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Arrew

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Reply with quote  #46 
WOW man. Thanks for the praise.

Remember you can dock with the polaris. I was thinking of adding in my own energy collecting system like in the RP but haven't done so yet.

Will upload my last batch of missions in a week or two.
Bigkelly

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Reply with quote  #47 
Hi!  It's amazing to see that a lot of missions have been added! I'm a fan of Artemis since it's first version 1.0 and I always thought it lacked a lot of good missions.  This seems to be perfect, however I'm having troubles with some of those missions.

I'm having the same exact problem as "rcpinchey" which is the comms answering through the keyboard.  We were running the game on full screen and we tried with a laptop as well as a desktop, neither will work.  The 1-4 buttons for comms work perfectly.

Also, we can't seem to launch some of the missions.  Maybe it's because we need to name the ship Artemis at the start?  Some missions are in folders as other are only one XML file.  Do I need to create a folder with their name and put the XML file in the folder?

Thanks for the info, and again, even though we couldn't play through any mission, they seemed like a lot of fun.  Keep up the good work!

EDIT : We are running on 2.1.1
cxfAtheus

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Reply with quote  #48 
For the XML that aren't in folders, you need to create a folder name exactly the same as the XML file (don't need to add .xml to the folder name, though).
Bigkelly

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Reply with quote  #49 
Thanks for that Info [biggrin]
Arrew

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Reply with quote  #50 
Yeah apparently if its a mission with a generic mesh all computers need a copy of the mission and meshes or it won't work... That just came to my attention. Sorry about that.

if people want I should be able to make some ugly planet versions that should work with any client. Will release them in an Ardent jumbo pack when I finish the last three missions of S4.

Comms not working? All I can suggest is a restart. I had one instance where I made a conversation and for no reason it would not work. I worked on it for an hour. Then I restarted the Artemis server and client I was using to test it and it worked. Never knew why it didn't work in the first place.

Real number if it doesn't work. I think the extra comm communications is what gives my missions there extra demension. Try running Comms on the same computer as the server and see if that makes any difference.
Arrew

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Reply with quote  #51 
Depending where you got the mission files from some are already in folders others are just the mission files. You need to put those files into a folder with exactly the same name and then out them into the mission folder.

Like I said I am thinking of making a jumbo pack of the missions will make those in folders if I can.
Arrew

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Reply with quote  #52 
Some people did mentioned issues about running full screen... No idea why that might be. Try playing windowed.

Can anyone with more game knowledge explain why this might seem to be?
Bigkelly

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Reply with quote  #53 
Alright thanks!

If I get a chance, I'll try this next weekend to see if it works out.
EccentricOwl

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Reply with quote  #54 
These look great. Any compatibility issues for 2.1.5 ?
Arrew

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Reply with quote  #55 
No idea... If you have issues regarding the generic meshes just stick the mission files on all the participating computers.
Psycoman27

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Reply with quote  #56 
I've yet to play any custom missions in Artemis. I'm co-hosting a LAN party later this week so I'm going to give these a spin at that time. Can't wait to see what the modding community has in store for this game.
Arrew

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Reply with quote  #57 
might be worth sticking them on all the clients just in case and make sure you have the latest versions.
Menbailee

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Reply with quote  #58 
Children of Carnage.

What to say about this mission?  It's like TOS' City on the Edge of Forever, or TNG's The Inner Light, by which I mean the episode that, after you've played it, you won't forget.

It has become our hazing process for new captains.

This was the second scripted mission we ever attempted, after practicing on a few random scenarios, because we'd heard it was good.  We approached the objectives with extreme caution and returned to base to recharge perhaps slightly more than necessary before the carnage began.

"Keep the Exeter away from those other friendlies!" I ordered as soon as things got ugly.  We did not succeed.  We barely had any mastery of engineering at that point and had a hard time shunting power between maneuvering and warp to keep up with the bugger.

Then came the infamous choice, which literally started an argument between myself and the comms officer.  "Think about it.  What's happening to us must be the same thing that happened to the other ships.  The other captains are smart.  They must have tried the other options.  Airlocks.  Now."

Thanks to our inexperience, we only barely got out of the ensuing combat alive (and our missiles were humorously ineffective against an opponent of that speed).

When we have a new player, after she's trained on core mechanics, we put her through this mission as captain.  We tell her to assume that if it's something you could try on Star Trek, it's something you could try in response to a story crisis.  Instead of reading the options for the hard choice, the comms officer reports the situation and asks, "Captain, what do we do?!"

What's interesting is that the first two options offered by the game are also the options that our captains have thought of spontaneously.  If the captain suggests something like "raise the security force fields on affected decks," the comms officer will report that the crew have overridden them.  Lethal options only get considered when the ship is almost hopelessly crippled and limping back to the starbase with the Exeter on its heels.  When the Captain starts considering extreme measures, Comms or someone else who's seen the mission before will suggest the airlock specifically.

The crew at stake carry literally zero gameplay mechanics significance, and yet captains, at least with roleplay-centered crews like ours, completely freak out over losing them.

Our only disappointment is that the story isn't continued, and we haven't found anything else yet quite this good.
Arrew

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Reply with quote  #59 
Well I actually planned for it to be a 3 to 4 mission story with D&D style away team missions.... But it didn't really happen.

I started tinkering with Artemis roll20 but didn't get to test it out.
choam

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Reply with quote  #60 
Can we play it with 2.4.0 ?
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