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ryleyra

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Reply with quote  #1 
This is my "Stock Missions Updated for 2.6", updated for the just released version. I'm hoping that since Thom chose to release Artemis 2.7 early, he can include these missions in a bugfix or patch release after Armada, as I had intended with the missions in the original thread.

Among the other things I have updated for this new version, I have included a mission_description block describing the mission. In most cases, I just took it from the ReadMe. This means all of my updated missions provide a description to be shown on the Server Setup screen.

I've also updated the pathnames to the audio files where applicable, meaning that most of the old missions in the other thread won't work as written. You'll have to use these missions. I also believe that these missions aren't backward compatible with 2.6. While I was at it, I also fixed some references to the old way of defining Skaraan specials, which would not have worked.

This post should include the following missions:

AttractMode
Battle_of_Elihu_12
HamakSector
Module_3_bases
SimpleSandbox
Sirius_Feint
TheWaningDark

HamakSector and TheWaningDark, as before, are updated with audio files activated using the buttons in the new Comms interface. Battle_of_Elihu_12 and Sirius_Feint do not use audio files, but I have made changes to fix the bugs described above and specified categories for the messages. Module_3_bases has been greatly expanded with new menu options that let the GM create a lot more objects than the current stock module. I also added the new Jelly monster and BioBeacon pickup to that GM module.

Finally, I am including the SimpleSandbox, which is a randomly generated sector with a selection of missions you can take. It is designed for those who want a semi-original experience without having to make use of a GameMaster. It includes some non-combat missions like Trade and Scientific Research, although some combat is typically involved. You can try to avoid combat if you want, though, and you won't be forced to just kill everything. There are currently eight missions available in the Sandbox, but I am working on adding more, to a total of 12. 

Because HamakSector and TheWaningDark contain WAV files, they are too big to upload as attachments to this post. I will host them on my own site, and link to them from the names in the list above. The rest of the missions will all be included as attachments. Again, Thom is welcome to download them and include them in the game.

By the way, the links in the old post now point to the files above. I could not edit the post because it's too old. The 2.4 versions are still out there, they just end with "2.4.zip" instead of just ".zip". I will probably eventually delete them, although the 2.4 version of HamakSector is still out there for use with tablets.

 
Attached Files
zip MISS_AttractMode.zip (1.85 KB, 63 views)
zip MISS_Battle_of_Elihu_12.zip (195.92 KB, 74 views)
zip MISS_Module_3_bases.zip (12.12 KB, 68 views)
zip MISS_Sirius_Feint.zip (332.86 KB, 67 views)
zip MISS_SimpleSandbox.zip (71.08 KB, 64 views)

ryleyra

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Reply with quote  #2 
Since I have discovered that beacons are active when created in a script (as anomalies) I have added the ability to create a beacon to attract or repel each type of monster to the Module_3_bases script. You could previously create a beacon, but it was only the type to attract Typhon. While I was at it, I changed his name in the menus from "Classic" to "Typhon".
Mike Substelny

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Reply with quote  #3 
Thanks for doing this, Ryley.
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ryleyra

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Reply with quote  #4 
Since someone asked about this, and I didn't specify what's changed in Module_3_bases above, here's the list:

- You can add minefields in north, south, east and west arcs
- You can add Black Holes and anomalies of all types (including the new bio beacon in 2.7)
- You can create enemies of all types, including Torgoths, Arvonians and BioMechs
- You can create bases of all types, including enemy bases
- You can create friendly ships of all types
- You can monsters of all types, including the new Jelly in 2.7. Whales and Piranha are created in pods
- You can delete terrain by type, including Black Holes, or delete everything near the GM selection
- You can make ships surrender, specify their fleet, set some basic AI, and taunt and captain type
- You can set the complete set of special abilities, even on non-Skaraan ships
- You can modify the player ship's energy, torpedoes, DamCon, shields, and some system damage
- You can modify a base's supply of torpedoes

Also, since this is 2.7, you can create nebulas in all three colors. I just realized I should have added the new torpedo types to the menu, and added the ability to add PShocks to the ship as well. I'll fix that as soon as I can.

As I mentioned in the old post which was intended for 2.6, if players ask me for even more features in the Module_3_bases script, I will probably come out with a "Deluxe" version, once I'm done working on the other 2.7 stuff. I could flesh out the system damage section, allowing more than just Beams, Torps and Warp to be damaged. I could also add more AI choices, and commands to set the fighters or shuttles available at the bases. 

ryleyra

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Reply with quote  #5 
All right, I have made some additional changes. I have updated all of my missions (except AttractMode and BattleOfElihu12, which were fine) to properly use the set_player_grid_damage command. While I was at it, I updated "The Waning Dark" to make use of the different nebula colors. The right nebula is now purple, the center one is blue, and the left one is yellow, and they will all take effect when the if_in_nebula command detects that the ship is in the nebula of the given color. The other events will still take place when you get closer to the center of each nebula.

I have also added some new features to Module_3_bases. In addition to adding probes, tags and (launched) beacons, I also added some new keybinds. Pressing B will hide and show the buttons used to move and rotate the selected object. Pressing M still restores the menu as it always has. And pressing 0 (the zero key) is a shortcut for selecting Delete Selected Object from the menu.

More exciting for GMs, you can now repeat the last Terrain Create command by pressing the spacebar. This should make it much easier and faster to create sectors; all you have to do is right click on a location and press the space bar to make copies of a minefield, nebula, or asteroid field you just created. You can even generate a bunch of energy anomalies, or any other anomaly type, although this function isn't random. (You'll have to pick upgrade types from the menu if you don't want to keep creating the same type)

The 1, 2 and 3 keys can also now be used to create Kralien fleets quickly and easily. Just select a fleetnumber, create a support ship, and then plop down a bunch of Kraliens in the same spot. They will space themselves out and begin moving as a fleet. These keys are from the original Module_3_bases script, but 4, 5 and 6 don't create Skaraans. Maybe in the Deluxe version. 😃

Magnum76

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Reply with quote  #6 
Quote:
Originally Posted by ryleyra
I welcome feedback on any of the missions, though, and will try to fix any errors that anyone can point out.

Because HamakSector and TheWaningDark contain WAV files, they are too big to upload as attachments to this post. I will host them on my own site, and link to them from the names in the list above.


I downloaded and installed HamakSector and TheWaningDark. Both ran unsuccessfully. An error window pops up in the bottom right and the map is empty except for the Artemis. To make sure nothing else, like bridge tools, was causing an issue I did a fresh install of 2.6 and patch to 2.7. Same results. I double checked the missions were in the right folders along with all the files. They seemed to be. Perhaps I’m missing something? Let me know if you need more information from my end. I’ve heard HamakSector is a great mission. I look forward to trying it out.
ryleyra

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Reply with quote  #7 
I downloaded both files and tried them out, and they seem to work just fine. I even reinstalled the download in case I uploaded the wrong file or it got corrupted or something. I was able to run both with no problems.

What is the error message that it is displaying? I don't see any way there could be a permissions problem with the game, but have you checked the permissions to make sure they are consistent? Also make sure you did not install the mission folder in a duplicate folder. The zip file already contains a folder called MISS_HamakSector or MISS_TheWaningDark, you should just have to extract them into the Missions folder.

(This isn't true of MISS_SimpleSandbox, BTW, but I intend to fix this before I post the release)
Magnum76

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Reply with quote  #8 
Ok, so Hamak is working.  As far as I can tell.  I deleted the MISS folder and replaced it with the one from the download and it works.  If I run into any problems with these I'll let you know.  I did download the rest of the missions to try them out.  Thank you for getting these working.  I checked the files and dates and the ones which were in question were from only a few days ago and seemed to be all there and match up in size.  I have no idea why they didn't work.  Now they do so, I'm good with that.
ryleyra

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Reply with quote  #9 
I have released the SimpleSandbox. I hope Thom can include this in his official release. It includes eight missions, 4 combat, 3 trade and 1 exploration. I hope to add two more exploration missions soon, but I wanted to release it right away in case Thom wants to make his release right after Armada. If the additional missions aren't added to the official release, that's fine, I can post them separately.

Those who got the chance to experience the Sandbox at Armada can also download it here. I am still updating the script in the other thread, but the zip file in this post is guaranteed to have no untested changes, and I (pretty much) guarantee it will work.

I'll add that the SimpleSandbox and Module_3_bases are intended to complement each other, as they together provide a simple interface for users to add their own simple content and not have to either learn scripting or rely on someone else to write missions for download. With these two files, it should not be necessary for Thom to provide his own Sandbox mode.
Longbowman1346

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Reply with quote  #10 
Quote:
Originally Posted by ryleyra


I'll add that the SimpleSandbox and Module_3_bases are intended to act as a pair, and provide a simple interface for users to add their own simple content and not have to either learn scripting or rely on someone else to write missions for download. With these two files, it should not be necessary for Thom to provide an interface to generate missions in the game.


I don't think I follow you on this.  Act as a pair?  

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ryleyra

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Reply with quote  #11 
Quote:
Originally Posted by Longbowman1346

I don't think I follow you on this.  Act as a pair?  


I may not have worded that well. The Sandbox doesn't need a GM, but the missions, while randomly generated, are limited in plot. The GM Module can create almost any scenario, but you need a GM.

Put them together, and you should be able to provide your own original content for the game without having to learn how to write a script. You aren't stuck with the predictable Invasion missions or relying on the community to provide single missions and multi-sector Sandboxes.

I changed it to "complement each other", which I think is better. I'll also note that these missions aren't going to be valid for the next release if it ends up not being backwards compatible again. As I said above, I'm trying very hard not to think about that. 😃 I have made some suggestions, like adding a separate command for creating wrecks so if the monsterType value for wrecks changes again, any code that uses the new command won't have to be changed. (Although existing code would have to be changed to USE the command)

I'll also add that hopefully the Peacetime mode will add some activities like what I implemented as the trade and exploration missions. For instance, the Resource Gathering mission is nothing but a simplified version of being able to take Upgrades to a base and sell them for money that you can spend on new features for the sector. If Peacetime adds that capability, I can remove it from my Sandbox and replace it with another mission. (While presumably implementing it in the Sandbox so the players can continue to make use of it)
LawsonThompson

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Reply with quote  #12 
Quote:
Originally Posted by ryleyra
I have released the SimpleSandbox. I hope Thom can include this in his official release. It includes eight missions, 4 combat, 3 trade and 1 exploration. ...


Ran this over the weekend with our local crew and it worked flawlessly. I'm really considering making this one part of our convention setup for crews who have played before and want something a bit different than the usual Solo modes. Nice work! [thumb]

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ryleyra

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Reply with quote  #13 
Quote:
Originally Posted by LawsonThompson


Ran this over the weekend with our local crew and it worked flawlessly. I'm really considering making this one part of our convention setup for crews who have played before and want something a bit different than the usual Solo modes. Nice work! [thumb]


Thanks for the report. I kind of burned myself out a bit, which is why I haven't progressed any more on the last 4 missions, but even with only 8 missions I think it's playable. I'm glad there were no obvious bugs.

weretygr

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Reply with quote  #14 
Is there another URL to use to download the HamakSector and TheWaningDark?  The download links no longer resolve.
ryleyra

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Reply with quote  #15 
Let me look into that. My provider should have gotten their payment this month, but I've had problems with them before. They once opened a NEW site instead of continuing the existing one.
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