Topic: Entirely too much fun  (Read 7587 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.    

Sandman

  • Guest
Re: Entirely too much fun
« Reply #20 on: February 16, 2003, 02:41:23 am »
ANd lets not forget the infamous mission "W.A.N.K.E.R. comes a calling"

mission overview:
  You and your fleetmates come across a massive gathering of Battleships from a number of races ,one of eash from them all.. (the Klingons BB's will all be there.., a full slate, B-10, B-10K, B10V, B-11K)  All willbe allied, you willbe hailed with a message.."Sweetypie, who was the female in your quarters last night?"

Failure to respond results in the BB's openng fire on your ship(s)
respoinding with any message results in the BB using your ship for tug of war practice, and attepting to board you to capture.

Firing back results in mission lost no matter how well you do. and "The message from the ship you fired on "You Chavenist Bastard, you would fire on a defensless woman!!!"

The Only option is to flee for your life!

No matter what happens you will suffer a -50pp,  (-1550) if you fire back..
The mission can only activate if you have reached admiral rank or better

If you stay, fight, and manage to win...  - 100,000 pp, you are stripped of your current ship, and busted one grade in rank.

Tracy G and other known female players will have to... ahh, never mind.. it's prolly to complicated to code for female players..

Oh, if your ship is boarded, and captured, the mission ends, you keep your ship, but any other ships in your squadron are removed.. (ie: surrender is an option...just not a very good one..)



hehehehhehehehehe


Khemaraa/Sandman sends

 
« Last Edit: February 16, 2003, 02:47:48 am by Sandman »

KOTH-Steel Claw

  • Guest
Re: Entirely too much fun
« Reply #21 on: February 16, 2003, 09:35:30 am »
Sandman, I have run into such a mission and have finally found the way to successfully complete the mission. It really works! You have your Comm Officer reply with the following uncoded message: 'It wasn't me." Works every time.

Daew Anahos

  • Guest
Re: Entirely too much fun
« Reply #22 on: February 16, 2003, 11:02:29 am »
Dave:

  Will d/l those buggers!

Have you the mct, tcm, ctm or what ever the hell the campaign mission selectors file type thingys are called in the zip also? Or is that in a seperate file on the site?  

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #23 on: February 16, 2003, 03:39:20 pm »
There is one .mct file in there as an example, showingr the Lyran version.

To make versions for the other races just make copies of that file in your Assets/Scripts/Campaigns folder (you need a seperate copy for each race you want to play as) then  open each copy up with Notepad (or any text editor) and make the following 3 changes:

 (1) Change the name at the top to whatever you like - that's the part that shows up when you go to select a new campaign
(2) Change the description right underneath that to something appropriate
(3) Go to the bottom of the file and chance the 0=3 line to ONE of the following:

0=0 // for a fed campaign
0=1 // for klingon
0=2 // for romulan
0=3 // for lyran
0=4 // for hydran
0=5 // for gorn
0=6 // for isc
0=7 // for mirak

dave
PS: As of today, I've added a couple more missions to the pack, and changed the mission distribution a bit so that the more unusual specialty missions show up much less frequently --- most of the missions you get now should be one of the pure combat versions, with the remainder showing up once in awhile to add some spice.

dave



   

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #24 on: February 17, 2003, 06:54:35 pm »
OK - the first blast through all the OP dyna missions is now complete, attempting to address all the bugs I know about.

Please let me know if you find bugs - some of the OP-only missions required significant changes, which usually means something else gets broken

http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip

It's 59 missions and just barely under 10meg. Ick.

dave
   

CptCastrin

  • Guest
Re: Entirely too much fun
« Reply #25 on: February 18, 2003, 12:21:19 pm »
I'm testing these out on the SFCx beta server (build 2533) Dave. If you have access try it out.  
« Last Edit: February 18, 2003, 01:17:50 pm by CptCastrin »

FireSoul

  • Guest
Re: Entirely too much fun
« Reply #26 on: February 18, 2003, 12:40:38 pm »
2536? huh?

Edit: I see you corrected the version. ;>
« Last Edit: February 18, 2003, 06:29:08 pm by FireSoul »

NuclearWessels

  • Guest
Re: Entirely too much fun
« Reply #27 on: February 18, 2003, 06:09:43 pm »
Thanks Castrin, I should be able to check it out tomorrow.

dave
 

NuclearWessels

  • Guest
Re: EAW/OP Mission packs and campaign files ready to go
« Reply #28 on: February 19, 2003, 05:57:02 pm »
Alrighty, both the EAW and OP mission packs seem good to go.  Both packs now include readme's and campaign files for all races to use the new missions (conquest style campaigns).

The ambush missions are also now a tad scarier -- in true ambush style, you are now caught flat-footed, and have to chew your nails for awhile whilst waiting to get your shields up and your engines online (you start off running about 20% of your total engine power).

OP pack:(about 60 missions, 10 meg)  http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip
EAW pack: (about 50 missions, 8.5 meg) http://www3.telus.net/NuclearWessels/sfc/downloads/EAWMissions.zip

enjoy!
dave
 

NuclearWessels

  • Guest
Re: EAW/OP Mission packs and campaign files ready to go
« Reply #29 on: February 23, 2003, 07:47:10 pm »
OK, due to both capacity and bandwidth limitations at my personal site, the mission scripts have moved.

They're now available (thanks to the good folks at SFCX.org) at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/SFC3Missions.zip

I've updated the links on my own pages and in my sig, if anyone else has links to the missions they might want to update those too

The EAW pack now contains a few twists to make the Scan mission more interesting -- sometimes you're scanning a planet right after an asteroid collision, sometimes as the planet gets swallowed by a black hole, sometimes while it's crashing into a sun, sometimes the planet is throwing off radiation that screws up various ship systems.  (Of course, each of these make getting close enough to scan a little more risky than usual.)  Sometimes once you scan the planet you'll also find something or someone worth beaming up.

Many thanks Capt. Castrin!
dave
   

NuclearWessels

  • Guest
Re: EAW/OP Mission packs and campaign files ready to go
« Reply #30 on: March 05, 2003, 06:20:42 pm »
The latest update to the mission pack for EAW is now available (v 3.2 I believe) at the link in the post above.

There are no major changes in this version, but it does contain lots of little corrections.  (Fixing incorrect text messages, tweaks to ship strengths, and fixes to a couple of missions that were reporting results incorrectly in some circumstances.)

dave