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New Mission: Vultures

posted Feb 05, 2013 18:04:06 by xavierwise.tsn
Hello,

I have created a new mission that I want to share with everyone. I have uploaded the XML file to the Wiki for you to download. If you find any bugs with the mission, please email me or respond on this post.

Vultures


Some tips and advice:
1. Do not underestimate your opponents.
2. Keep moving and be aggressive.
3. Do not be afraid of the blackholes (Gateways), just head for the centre!
4. Make sure your Comms Officer checks his messages

Hope you all enjoy it!
[Last edited Feb 05, 2013 20:59:59]
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8 replies
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Charlie said Feb 05, 2013 21:55:09
Awesome!
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Charlie said Feb 06, 2013 03:11:43
Xavier, had a good start. Problem came waiting for RP14, the warp gate stayed open; not sure if this is intended. Waiting for RP14 , it turned away from base & attacked ships that where invisible to science. I ordered RP14 to it's destination and was told to "buzz off" they would not accept our orders but did say to "have a nice day". After a few minutes RP14 started toward the jump gate and stopped in it's tracks.

Not sure if we did something wrong, but it's a good start.
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xavierwise.tsn said Feb 16, 2013 13:58:12
The Jump gate issue should now be fixed. I had written in the creation of two jump gates by mistake, one on top of the other. I have deleted the second gate so hopefully this issue should be fixed.

When entering the system and moving to the starbase, RP14 will defend itself if it is attacked. I have added a comms message that will inform you when RP14 come under attack.

As for leaving the starbase, it should move away, towing Transport 3 along with it. RP14 has orders to head straight to the jump gate.

I will upload the new version to the wiki shortly. If you find any more bugs, post on here. Also, has anyone else played the mission? If so, is there any feedback you can give / are the any other bugs to report?
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TravisHead said Feb 16, 2013 15:38:57
Just played it solo (I know, not intended but I had to try it).
So far it is insanely hard. Might be easier with a full crew but that first major wave was killer.

Only issue I have had so far has been the nukes; you start with 2 but cannot load them. Either take them away or let me use'em.

Otherwise looks good for what I have seen. I had a similar idea with localized warp gates but haven't implemented them yet. Might just "borrow" some code.
:)

T.
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xavierwise.tsn said Feb 16, 2013 16:02:36
The starting condition is that you have nukes set to 0. However this does not update on the read-out on all the consoles which is really annoying. It looks like you have a supply of 2, when in actual fact you have 0. I have no way to fix this without giving the player nukes (which I don't want to do as then it will make the mission much easier).

As for the first wave, yes it is a difficult wave; the enemies have several enhancements. The mission is one where aggression is key. You must act quickly and decisively. The first wave is designed to be intense, and as captain you have to decide what to do almost immediately. A full and experienced crew is also recommended. I designed the whole mission as one which I would enjoy and would be a challenge. I wanted fewer but more challenging enemies, not hordes that could be virtually wiped out with an ECM/Nuke salvo.

I have a code file with just the gate code in their if you like; I am quite happy to share the idea.
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TravisHead said Feb 18, 2013 19:58:16
Alright, tried it again with a Battleship - much better suited to this mission.
Killed all the baddies and had the repair ship come but then when it reported towing (ready to "two" btw) back to the Delta Gate it just circled the Transport. Never seemed to "catch" it with the tow.
T.
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xavierwise.tsn said Feb 19, 2013 10:31:18
Missed the typing error! I have taken the script off the wiki for the time being and I am going to address the towing issue for the transport.

There is also another issue with RP14 as well that I think I fixed. If it was attacked initially on its way in to repair Transport 3 it would move to defend itself, but then not continue on to the transport one the enemy had been destroyed. I believe I have fixed the issue, but if it occurs again give me a shout on here.
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xavierwise.tsn said Feb 19, 2013 10:31:47
Missed the typing error! I have taken the script off the wiki for the time being and I am going to address the towing issue for the transport.

There is also another issue with RP14 as well that I think I fixed. If it was attacked initially on its way in to repair Transport 3 it would move to defend itself, but then not continue on to the transport one the enemy had been destroyed. I believe I have fixed the issue, but if it occurs again give me a shout on here.
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