Topic: Entirely too much fun  (Read 7586 times)

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NuclearWessels

  • Guest
Entirely too much fun
« on: February 12, 2003, 04:45:12 pm »
OK, just finished what I hope is the end of the update process for the EAW mission pack.  The new pack has all the old missions (44 or whatever it was) but has been revamped to promote co-op/PvP, nullify the neutral co-op bug, and allow effective defense of bases and planets.  For the sake of those of us who have developed nervous twitches, it also finally eliminates the quirk that was generating insane levels of AI in the old ED packs.

Two new 3-on-3 missions have been added to the pack specifically for enemy space actions and neutral coop, and drafting has been improved in some of the existing missions.

EDIT:: It's now 4 new 3-on-3 missions, about 8.5 meg all up, and the mission controls have been altered so that the "specialty mission" appear much less frequently than the pure combat missions.  I.e. you should get patrols and assaults wayyyyy more commonly than the hostage-rescue or riverboat-casino etc style of mission.

The pack includes a readme for script and installation details, and a sample campaign (.mct) file if you want to play them as a single-player conquest campaign.   The beastie runs about 7.5 meg, and is  just uploading now, at http://www3.telus.net/NuclearWessels/sfc/downloads/EAWMissions.zip

As always, folks are free to use some/any/all of the scripts for whatever campaigns they like - SP or online.

Now on to porting the whole mess to OP, and trying to get things working for the cartels.  That should give Doug some breathing room to come up with a list of bugs in the stock OP missions

I think this is finally the creature I was hoping to create when I first started hacking away at it this time last year.
Lemme know if you find bugs, and enjoy!
dave
 
« Last Edit: February 16, 2003, 03:29:57 pm by NuclearWessels »

TheMaverick

  • Guest
Re: Entirely too much fun
« Reply #1 on: February 12, 2003, 04:50:06 pm »
Wow thanks Dave

**DONOTDELETE**

  • Guest
Re: Entirely too much fun
« Reply #2 on: February 12, 2003, 07:30:21 pm »
Great stuff, gonna try them out soon!  

Dizzy

  • Guest
Re: Entirely too much fun
« Reply #3 on: February 12, 2003, 08:01:47 pm »
Quote:

Now on to porting the whole mess to OP, and trying to get things working for the cartels... to come up with a list of bugs in the stock OP missions

I think this is finally the creature I was hoping to create when I first started hacking away at it this time last year.
Lemme know if you find bugs, and enjoy!
dave
   




TY Dave! You have my vote, and that of my constituents.

As far as fixing OP, I can just imagine hearing you say this: http://www.stinsv.com/MOv/St5/shakedo2.wav

GL!  

FireSoul

  • Guest
Re: Entirely too much fun
« Reply #4 on: February 12, 2003, 10:44:53 pm »
Ok. Fetched this package and am awaiting the next one.

.. you *DO* know that everything I have collected for SFC stuff is online at  http://klingon.stasis.ca/  , right?

-- Luc
FireSoul

KOTH-Steel Claw

  • Guest
Re: Entirely too much fun
« Reply #5 on: February 13, 2003, 08:56:46 am »
Cool beans, Dave. As always, great work!

**DONOTDELETE**

  • Guest
Re: Entirely too much fun
« Reply #6 on: February 13, 2003, 09:05:03 am »
WOW!...cool beans....

Dave....scuse me...Mr Evil sir......could you leave at least one mission with insane AI levels?

Those missions greatly add to the pucker factor  

KOTH-Steel Claw

  • Guest
Re: Entirely too much fun
« Reply #7 on: February 13, 2003, 11:15:57 am »
::chants:: Pucker factor, pucker factor, pucker factor, pucker factor!!!!

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #8 on: February 13, 2003, 11:30:07 am »
Heh, damn masochists!

I've been thinking of making a mission called "J'inns Day Out",
which would simply have to abound in pucker factor

dave
 

ksfung

  • Guest
Re: Entirely too much fun
« Reply #9 on: February 13, 2003, 11:48:47 am »
Hmm, Jinn's Day Out - Jinn is an "ambassador" that you have to transport to your ship.

As you enter the sector, you find his ship being chased by a huge enemy fleet.

Something about an unpaid  bar tab.

Enemy fleet re-enforcements occur - That was a lot of bar hopping.
« Last Edit: February 13, 2003, 11:50:39 am by ksfung »

CptCastrin

  • Guest
Re: Entirely too much fun
« Reply #10 on: February 13, 2003, 12:02:19 pm »
This is great news Dave, thanks a bunch! I'll update the SFCx.org site to let all know.

Can't wait till you can do the same majic to the OP missions.    

CptCastrin

  • Guest
Re: Entirely too much fun
« Reply #11 on: February 13, 2003, 12:12:52 pm »
Btw, do you need a mirror site?  

Sandman

  • Guest
Re: Entirely too much fun
« Reply #12 on: February 13, 2003, 01:31:41 pm »
J'inn's day out eh?

I like that..

mission requirements..

1.  Rocks.. Lots and lots of rocks.. more rocks than anyones ever seen in a mission..way to many damd rocks..
Players start in a small clear area.. (Note.. No dust, just rocks...

2. 2This is a "timed" solo mission.  You have "X" amount of time to go to the center of the map, deliver a passenger (J'inn of course) to a asteroid base (hostile) at the center or far end of the map.  When J'inn is beamed aboard the Asteroid base ceases fire on you (It's really a penal colony, and your returning a prisoner....use the Harry Mudd icon)

3.  Failure to deliver J'inn on time results in J'inn escaping confinement abord YOUR ships and wreaking havock
(Apply internal damage to ship at end of timer run..10 internals for a FF, 15 for a DD, 20 for a CL, 25 for a CA, 30 for a BC, 35 for a DN, 40 for a BB, cv damage as appropriate for base hull)  ((he's looking for the booze supply on board, and he has a Monumental Hangover..and a Hangnail!))   and of course J'inn escapes!


Perhapes a mission like this in tribute to J'inn would make up for 3 years of being picked on, and a thank you for being an awefully good sport about it all this time eh?

Sandman sends

 

KOTH-Steel Claw

  • Guest
Re: Entirely too much fun
« Reply #13 on: February 13, 2003, 01:41:55 pm »
You could further modify the mission so that there is a chance that J'inn takes over the bridge steering your starship into one of the asteroids. Just a thought.

SolarWindWalker

  • Guest
Re: Entirely too much fun
« Reply #14 on: February 13, 2003, 03:33:33 pm »
Thank you Dave.
The Evil Dave pak was great.
This promises to be even better.
Indy And I will try them out this weekend.

WindWalker

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #15 on: February 13, 2003, 04:54:59 pm »
Heh heh heh.

Well, we can put both a J'inn icon (Harry Mudd) and a Romulan Ale icon on board (yes, there is one ... you might see it once in awhile in the revised derelict missions)

After a certain amount of time J'inn escapes, and your security detail starts chasing him around the ship.  If he gets to the Ale before he's recaptured then it's only a  matter of time before he and your drunken bridge crew start smacking rocks

Of course there would have to be regular news flashes from the galley, the bar, the female crew quarters etc while he's on the loose...

On the other hand, if you get to the asteroid base fast enough you can beam both J'inn and the ale across to hasten the fall of the base.

dave
   

jdmckinney

  • Guest
Re: Entirely too much fun
« Reply #16 on: February 13, 2003, 09:17:17 pm »
Now THAT'S evil.

I hope you always live up to your name, Dave.

FPF_TraceyG

  • Guest
Re: Entirely too much fun
« Reply #17 on: February 13, 2003, 09:49:32 pm »
Great work Dave!! Thanks for all your efforts...  

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #18 on: February 14, 2003, 12:13:06 am »
Ah I should never drink and think about missions.

We could follow it with a marathon mission ... Quest for Chocodiles.  Maybe even a vampire version with a guest appearance by Count Chuutula.

Then  maybe a diplomatic journey to meet a certain Federation officer as well,  Kat on a Hot Tub Roof...  the possibilities are endless!

What's that honey?  Insane giggling, no I didn't hear it --- must've been the dog.  What?   No, just a couple of beer ... no really!  ...The empty crown royal bottle?  I dunno, maybe that's why the dog is giggling ....

Uhhhhh .... I better go!

dave
 

Maxillius

  • Guest
Re: Entirely too much fun
« Reply #19 on: February 15, 2003, 01:50:33 pm »
rofl!!!  Don't forget Commander Maxillius in his R-WB+ coming to J'inn's aid....  Make destroying the warbird bonus prestige, but only if J'inn's aboard... like after J'inn escapes from your command ship he takes a shuttle over to the Warbird.  Obviously the Warbird only appears if you have a fleet.