View Thread
|
Cavalry Suggestions
|
|
| ishantil |
Posted on 24-05-2007 19:43
|
|
Posts: 35 Joined: November 15 2006 |
recently, I've been mixing it up with the Cavalry mission. And I have couple of suggestions. First of all, I'd like to express that I very much enjoy the feeling of the overall scenario and I like the ideas behind it. It's pretty cool to see the convoy walk up on a Vagyr operation and call for Hiigaran support. That said, I've got a few suggestions to hopefully polish up the scenario and really get it working well. Please take this as constructive criticism. First up, spelling and grammar in the conversations and instructions is not up to the standard of mod. I would be happy to take a quick look through the script if you like. The timing is a little fast on some of it as well. Second, the objectives need to be added to the list. So if you aren't clear on what you are supposed to be doing, you can figure it it. Third, timing. The script seems to be based on timing, rather than actual objective completion. I'm not sure if this is intended or not. But I waited "too long" trying to figure out what to do, and one of the events triggered by itself. Fourth, can the NAV points that you are supposed to move the fighter groups to be placed on the map so you can right click to go to them? The ping points on the map are difficult to maneuver to, since they don't seem to show up on the Z axis. Normally, in stock HW2 missions, if there is a special point you need to go to, you can right click it and have your unit go there (much like forming up or guarding another unit). Fifth, the timer. When the Hiigaran fleet warps it, the timer shows up. It's wasn't immediately clear to me what the timer was for. All the sudden, I had six minutes to do...something. I'm willing to offer limited support to help, but my scripting "skillz" are rather rusty (I haven't done any modding for HW2 in a few years). Thanks, Ishantil P.S. Great work so far. Keep it up! |
|
|
|
| Mostly harmless |
Posted on 24-05-2007 20:15
|
|
Posts: 141 Joined: September 15 2005 |
I understand where your coming from. I always wanted to go back and improve that one. I rushed it out when I got busy. Haven't really had time since. Unfortunately you can't click on a waypoint and go there was going to place some larger asteroids on the waypoints but never got round to it. I've attached a minor tweak I did a while ago I don't remember what I changed. Mostly dialogue I think. I'll have a look at reaction force as well and send that soon. Unfortunately I'm about to go away for about three months and I can't get my new laptop to play HW2. Vista DEP problems and I can't dual boot my laptop thanks to a lack of floppy drive. Unhappy about this. Four days left for a solution.
Mostly harmless attached the following file:
Edited by Mostly harmless on 24-05-2007 20:17 |
|
|
|
| ishantil |
Posted on 25-05-2007 03:28
|
|
Posts: 35 Joined: November 15 2006 |
Load your laptop with XP! I've heard from everyone how much of a pain in the butt that Vista is. I don't have a copy, so I can't really help you out all that much. ![]() Thanks for your efforts nonetheless. When you get back, perhaps we can talk about it some more. Cheers, Ishantil |
|
|
|
| ishantil |
Posted on 25-05-2007 04:25
|
|
Posts: 35 Joined: November 15 2006 |
Typos I noticed right off: The opening title says Calvary, and it should say Cavalry. The Vagyr are referred to as Yagyr a number of times. Yagyrmeister? For some reason, when I load a saved game the counter is not being set properly. I also think you should have more time to finish off the shipyard. Since you encounter a picket force right outside the SY's perimeter. |
|
|
|
| Mostly harmless |
Posted on 26-05-2007 01:27
|
|
Posts: 141 Joined: September 15 2005 |
Seem that I have completely lost the files with the changes to cavalry in my three computer changes in the last two months. I'll do that now. The saved game I don't really understand but I guess you should save either before the timer starts or after it ends. I realise that thats not entirely useful but I'm sorry. I don't agree on the more time to destroy the shipyard. Currently the timing is random so if there is little time run past the picket to get to the shipyard if not engage until you need to disengage, or destroy, the picket then attack the shipyard. |
|
|
|
| ishantil |
Posted on 28-05-2007 16:10
|
|
Posts: 35 Joined: November 15 2006 |
I didn't realize that there was a random aspect to the timer. Does it reflect the distance you start from the SY? I found that most of the time I spent trying to GET to there in time to do anything. |
|
|
|
| Mostly harmless |
Posted on 29-05-2007 15:30
|
|
Posts: 141 Joined: September 15 2005 |
The timer reflects the distance in the fact that, using trial and error, I reduced the minimum time until you could get to the shipyard and hopefully kill it. Spend a bit of time and remedied many of the things you mentioned. -There was a line of objectives missing. -The shipyard can no longer hyperspace until the timer runs out. -Added one more objective -Added something to aim for one the last waypoint. Download it here: http://hosted.filefront.com/Endjinnear/1977810 Its named Redmist. Would love some feedback on the new scenario. |
|
|
|
| ishantil |
Posted on 29-05-2007 18:52
|
|
Posts: 35 Joined: November 15 2006 |
If I get some time this evening, I'll give it a go and see if I can get it to work. Thanks for working on it. --Ishantil |
|
|
|
| Jump to Forum |










