing that shows up in the weapons selection area, usually Alpha, Beta and Gamma.  You also want to take out the dogfight weapons like the Rockeye D and Tempest D.  The game only allows those weapons to be used in the multiplayer Dogfights.
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 wardog300k

  • 28
  • I'm a FREDder
I missed Rockeye and Tempest,somehow(probably cause i find them useless anyway),but as i said,it will be fixed in remake,that i'll do after releasing first act of Final Destination,since i'll have one thing to worry about.
Crush the NTF-Conflict Zone
One last war, one last hope, one last survival-Final Destination On Delay
Set free from the GTVA-Liberation Wars On Delay

 

Offline CT27

  • 210
The problem is the campaign file has +Starting Weapons: ( "Subach HL-7"  "Akheton SDG"  "Morning Star"  "Prometheus R"  "Rockeye"  "Rockeye D"  "Tempest"  "Tempest D"  "Hornet"  "Harpoon" ).  You notice that there are no Cyclops listed in there.  That means that the team load out will not have them for the associated missions.  Locking them only prevents the player from changing the weapons load out.  It does not lock in non-allowed weapons.  The packaged campaign in my post has that problem fixed.

I used the version of the campaign you posted (the one with mediavps2014 compatibility) and allied Medusas still had no Cyclops.

 

Offline Macfie

  • 210
  • If somebody made a campaign I've probably got it
The problem is the campaign file has +Starting Weapons: ( "Subach HL-7"  "Akheton SDG"  "Morning Star"  "Prometheus R"  "Rockeye"  "Rockeye D"  "Tempest"  "Tempest D"  "Hornet"  "Harpoon" ).  You notice that there are no Cyclops listed in there.  That means that the team load out will not have them for the associated missions.  Locking them only prevents the player from changing the weapons load out.  It does not lock in non-allowed weapons.  The packaged campaign in my post has that problem fixed.

I used the version of the campaign you posted (the one with mediavps2014 compatibility) and allied Medusas still had no Cyclops.

Did you start with the original and then switch to the one I posted?  If so it would keep the weapons from the original.
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 CT27

  • 210
You were right.  I got it to work now.