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Are any of the missions compatible with 1.65?

posted Jun 08, 2012 08:28:47 by TimC
Does anyone know which (if any) of the stock missions have been rewritten for 1.65? I'm going to be playing with a new crew fairly shortly and I don't want to traumatise them all with impossible missions!

I'm aware that Hamak Sector is far too difficult with 1.65. Please can you post your experiences of using other missions in 1.65?

Thanks
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7 replies
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DanielFrohlich said Jun 11, 2012 14:15:13
I'm in the same boat. Brand new crew of mostly kids under 13. we have been playing stricktly invasion.
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Mike_Substelny said Jun 11, 2012 18:52:17
"Party Crashers" works with 1.65. Click here for the link.

"Attract Mode" also works with 1.65, but that is just something to make all five stations look busy while there's no one (or just one player) manning your bridge. it doesn't really have a story.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Arvonian_Captain said Jun 23, 2012 20:10:53
Going to give party crashers a try. Just started playing with a group of friends last night, this game is a blast! What difficulty do you recommend with a group who's only done a few invasions?
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Mike_Substelny said Jun 23, 2012 21:20:35
Arvonian Captain, I thing Party Crashers will override your difficulty setting. I suggest getting your crew to the point where they can win an Invasion in a Very Interesting sector on difficulty five or six before you play Party Crashers.

Also be sure your main viewscreen computer has a good sound system and turn down the music to below 25% so you can hear the audio communication messages. I think the Mission has a Read Me file with more details.

Enjoy!
[Last edited Jun 24, 2012 10:29:41]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Arvonian_Captain said Jun 24, 2012 01:20:06
That was a crazy fast response, thanks so much for the advice! Any more general advice about the game as a whole? We have the basics down (though our Weapons Officer can be a bit surly) but any tips for enriching the experience, or even any reference sites would be awesome!
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PirateGent said Jun 24, 2012 01:37:23
Mike - you are so right. My group played for the first time last week and after a few "invasion" games to get the feel of it we decided to try a "mission".

I loaded up Party Crashers since I knew that is suppose to be good (and the fact that communications is actual audio) and within minutes we were being swarmed by enemy ships like bees around a bear stuck in the hive!
Edward
Baton Rouge, LA
www.BRStarTrek.com
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Mike_Substelny said Jun 24, 2012 10:44:18
My advice: You want a full, experienced crew of six players that is prepared to push themselves but not afraid to lose the game a few times.

If the bad guys destroy any of the friendly ships or the base you are doomed.

Your Engineer should be prepared to push the ship hard, keeping lots of systems "in the red." Your Helmsperson should be prepared to keep moving constantly and find energy without docking at a base. Your Weapons officer should be ready to ration torpedoes because the base can't make anything at first. Every single shot needs to count and some of the enemies can outrun Homing, ECM, and Nuke torpedoes so you need to find a different way to kill them or make them surrender. There are plenty of clues about how to win if your Communications and Science Officers aren't shy.
[Last edited Jun 24, 2012 10:45:02]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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