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Strider
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Registered: Aug 2001
Location:
Posts: 145

My new mission needs your critique

Okay....I re-learned FRED2. Took about 6 hours to get it ALL down again.

I made a mission, but there are only six events.....2 of which are beam free-alls, 4 of which are objectives.

I did a command briefing with no cinematics, a normal briefing with just objectives (I never learned how to do a briefing, and dont care because I havent released any missions before).

Here is the description of my first draft mission.....tell me if it sounds cool, what events I can add, etc:

Pirates have been raiding supply lines for some time. Commander Lochely has been unable to find their base, same with the previous commanders. (Sinclair and Sheridan never found their base or where they launch from says the show.....I just make fun of Lochely).

The Excalibur has been beyond the rim for 3 years. Returning home, an alien species steals the specs for the ship, as well as copies of their information regarding the plague. They steal a shuttle as well.

Pirates (er, raiders, whatever) buy the shuttle and info off of the new species for a huge price.

EA ships track the shuttle to its departure coordinates in hyperspace. This leads to the long hidden raider base.

Mission begins:

An omega with fighters jump in (alpha 1 included). We see the shuttle in the distance. It turns out the Drakh (or is it Drahk, whatever) are meeting with the pirates to buy the info off of them.

We take out the 3 drakh cruisers first, they entered hyperspace a bit before us.

We then take out a convoy of stolen ships leaving the base, heading for the jumpgate we just entered from. With it is fighter escort. Thats stage 1.

Then, after that, we head for the enemy base. League base, orion base and asteroid base, all spread out. this is the top radier HQ.

Before we get there, they launch Drakh fighters already meeting with them discussing a price, and as well a raider ship carrier jumps in with full fighters.

We tangle them, and as well, the drakh call in a nearby centauri ship under their control. big fight. a midwinter comes in to help out.

Fight, fight, we win. take out bases, end mission. Shuttle destroyed, all is fine.

--------------------------

Does it sound good? No events scares me, but I forget what I used to put in my big complicated missions!

CRITIQUE PLEASE! Im a really good misison maker, really! (But I forgot hot to make good backrounds.....my best ones took 1-2 hours for the BEST looking ever)

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Last edited by Strider on 05-19-2003 at 01:38 AM

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Old Post 05-18-2003 09:14 AM
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Ghostavo
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Aveiro
Posts: 192

quote:
Posted by Strider
Commander Lochely has been unable to find their base, same with the previous commanders. (Sinclair and Sheridan never found their base or where they launch from says the show.....


Signs and Portents - Blown carrier

In another episode where after starting to persue the raider fighters, Sinclair (I think it was him) orders his fighters to go in the opposite way and finally they discover a raider base...

P.S.
Not sure about the second one... must be dreaming

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Old Post 05-18-2003 09:40 AM
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Eredor
I'm New! Laugh At Me!

Registered: May 2003
Location:
Posts: 3

Hi , at first your mission sounds fun
And now the kritik :
Too many capships that suddenly enter the mission , especially the last two (midwinter + centauri)
And imho you plan on using too many bases , imho unrealistic

Tips :
1.Dont let capships fight via <initial orders> , lay a waypoint path for them so it looks better
2.Set Ki settings for capship turrets on general, they still hit a crap but fire much more often
3. Use an astroid belt to hide the asteroid base in it , turn it that way you cannot not localize it by view. Next set the base to <hidden from sensors> Now if your asteroid field is big enough , random place some EA lifepods in the field , set side at neutral und again <hidden from sensors>
Voila you now have a truly hidden raider base
4.At the end of the mission let alpha dock @ the omega again, the events herefor are a bit complicate :

<name of event 1>
-when
. -and
. . -and
. . . - <
. . . -distance
. . . . .[]<capship to land on>
. . . . []<players ship>
. . . .
. . . .
. . . . []10
. . .
. . .
. . . . .-key pressed
. . .
. . . []<what key you like as a trigger; must be
. . unused before!>
. .
. .
. . . -is-goal-true-delay
. .
. . []<goal you like to have complete to allow
. . end of mission>
. .
. .[]0
.
.
.
. . . . . . -do-nothing


now following a chained event , delay time you can use to send some messages

<chained event>
-when
.
.
. . .-true
.
.
. . .-red-alert

[im sorry if you already knew this one, but even the campaign missions of this mod dont include it :-( ]
Hum , some messages would be fine for your mission , too
I´d like to help you with the backgrounds, but i still have not figured out how to make good-looking ones with TBP. Especially if
you have nebulars +suns close together

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Old Post 05-18-2003 10:02 AM
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Strider
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Registered: Aug 2001
Location:
Posts: 145

Thanks for that last bit, I didnt actually know it.

And yeah, i guess too many cap ships. But I still want to keep the Centauri one.....its easy to take down. I can scrap the Midwinter though.

Now yeah......unrealistic for the many bases (all human ones in the mod) are there for the raiders. But its their main HQ!

Didn't Sinclair, or Ivanova, say they didn't know how many of those fighter-carrier ships the raiders had, or where they even come from?

I found the Drakh (or Drahk! which is it!) cruisers are real slow and dont do crap to fighters. They never even get to fire really. The fighters to though....

so are the cruisers only for anti-cap ships?

The GOD satellite blew all my guys out before we even got anywhere, so I scrapped it (the idea was the raiders stole the parts and made one themselves, modified).

Now my BIG QUESTION:

Using initial orders on cap ships to attack specific ships sucks, but what other way was there?

Set a waypoint way past all the enemy ships, or have it go in a circle, and it fill fire on them all? I wanna them beams firing.....will my Omega attack the convoy with beams then pass by it?

----------------------------------

Tell me other mission ideas, or stories........or ships you want to see in missions. Im only re-learning for now, but Im actively making missions and spend the time.

-------------------

For backgrounds, I just need an hour to blow to re-learn it. Then I'll have beauty ones.

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Babylon 5

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Old Post 05-18-2003 06:32 PM
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StarGunner
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Registered: May 2003
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Posts: 47

quote:
Originally posted by Strider
Tell me other mission ideas, or stories........or ships you want to see in missions. Im only re-learning for now, but Im actively making missions and spend the time.
.



I got some for you heres a list:

1. You start in a huge space battle not in size but like a 4 mission fight where when your done you dock and then are sent out agian with the same battle going on still. That way the battle can change and have new ships pop in and die off.

2. One where you have to whatch a convoy as it docks with a station scaning them ect, and then stop any fights that start up like ones with the Narn and Centori?

3. small convoy escort mission where the raiders attack a convoy and as you fight you find out what their after.

4. Station attacks.

5. Defending warships in battles not escorts.

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Last edited by StarGunner on 05-18-2003 at 08:12 PM

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Old Post 05-18-2003 08:11 PM
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ravingpartyking
I'm New! Laugh At Me!

Registered: Oct 2002
Location: Earth
Posts: 20

quote:
Drakh (or Drahk! which is it!)


It's Drakh

quote:
I found the Drakh cruisers are real slow and dont do crap to fighters. They never even get to fire really


That's cause they need the Gunship AI that the SCP team are working on, I think the TBP team only threw them in for a bit of fun

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Old Post 05-18-2003 08:21 PM
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Strider
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Registered: Aug 2001
Location:
Posts: 145

HELP!

My damned Omega wont fire its lasers at any enemy ships. It just fly's by them all and follows its waypoint path, even though I put its priority to a lowly 60.....

Here are some questions:

Whats the difference between an initial order saying "Follow waypoint path once" and "follow waypoint path" or whatever?

I just enable beam free all for ship X, and make it true when THAT ship arrives, or alpha, or just leave it as true?

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Old Post 05-19-2003 02:44 AM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

"Follow Waypoint Path" will tell a ship to follow a waypoint path indefinitely.

"Follow Waypoint Path Once" tells the ship to follow the waypoint path once then stop at the final waypoint in that path.

Enable the beams after a ship arrives. There's other reasons it may not be firing. There may be no targets in range, there may be no hostiles in the targeting cone, etc. Unless an enemy ship is either directly fore or aft of an Omega with default turret settings it will have a hard time hitting it.

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Old Post 05-19-2003 03:09 AM
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Strider
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Registered: Aug 2001
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So I therefor have to give it specific targets to attack.

Can I give it a list of targets (or cap ships, whatever) to attack, and make the Omega attack those said ships in a specific order?

Can I do so with more than 5 (via Events, not initial orders)?

Cool stuff. I have more ideas.......Im going to make a bigger thread for all this.

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Old Post 05-19-2003 06:37 AM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Strider
So I therefor have to give it specific targets to attack.

Can I give it a list of targets (or cap ships, whatever) to attack, and make the Omega attack those said ships in a specific order?

Can I do so with more than 5 (via Events, not initial orders)?

Cool stuff. I have more ideas.......Im going to make a bigger thread for all this.



Nope. Capships automatically attack any enemy ship within range.

I can think of a couple of things that could cause your problem.

1) You say that your omega jumps in. Beam-free-all only works if the ship is already in the mission. The best way to be certain is to use an event like this

when
-Has-arrived
--<your omega>
--1
-Beam-Free-All

Sometimes with some people if you use has-arrived-0 the beams aren't activated so make sure you use the delay of 1 like I did.

2) The omega's guns are at the front and rear of the ship. If you don't point them at an enemy ship you'll never get them to fire.

3) Have you done the tutorial that comes with FRED? If not have a look in the help menu. If so I suspect you haven't had a look at my FAQ. Check out the FRED section as it answers a few queestions you may have.

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Old Post 05-19-2003 07:37 AM
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Eredor
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Registered: May 2003
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The problem with Omega´s beam weapons is actually their very limited fire arc and it seems like the standart range so too low.
When i use it i controle the beams via events (again ) with the >fire beam< command. [With fire beam you can also create an orbital bombardement, the range of the fire beam command is indefinitely.
I really really dont trust these KI´s in capship fighting *G*

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Old Post 05-19-2003 08:32 AM
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Edwin
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Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

Also, make sure you a seperat event for every ship to beam free. otherwise it doesn't work. I don't know why it just dont.

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Old Post 05-19-2003 01:30 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
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quote:
Originally posted by Edwin
Also, make sure you a seperat event for every ship to beam free. otherwise it doesn't work. I don't know why it just dont.


Huh? I've never seen that problem before. Is it just a B5 problem or do you get this with regular FS2 cause you shouldn't!

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Old Post 05-19-2003 05:08 PM
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Strider
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Registered: Aug 2001
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I did the FRED2 tutorial a loooong time ago. I re-read all the other stuff in the tuturial though.

I also read through Lady Rose's.

Okay........so should I make a thread JUST for mission ideas I can work with?

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Old Post 05-19-2003 06:36 PM
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Edwin
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Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by karajorma
Huh? I've never seen that problem before. Is it just a B5 problem or do you get this with regular FS2 cause you shouldn't!


i have always ha that problem. B5 and FS2.


only 10 left to go, thus begins the countdown,

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Old Post 05-19-2003 10:37 PM
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karajorma
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Registered: Jul 2001
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Then it's something weird with your install. I've made missions with several beam-free-all SEXP's in the same event and they work fine.

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Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

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Old Post 05-20-2003 08:13 AM
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Triggy
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Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Same here - it's certainly not the presence of the events that's causing the problems, probably either the order of the sexps or some triggers being faulty.

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Old Post 05-20-2003 11:04 AM
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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

well it must be on the CD because i have re-installed several times over the course of the years and it still dun woork.

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Old Post 05-20-2003 01:06 PM
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