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lezleyboom

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Posts: 7
Reply with quote  #1 

Hi all,

I'm in the process of organising an afternoon of Artemis with a bunch of mates, about 12 or so crammed into the living/dining room of the flat. A number of us have had sessions in the past, doing it perhaps once a year every summer, but there will also be a fair few rookies. Now, while we could simply muck around with the vanilla options, I thought I might ask those of you with a bit more experience a few questions to get the most out of it.

  • Any recommendations for scripted missions appropriate for two fully crewed ships?

  • Top recommendations for a scripted missions for a single ship for the more hardcore (or at least enthusiastic) that'll probably stay on longer?

  • With regards to scripted missions I am a bit unsure about whether I would need to downgrade to earlier versions for some/all the scripted missions (I've currently got the fully updated version 2.5.101, I've got the 2.1 version lying around somewhere too).

  • Mod recommendations? Or might that complicate things a bit to much for a one-off session?

  • I read that the more recent versions have brought in Carriers with fighters and was curious as to how well they have been received, how many fighter pilots would be appropriate for a carrier, and how boring is it for them out of combat?

Any answers/comments you might have about the above, or anything else that might help would be most appreciated. Thanks.

Merry Christmas and Happy New Year

Dave Thaler

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Posts: 300
Reply with quote  #2 
For a multi-ship scripted mission, you might try Guardians.  Most missions aren't written for multiple ships, but that one is.

For ratings, comments, etc. on scripted missions in general, check out the TSN Nexus missions page.  E.g. to sort by rating, click on the Rating column header.   Stats are reported from people using Artemis Bridge Tools unless they opt out.
lezleyboom

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Reply with quote  #3 
Thanks. I'll check it out (hard to test out a two ship mission with just my brother and I but oh well)
Mike Substelny

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Reply with quote  #4 
Out of curiosity, how many player would you have? I am working on a two-ship mission for which one ship might be a carrier. That would require about 15 players.
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ryleyra

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Reply with quote  #5 
Quote:
Originally Posted by lezleyboom
Any recommendations for scripted missions appropriate for two fully crewed ships?


Scripts for two ships are kind of hard to find. The problem is that a lot of script functions are designed for one ship. More than one ship limits what a script can do. Plus, you are typically forced to use the ship names designed for the script.

This has changed in the most recent release, but I'm not sure the current crop of scripts fully makes use of the new features. Plus, as of 2.4 multiship was not quite working correctly. (That reminds me, I need to test 2.5 and see if some of those bugs have been fixed)

Quote:

Top recommendations for a scripted missions for a single ship for the more hardcore (or at least enthusiastic) that'll probably stay on longer?


I'm afraid I can't help there. Most of Mike's scripts (many of which were included with the latest release) are worth checking out.

Quote:

With regards to scripted missions I am a bit unsure about whether I would need to downgrade to earlier versions for some/all the scripted missions (I've currently got the fully updated version 2.5.101, I've got the 2.1 version lying around somewhere too).


If you've got 2.5 and 2.1 you're probably fine. Basically I would run scripts written for 2.3 or 2.4 in 2.5 and see if they work. If they don't, then you can install a new version of 2.3/4. Note that it will probably be easier to upgrade a copy of your 2.1 installation with the proper patch, rather than downgrade, which will run into problems between 2.5 and 2.3. (but not 2.4) [biggrin]

Quote:

Mod recommendations? Or might that complicate things a bit to much for a one-off session?


Mods will complicate things. However, I'd like to suggest you try my Strike Force Seven mod, if your crew feels up to it. It's actually written for more than two full crews, but I'd like to hear from you if you find that you like it. [biggrin]

Quote:

I read that the more recent versions have brought in Carriers with fighters and was curious as to how well they have been received, how many fighter pilots would be appropriate for a carrier, and how boring is it for them out of combat?


If you want a fully crewed carrier, you will need 4 or 5 pilots for the fighters. You might actually want to try that instead of playing two ships. Your new players will probably enjoy how easy the fighters are to play.

For two carriers, or a carrier and a capital ship, I would suggest 2-3 pilots and efficient use of consoles. For instance, two Science and Comms players are not needed for two ships. The carrier can take the Science and Comms consoles, and those crew that would man those stations on the capital ship can play fighters. Optionally, you can drop the Carrier's Weapons console, or have Helm man the weapons on a separate tab.

You can also take a Dreadnought, which has enough fighters for 1-2 players. Or the new Juggernaut. And don't forget you have Ximni choices as well.

The fighters have been a huge hit. There isn't much to do for fighters out of combat, but there is a cute Blackjack game the pilots can play while waiting. [biggrin] As of 2.5, the pilots can also see a view outside their ship from windows in the fighter bay, so they don't feel out of the loop.

Note that you're going to need a good Science officer to relay target designations and direct the fighters. The fighters can't see target designations on their HUD, so they'll rely on the Captain or Science to tell them what to shoot at. Either Science or Comms will probably end up acting as the CAG. (Commander, Air Group)

lezleyboom

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Reply with quote  #6 
Quote:
Originally Posted by Mike Substelny
Out of curiosity, how many player would you have? I am working on a two-ship mission for which one ship might be a carrier. That would require about 15 players.


We have 12 people committed, and a few maybes. The session is tomorrow so probably won't be able to try yours out if you'r still working on it. Thanks though.
lezleyboom

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Reply with quote  #7 
Quote:
Originally Posted by ryleyra

Plus, as of 2.4 multiship was not quite working correctly. (That reminds me, I need to test 2.5 and see if some of those bugs have been fixed)


Is this just an issue for scripted missions or also for regular play? Should we downgrade to 2.3 to avoid problems?


Quote:

I'm afraid I can't help there. Most of Mike's scripts (many of which were included with the latest release) are worth checking out.


I hadn't seen them before, but yeah I think we'll stick with the defaults (Havok looks good)


Quote:

If you've got 2.5 and 2.1 you're probably fine. Basically I would run scripts written for 2.3 or 2.4 in 2.5 and see if they work. If they don't, then you can install a new version of 2.3/4. Note that it will probably be easier to upgrade a copy of your 2.1 installation with the proper patch, rather than downgrade, which will run into problems between 2.5 and 2.3. (but not 2.4) [biggrin]


Where would I get a 2.1 -> 2.3 patch?

Quote:

Mods will complicate things. However, I'd like to suggest you try my Strike Force Seven mod, if your crew feels up to it. It's actually written for more than two full crews, but I'd like to hear from you if you find that you like it. [biggrin]


Thanks, but I'm realising mods are probably beyond us for the time being.


Thanks again for all the info. I'm getting people to bring any joysticks/gamepads they have for the fighters. Seems like a good way to accommodate shifting numbers as people come and go.
ryleyra

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Posts: 2,482
Reply with quote  #8 
Quote:
Originally Posted by lezleyboom

Is this just an issue for scripted missions or also for regular play? Should we downgrade to 2.3 to avoid problems?


It's not a problem for players, more for script authors. You won't notice, except that you may be forced to use a predefined name.

Quote:

I hadn't seen them before, but yeah I think we'll stick with the defaults (Havok looks good)


They're a good start, just to get a feel for the game.

Quote:

Where would I get a 2.1 -> 2.3 patch?


Look on the wiki, at http://artemiswiki.pbworks.com. The "Latest Version" section of the front page has links to the 2.3 patch. It also links to a page which tells you how to downgrade from 2.4/5 to 2.3/1, but you don't need to read that if you're upgrading from 2.1 to 2.3.

The links are "hidden" links on the official Artemis website. Thom has removed them from his page, but the files are still there. You could probably find them yourself by guessing the URL, but the links on the wiki make that easy. [biggrin]

I'll add that all patches are intended to upgrade from 2.0, which is the version available for purchase with the "bridge license" on the official site. So the 2.1 to 2.3 patch will end up overwriting a lot of the things that 2.1 had already updated, which is fine. So while the patches weren't really written for Steam, just for the bridge license, they still work for both.

BTW, if you're wondering, 2.2 is a "dead" version that had a major bug in it. That version should no longer have any missions or mods written for it.

Quote:

Thanks, but I'm realising mods are probably beyond us for the time being.


Yeah, mods are extremely complex. The best way to handle a mod is to install it as if it were a different version of the game, or use a mod manager. (I think there's one or two on this site, or you can search the wiki) Mods also tend to be for a given version of Artemis, which is another reason to keep them separate.

lezleyboom

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Posts: 7
Reply with quote  #9 
Thanks all for the replies, the day was a chaotic success.

In the end we stuck with the standard scenarios for while running two bridges and switched to scripted missions after a few people left and with downsized to a single bridge.

A few random comments on the day:
- I really underestimated how LOUD it would get with two bridges going in our little unit.
- It's really hard to get two ships to coordinate while their are barely managing to run by themselves with new crew. lol
- We tried the Havok script but after a few minutes the server side would start having serious issues. The Ardent series worked great.
- Trying to work a Mine Layer with a jump drive with a novice crew was not a good idea.

I've put the question out there to attendees as to whether people are keen for a semi-regular session (single bridge), so I may be around here more if that goes ahead.

Thanks again.
Swede

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Posts: 52
Reply with quote  #10 
The swedes would love a two ship mission.. We have a bridge and 3 fighter stations on one ship in a permanent setup and a flexible second (and third) ship..   looking forward to this
ryleyra

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Posts: 2,482
Reply with quote  #11 
Quote:
Originally Posted by lezleyboom

- I really underestimated how LOUD it would get with two bridges going in our little unit.


I've only played multiship once, at the first Artemis Armada, but I noticed that it was quite a task to talk over the general din in the room. I suppose that could be minimized with some soundproof walls, but that kind of takes the fun out of it. [biggrin]

Quote:

- Trying to work a Mine Layer with a jump drive with a novice crew was not a good idea.


Indeed. I might suggest, if you want to ease a newbie crew into Jump Drive, try out a Ximni ship, so it has access to the Combat Jump controls. Don't take this as gospel, because I have no idea myself, but I suspect it might be easier for an inexperienced crew to handle. If you give it a try, let me know how it works out!

If you don't know what Combat Jump is, it's a set of two controls and an indicator at the top left of the Jump control that lets you quickly jump by 5000m either forward or backward. The jump is immediate, and the indicator shows how long after a Combat Jump you have to wait before you can jump again. It's a feature unique to the Ximni. (And I plan to have my crew test it out if I can get them together)

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