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Xansta

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Posts: 22
Reply with quote  #1 
It's a simple mission: protect the four bases and the one friendly ship in the area. Looking around, there does not seem to be any enemies present. The USS Fleming is busy conducting research on the local nebula. This looks like an easy mission, why did they bother to send us out here?

Specifics:
Number of ships: 1 (single crew mission)
Ship Name: Artemis
Duration: Expect an hour, but it varies due to random factors.
Difficulty: Configurable - the setting affects the size of enemy fleets and the allotted recovery time as well as other details
Version: Script: 1.1 Artemis: 2.4.0 or later

This is my first published script. It's been tested several times using version 2.4.0 (we've got various device types in my player group). I wrote it with replay value in mind. Not only does the initial difficulty setting change the game, but there are several aspects that are randomized.

I'd like to thank all the script writers out there. I based much of what's in this script on what I read.

I welcome any feedback here.
Xansta

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Posts: 22
Reply with quote  #2 
Since I've received no feedback since June, I figure
  1. it's a terrible mission and nobody wants to tell me (unlikely),
  2. it's a fabulous mission and people are playing it so much they are neglecting to provide any feedback (also unlikely) or
  3. nobody realizes that the title of the original post is a clickable link to get the mission.

Just to be sure, I've posted the link here in a more blatant form. I also re-uploaded the zip file, most likely invalidating the original clickable title link, so use this one instead:

https://drive.google.com/open?id=0B6ojmjjUhOTSMVRZWmdIQmZ4Wnc

The group I play with finds the mission challenging at difficulty level 3. I may have made the mission too challenging...
Charlie

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Posts: 283
Reply with quote  #3 
Awesome! Will play next week!!!
Jaemez

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Posts: 10
Reply with quote  #4 
Thanks for creating the mission, Xansta.  

Do 2.4 missions work in 2.6, or are there changes in 2.6 that invalidate 2.4 scripted missions?
Ayelis

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Posts: 31
Reply with quote  #5 
I downloaded the mission and even added it to my "Portland Mission Pack" which I've listed on my "Missions Master List"... But my Portland team doesn't fly more than once a week, and even then, we've got a dearth of volunteers (we only had 2 this week, and so didn't even fly)... And the server rarely has audio, and the missions people choose often crash and the mobile clients often also crash, so maybe that's why we can't attract many fresh faces in an organization of 80+ science-minded people.

Maybe Artemis and Portland just don't get along.
Xansta

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Posts: 22
Reply with quote  #6 
To Jaemez: Nothing I read about 2.6 indicates that 2.4 missions should not work, however, I have not tested the script in 2.6. I'm fairly confident (93.25%) it should run fine in 2.6.

To Ayelis: Server audio is not required. The voice information is echoed on the communications console. Comms will be busy, though.

To Charlie: Please let me know how it plays for you

Thanks
Mike Substelny

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Reply with quote  #7 
Xansta, as of Artemis 2.6 the old audio comms buttons for playing oog files no longer work. If you mission uses them you will find that Comms is unable to play them. You can fix it by reprogramming the mission to use the new Comms buttons and translating oog files into wav files.
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Ayelis

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Reply with quote  #8 
Quote:
Originally Posted by Mike Substelny
translating oog files into wav files.


What? You can't use OGG anymore? You need to pack your missions with uncompressed audio? Am I reading that right? That doesn't sound like an upgrade. What gives?
Xansta

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Posts: 22
Reply with quote  #9 
I read about the deprecation of .oog files in 2.6. I did not use .oog, only .wav files for this reason. I also did not have the audio triggered by a button, rather, it plays along with the applicable event. There may be the occasional audio overlap, but it should not last long. The audio clips are repeated in the communications console.

The only feedback from players so far is that it's too difficult. That's easily remedied, but I want to hear from a larger audience before I make changes to reduce the difficulty.

Thanks
Charlie

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Posts: 283
Reply with quote  #10 
Xansta, I got to play the other night. Had fun but was tough! My team had a few new players so we took a beating and had to dock more than we should have, that being said we did try it on difficulty 5. We worked hard for it but we through in the towel at what may have been the last group and found we had been at it for 90 minutes. All in all the voice messages were great as well as the engagements. Loved the Torgoths(I think)!!! I have some video, looking forward to watching!!!  Thx to all!!! Chas!!!
Xansta

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Posts: 22
Reply with quote  #11 
Thanks for the feedback, Charlie. I updated the mission script to make it a bit easier primarily by increasing the time between waves to give players a greater chance to recuperate. I also added some audio clip overlap prevention code. The changes extend the mission duration out to 90-120 minutes. This all goes in version 1.1.

I kind of expected frequent docking, so don't think less of your crew for frequent docking.

File links updated in first posts to point to the new mission.

Enjoy!
Arrew

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Reply with quote  #12 
A fun mission. Liked the story so far but I only played up until wave 7 or 8 I think?

I loved the voice acting! Really brought the story and this little area of space you made to life. Good programming with the environment too.

I don't want to post spoilers but I took a peek at the scripting after. That's quite a lot of waves there. You did say about an hour which I should have read before I started the mission.

My only suggestion would be that I thought the time between wave was a bit too long. When nothing was happening I kept wandering if I had finished the mission and that was it. Maybe cutting down the over all mission time, and number of waves, so people can more enjoy the story you've made? It's a good story I think crews will really enjoy it.

I might give it ago again with a Jump Ship and see how I get on.
Xansta

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Posts: 22
Reply with quote  #13 
Thanks for the feedback, Arrew. At what difficulty level did you play?

I'm finding it hard to balance the amount of time between waves. My initial testers said it was too difficult and they did not progress very far with the non-shoot-em-up plot, so I increased the minimum time between waves. Gives a breather, but the pace may be too slow for more experienced crews.

My original value at line 2311 was 64 rather than the current value of 180. If I continue to get feedback that the pace is now too slow, I think I'll try a compromise value between those. If you play past wave 7 or 8, you may wish you had a value higher than 180 [crazy]

The difficulty of the waves increases.
Arrew

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Reply with quote  #14 
I'm gonna be shy and fess up to playing on level 5... :") I haven't played in a long time [wink] .

Have you thought about setting a short timer, maybe a random one between ten and thirty seconds to keep them guessing, after the last enemy of a wave is destroyed?

(I found that worked better for me, since events trigger at the speed of the players whatever that may be.)

Or did you specifically want a swarming effect with multiple waves in the sector?

As for total time it varies by scripted and crew but for me the sweet spots about 30 to 45 minutes. I wouldn't really go over an hour total length since Artemis has no "save" mechanic and people do things... like pee [wink] . Unless you Kim Jun Un who apparently doesn't need too... [wink]
Ayelis

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Reply with quote  #15 
I'm gonna fess up to being massively frustrated at the inconsistency in "levels of difficulty" as a whole. There's no standard meaning for what it is. Half the missions completely ignore it. You can't even call it a subjective thing because it doesn't even mean anything the majority of the time. So when I play, I will always play on one. Maybe two if the crew is particularly adventurous and needs to be put in their place. Anything higher is asking for trouble, always. Am I wrong? Of course, I am; difficulty doesn't mean anything. But at least I acknowledge that I'm wrong. Everyone else is just pretending.
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