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Author Topic: Mission Creater Thread  (Read 46013 times)
Prophet 01
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« Reply #30 on: March 30, 2008, 11:44:44 PM »

I love this idea and am almost ready to write a mission.

Is it possible to enter an option into the missions to create a "ship list"?  I hope to create a number of missions and would like to tie them together, creating a story, and thought it would be awesome if I could create my own ships as the antagonists use alot of fighters/swarmers.  I'm not sure how much coding that would take or if its even possible, just throwing ideas out.  Thx
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ars68
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« Reply #31 on: March 31, 2008, 01:17:37 AM »

how it's setup right now, you provide the text, when and where there's going to be a battle, and how likely it will be to go into said battle.  how hard and how rewarding certain options will be, how likely it is for said option to succeed, and which option ultimately leads on to the next step.

now if your still with me after that...
it doesn't have anything to do with -what- you face in battle, and all rewards and battle difficulty is going to be based on the power of the commander doing it, aka old mission style, I believe.

what I wanna see is be able to link steps to other steps other then the automatic 'next step' it has now.
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« Reply #32 on: March 31, 2008, 04:55:44 PM »

I like the ship idea... you could have mission where u are attacked by kamies 1
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SirEmi
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« Reply #33 on: March 31, 2008, 09:43:30 PM »


what I wanna see is be able to link steps to other steps other then the automatic 'next step' it has now.

I am glad someone else noticed this aspect. FTP also noticed and pointed this out.

Of course I was fully aware of the limitation of only having the option to goto just next step, instead of jumping around the mission 1.

Strictly unrelated to our situation, there is a function we programmers use in C++, very limited use, maybe once in a year. It enables one to jump around in a code algorithm, creating hard to understand code. The code was named spaghetti code. (http://en.wikipedia.org/wiki/Spaghetti_code)

Now you can see I have been very careful not to confuse the mission creators by making this feature from the beginning. It is entirely possible to jump to any step if necessary, however I did not choose to do so until I find a way to do it properly without confusing the mission creator. While this makes the mission N times more unpredictable, it does put a strain on the mission creator, because of the added difficulty in keeping up with all the links.

So, the idea is to add an option after goto next step, that is default set to Current Step+1. You can modify this value, but you can not jump back, so the next step can only be Current Step+1 or bigger. If the step to jump to defined does not exist, it will default to next step. So you will be able to jump one, or several steps ahead and also merge different storyline and split them again, however, once again, this is for experienced mission creators...

God Speed!


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« Reply #34 on: April 01, 2008, 03:01:07 PM »

emi, i was thinking there needs to be something to do without turns besides design ships and play the market, how about making a string of these missions that give only a small amount of experience like mothership missions. we could follow the story  and gain a lil exp while doing it. it would keep people making these missions and people without turns something to do. or you could make em cost 1 turn like encrypts that way the exp gained cost something even though its a small amount.
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SirEmi
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« Reply #35 on: April 01, 2008, 07:50:35 PM »

emi, i was thinking there needs to be something to do without turns besides design ships and play the market, how about making a string of these missions that give only a small amount of experience like mothership missions. we could follow the story  and gain a lil exp while doing it. it would keep people making these missions and people without turns something to do. or you could make em cost 1 turn like encrypts that way the exp gained cost something even though its a small amount.

This a good idea, you can start making those non-combat 1 turns missions and give exp rewards at each step...
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« Reply #36 on: April 01, 2008, 08:01:42 PM »

*cough cough*
ermm...can also throw in item crafting in to keep those without turns busy with stuff to do.
also, item crafting can be part of the missions, to complete them, certain items needs to be crafted

 13
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« Reply #37 on: April 01, 2008, 08:26:05 PM »

Can we have an option in the creator wherein instead of using turns, we need to go to a random location inorder to continue the next mission?

like this:

Commander, the council would like to meet you at Merak -  Mensa

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« Reply #38 on: April 02, 2008, 11:50:15 AM »

Can we have an option in the creator wherein instead of using turns, we need to go to a random location inorder to continue the next mission?

like this:

Commander, the council would like to meet you at Merak -  Mensa

 14
that could cost way to many turns, it could give you a location 400 turns away..thanks Sir Emi, could you check this mission to see if i have the basic idea? i know its short with only two steps but i want to make sure im doing it right before i make longer ones. its called Colony Under Fire  thanks.
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« Reply #39 on: April 02, 2008, 01:18:58 PM »

or instead it could just send you to deep space, lol.  the code is already there secret encounters, setup not to use turns and you don't leave your starting location...  and it would be great to add in certain elements that might require system resources, like a planet 16
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« Reply #40 on: April 02, 2008, 01:22:11 PM »

i dont really understand it but a concern that sprung up in my head is if the people created them wont they no which steps to take to beat them?
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« Reply #41 on: April 02, 2008, 04:03:44 PM »

Um, sure, but the steps don't lead to defeat without the player knowing. Yes, we will know anatomy of our missions...... and unless 1 player makes all of them.....Its not the case of wrong option.


BTW, Sir E, whats the ETA to testing on test server?  1
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« Reply #42 on: April 02, 2008, 08:56:17 PM »

i dont really understand it but a concern that sprung up in my head is if the people created them wont they no which steps to take to beat them?

Each mission creator knows his own missions but does not know the others missions. Also, even if I create a mission with let's say 10 steps and try to get to one step, I would still have to look trough the mission preview to reach a certain step. Also, because of the chances you take at each step, you may very well end the mission prematurely due to the mission setup.

"Colony Under Fire" looks good, keep on it drakken

ETA for interactive mission testing is until the weekend and during the next week.

Creating missions is ongoing, we'll add missions during testing and after, there is always room for new missions.
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ars68
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« Reply #43 on: April 03, 2008, 01:40:13 AM »

ya, I'm making my mission nice and very long xD  just whenever I actually get to it...
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control the present, seize the future. seize the future, conquer the past. conquer the past, control the present.

that and cookies. lots and lots of cookies 1
SirEmi
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« Reply #44 on: April 13, 2008, 11:41:20 PM »

Ok, we have some variables that you can set in your mission names, so we know what mission to review and add to the game:

To be set after mission name:

WIP - Work In Progress

E.g: Worm Hole - WIP

FIN - FINISHED

E.g: Worm Hole - FIN

After review and adding to the game, WIP / FIN converts to ADDED my SO staff. At this point, you can modify the mission, create something else from it if you want, it will not affect the added mission version.
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