Thread: Multiverse Mod
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Old December 14th, 2007, 09:31 PM

Campeador Campeador is offline
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Default Re: Multiverse Mod

Ok, I check the scenario. This one is similar to the one on the first mission. By the time you get there three enemy ships are attacking the base. It is very difficult for three destroyers to take down a starbase, but as we found out, not impossible. (They will appear next to the Starbase and it is possible that as they materialize one of the ships collide with the Starbase, or they just got lucky and managed to destroy the Starbase just by themselves).
Since the occurrence is rare I did overlook the possibility of that to happen. So it is my bug ;(
I will make a note and will find a work around and will post as another update later on, but I am going to wait in case another bug pops up.

So for now just reload that mission and by the laws of provability on our side (as it was on the first mission), the starbase should still be there by the time the player gets there to assist the base. Then you are to protect the base until the next event happens. (It won’t be as easy as the first mission).

On the other hand if you get a command to "Retreat to the Pluto Base" and once you get there you receive a new mission, then that is the way it is supose to happen!


On a second note, I am working right now on the fifth campaign, and through all the five campaigns, in some scenarios the mission will fail no mater what you do. On those instances the player is to continue on as long as the mission moves on. There are missions that specify that “failure is not an option” and that you are to repeat the mission. In other instances I am indicating that ”even if ‘Fail’ it is ok to continue”. So press attention to the messages that pop up during battle, and mission status. If you do not get a message to redo the mission then you are ok.

The Star Fury interface to place missions and messages is not very flexible, so I am forced to jump through hoops to make the game do as I expect. The game is designed for a single player controlled ship, yet I am using the game as a single player, side kick support, and even squad group. For example some of the ” jobs” are like this:
Kill Target Ship 1
Clear System 1 Of Enemies 2
Escort Ship 1 Against Enemies 2

On any of those commands we have the player ship and the enemies. On the first two, any friendly ship or group that I try to use as the cavalry to assist you, the interface will treat them also as an enemy and therefore the mission will always “fail “ unless all the ships are destroyed including the friendly ones. The third one is the same except for the single ship (not even a group) that you are to protect. I did manage to find work arounds but not always. So sometimes I am forced to allow a “fail” mission even thought the player is doing ok.
There is nothing wrong with the original game. It is working as intended, but it is difficult to make the game the way I want.
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