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Mission: Stuggle_For_Mutara (randomly generating enemies!)

posted Sep 18, 2012 07:16:27 by lordrahvin
The Mutara Sector is home to the Mutara Nebula, where three dedicated research outposts study it. Nearby, in Braxis sector, the Kraliens have unleashed a terrible plague on the USFP colony. Outpost Alpha has called in medical transports to ferry in supplies in hopes that they might discover a cure before everyone in Braxis Colony is dead. Of course, the Kraliens aren't about to let that happen.

As the nearest USFP military frigate, you have been sent to Mutara to take command of the three space stations and whatever sector defenses you can muster. Outpost Gamma is especially important to protect, since they possess the intersector portal device that will bring in friendly destroyers from nearby patrol routes.

In the story mode, you'll have to protect medical transports as they make their way to Outpost Alpha, which means of course you'll have to protect that Outpost as well or you lose the mission. That functionality is not yet built in, but hopefully will be soon.

What is built-in are the random reinforcements of Kralien ships that will keep your crew busy and your captain making constant tough decisions. Think of it as "Survival Mode", with endless fleets bearing down on you. The game includes six "Spawn some more enemy ships!" events. One of these events will be selected at random once the total amount of enemy ships in the sector gets too low. So you will never truly stop the Kralien horde.

Once the story elements are included, you'll "win" the mission once enough transports get through. There will be a few side missions, too. None of that is included yet, however. At the moment, it's all about destroying endless hordes of Kralien ships, defending the space stations, and ordering around your Destroyers.

The game is meant for a full crew with a dedicated COMMS officer. I tried my best to make the station useful, and I'll keep working at it.


Tip: KX01 is an enemy that exists on the map at the start of the game to give the crew something to do in case they get impatient waiting for the action to start. There is an intentional "calm before the storm" before the mission starts so that COMMS can relay the mission details, engineering can set their pre-sets, the captain can give a rousing speech, etc. You'll know when the calm is over, or at least COMMS or SCIENCE will definitely know.


Latest version:

Mission file v2.2: https://www.box.com/s/dq9plpdcszaqb6dhj15x

Gamemaster Doc v1.1: https://www.box.com/s/mygd2yn39uuzf7f6cm05
[Last edited Nov 04, 2012 20:45:49]
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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42 replies
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lordrahvin said Sep 18, 2012 07:26:53
This mission is designed for Artemis v1.661

To use this file, go to your c:\Program Files\Artemis\dat\Missions folder.
Create a new folder called "MISS_StruggleForMutara"

Download the XML file from the link below and place it in that folder.

https://www.box.com/s/74l8op5o8x0qb7wku3z7


Please remember to click "Ready to Play" on your clients before starting the game on the server.


If you try out this mission, I would appreciate hearing your comments.
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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lordrahvin said Sep 18, 2012 07:42:50

Current features:
- Three spaced-out space stations to protect (Inspired by Module_3)
- A giant nebula to complicate things a bit
- Lots of COMMS information
- Randomly generated fleets that never stop
- Reinforcements that warp in to help you
- Reinforcements no longer warp in if Outpost Gamma is destroyed


Features that have yet to be added:
- Transports that warp into the sector and must be escorted to Outpost Alpha
- Elite hunters whose sole purpose is to take out the transports
- A subplot where you can chart the nebula
- A subplot where you can help Outpost Beta with their communication issues
- A subplot to raid an enemy support ship before it gets away
- GM controls to add and destroy ships, and give navigation/attack orders
- GM controls to trigger subplots
- Lots more COMMS information
- plus some other ideas that I have, but I have to see whether or not they are possible...
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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ORION said Sep 19, 2012 03:25:30
Awesome. I downloaded it, we will be testing it out this weekend. Will let you know how it goes.
Capt. Roy Farmer, C.O.
ASV Thermopylae
2nd Artemis Star Fleet
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ORION said Sep 20, 2012 04:34:41
Hey, real quick question. I fired the mission up for about 5 minutes to take a quick look before we play it though this weekend.

real quick question, is there any way to switch the warp drives to jump drives?

I really really like the amount of comm chatter. that is totally awesome. our comms officer definitely shouldn't be bored with this one!

i only had it up for about 5 minutes. will let you know a full review this weekend.
Capt. Roy Farmer, C.O.
ASV Thermopylae
2nd Artemis Star Fleet
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lordrahvin said Sep 20, 2012 06:13:39
At the moment, I have no idea why Engineering shows Jump Drive but Helmsman has a Warp Drive. I think its a bug in the latest version of the game.
[Last edited Sep 20, 2012 07:24:49]
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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DwayneShaffer said Sep 20, 2012 07:30:31
This seems to be too be a bug in the Sim for the created missions but not in the Invasion mode. I have been having the same problem when I try to use Jump Drive in any Missions but it works fine in the invasion mode.
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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lordrahvin said Sep 20, 2012 07:55:44
I was playing this today and noticed a strange curiosity. Some temporal traveler has given the vile Kraliens stolen USFP cruisers, outfitted with futuristic generators that replenish their shields every second with no end in sight! Oh, it is the USFP's most dreadful hour!

To repair the timeline and restore the balance of power in the Mutara sector, you'll have to download the latest revision of your mission datafile from this site: https://www.box.com/s/74l8op5o8x0qb7wku3z7

Sorry for the inconvenience!

I have a feeling it won't be the last time we encounter this troublesome trickster from another time.
[Last edited Sep 20, 2012 07:56:49]
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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ORION said Sep 20, 2012 14:03:58
hmmm. Jump drive bug may be on Thoms end of things then?

Thanks for the update. Would NOT have wanted to run into that in the sector.
Capt. Roy Farmer, C.O.
ASV Thermopylae
2nd Artemis Star Fleet
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Captain-McHardy said Sep 26, 2012 16:29:30
My crew and I tested this mission out this past weekend and found it highly enjoyable. We were running with 2 ships, which made it a lot easier to fend off the continuous waves of ships. We noticed a few things while playing:

One: The few enemy ships that spawn at the beginning won't return fire, I imagine they might once they've regrouped with other ships, but currently they're just flying rocks you can blast out of the sky with ease.

Two: We sent our destroyers up to guard outpost Alpha, and for some reason they just kept flying until they left the map and disappeared. This might have something to do with a bug though, I've read other threads where when you give an order to guard a station they'll fly to it, and then keep going until they're told otherwise.

Three: You might consider adding in a few more things to the map itself, it's a rather barren sector of space. The nebula is a good touch, but you might consider changing it's shape a tad from the big box to more or a blob. Also, an asteroid belt never hurt anybody. :)

All in all we highly enjoyed the map, we played for almost 90 minutes before we called it quits, destroyed about 108 enemy ships. You're right, they never really do stop coming. We're looking forward to your above mentioned features that'll be added.
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lordrahvin said Sep 26, 2012 19:20:30
One: Early ships won't return fire.
And you massacred those civilians anyway? You bastards! No wonder they won't stop hunting you down.
Hmmm. Thanks for reporting this. I had always blown them up at long range, so never noticed they didn't fire beams back at me. I'll take a look at their logic and see what's making them so pacifist.

Two: Outposts fly off.
This is a bug with the latest patch of the game. I've heard a theory that it may have something to do with the new warp inertia system. A lot of odd behavior may be resulting from this. I'm sure Thom will do everything he can to fix this once he gets sick of dying over and over again in FTL.

Three: Space is empty
I'll see what I can do. :)

Thanks for the feedback! Knowing that people are trying this out and having fun gives me motivation to stop getting my ships blown up and get back to work scripting the mission. :)
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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Captain-McHardy said Sep 26, 2012 20:52:40
Oh no, thank you for creating the mission. My crew and I are eagerly awaiting to test out any updates that may come rolling out.
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PurplePenguin04 said Sep 27, 2012 06:15:28
Does there constantly have to be enemies in the game? I would like a way to temporary disable enemy spawning. Something like going to a station and sacrificing all your energy or a certain number of nukes to create a temporary field that disrupts the bad guys ability to jump in for an hour or so.

The idea being to keep the game running while some or all of the crew step away for whatever reason (bathroom break, away missions (food run), etc..)
Maybe add some slow busy work for a small crew to keep busy. Deliver item from point A to point B but the cargo is unstable and jumping or warp speeds will cause it to explode, damaging your ship, so you must travel at impulse or half impulse the entire trip. Extra coolant or something as payment

Or if everyone needs a small break, a mission to deliver something but it takes a good while to load it on your ship, meaning you have to be docked for 20 to 30 minutes, allowing your crew to exit to the station to stretch their legs.

I guess I'm just wanting to have something to do without having to worry about enemies. Give players a chance to role play with non combat missions.
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lordrahvin said Sep 27, 2012 08:46:32
In the next update, I am going to be adding some controls for the GM to destroy and create ships, and change their attack priorities. Toggling the enemy spawning and mission timers on/off may be a good idea, too. I'll be sure to add it in to the GM controls. Thanks for the suggestion!

Missions and side-missions are coming. They are definitely on the list. The randomly spawning enemies were meant to be "busy work" to make completing missions a little harder.
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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GregKurlinski said Sep 27, 2012 18:48:14
If you hit the ESC key on the server(bridge) PC, there is a Pause Simulation option.
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lordrahvin said Oct 02, 2012 08:04:00
I hope nobody minds, but I've finished a new update for the Struggle For Mutara mission. Those who are interested, and I hope you all are, will need to re-download it.

There are three changes in this update:

1) The sector has been made a little more interesting with the addition of asteroids and anomalies. Perhaps, a little too interesting. I kind of liked the barebones feel of the sector before, but try it out and tell me if you like this version better or not. I've also re-made the nebula so that its rendered properly and looks better.

2) The first Story Element has been added in. A few minutes into the game, a transport will arrive from a random sector edge and will make its way to Station Alpha. There are ten total transports. Your mission is to make sure at least six transports arrive safely at Station Alpha. If Station Alpha or at least five transports are destroyed, you lose. Win or lose, the simulation still continues.

3) The second Story Element has been added in. At the start of the mission, there is an evil villain named KX01. Some of you may have met him already. He's going to be a constant thorn in your side, coming back again and again after his death, intently focused on destroying the medical transports. And he's elite, so each time he comes back he may bring new tricks or gimmicks. Good luck! (For an added bonus, see what happens when you get KX01 to surrender!)


The download link is here: https://www.box.com/s/i7eki3bim6e4qr46lzdw


Good luck! Please leave feedback!


[Last edited Oct 02, 2012 09:08:37]
Daredevil Cosmic Cowboys, TNS Hyperion, Weapons Officer
1st Fleet of Southern California Sector.

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