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e4mafia

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Reply with quote  #16 
Mike, can Armada IV (Not the battle of beechwood) handle more than 1 ship?

Mike Substelny

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Reply with quote  #17 
The Armada IV script was intended for a single ship. It can work for multiple ships but some of the automation only works for a ship named Artemis, so for certain features to work with multiple ships the Game Master would need to intervene. These include the "Situations" and the different nebula conditions that the GM can trigger.
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LawsonThompson

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Reply with quote  #18 
Mike, there are a few typos in the Armada IV script... I think.

Did you mean to comment out this block in line 2598 "Prime Standard Enemy Fleets" down to line 2674 "Add Pirate"? 

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Mike Substelny

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Reply with quote  #19 
In fact I did intentionally comment out those lines.

If you un-comment those lines the script should still work, but if you do the script will automatically spawn extra enemies whether the game master wants them or not. In testing I found that this cramped the style of players and game masters.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
HaydenBarca

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Reply with quote  #20 
Quote:
Originally Posted by Darrin
Next time I see Paul (probably this Saturday), I'll ask him if he has updated/clean scripts for these missions. 


Darrin, were you or anyone else able to ask Paul about a clean copy of Dawn Patrol?
Darrin

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Reply with quote  #21 
Yes, Paul sent me a clean version. I've attached it.



 
Attached Files
zip MISS_Dawn_Patrol_2.0.zip (21.94 KB, 2 views)

HaydenBarca

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Reply with quote  #22 
Fantastic.  Downloaded it, reviewed code, and tested it.  Everything works.  Thanks to you and Paul.
HaydenBarca

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Reply with quote  #23 
I hosted Dawn Patrol 2.0 at a recent virtual con and there was a bit of a learning curve, so I wanted to leave some breadcrumbs for others.
  • You are piloting a Ximni Scout with Jump Drive.  Jump well. You will jump a lot.
  • You do not actually follow Pirate "race" rules (with surrender/looting energy, base favor ratings, etc.).  You just have a home pirate base and say "Argg".
  • Your home pirate base, the Dragon Tooth Refuge, will buy loot that you steal, but the black market value (prices) change over time (randomly).  Comms will receive updates when this changes (every 10 minutes).
  • The only way to steal loot is by destroying cargo vessels (getting them to surrender won't give up the loot).
  • You can only hold one unit of cargo.  If you try to pick up more, weird things happen (like getting forcibly repelled by the next cargo).
  • When you redock with the Dragon Tooth Refuge, Comms will have the option of selling the cargo in your hold.
  • You have 50 minutes to grab the most value of loot and then the game ends.  
Once we got the hang of it, it was a lot of fun.  It does a good job of engaging all positions on the ship (everyone has something significant to do).  We're thinking about running it as a loot contest in the next con.
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