1. One of the turbolifts appears to be ported directly out of ship interiors and wants to give my crew the option to go to the Crew and Engineering decks.
2. My mission is only allowing one custom bridge officer to be selected but is then allowing reinforcements (redshirt only). I suspect this is because the first custom map (Starbase Sierra 39) is somehow flagged as a non-combat map where you'd typically only be allowed one bridge officer.
3. Is there a way to have a map transition dialogue at the end of a mission? Similar to how most Cryptic missions, with a beam out option.
1. One of the turbolifts appears to be ported directly out of ship interiors and wants to give my crew the option to go to the Crew and Engineering decks.
2. My mission is only allowing one custom bridge officer to be selected but is then allowing reinforcements (redshirt only). I suspect this is because the first custom map (Starbase Sierra 39) is somehow flagged as a non-combat map where you'd typically only be allowed one bridge officer.
3. Is there a way to have a map transition dialogue at the end of a mission? Similar to how most Cryptic missions, with a beam out option.
1. Yes, this is a bug. They're probably going to just remove the one with the buttons
2. I'm not sure on this one.
3. hmmm... I'm not sure if I understand what you're asking here. Can you clarify?
1. Yes, this is a bug. They're probably going to just remove the one with the buttons
2. I'm not sure on this one.
3. hmmm... I'm not sure if I understand what you're asking here. Can you clarify?
When I finish the mission (which ends with a waypoint), the mission declares itself complete.
What I want is a pop up with two button options like I get on the map transitions, you know, "Continue"" and "Not now", "Beam up" and "Continue exploring".
My mission just, well, ends. And I have to beam out with the minimap option.
1. One of the turbolifts appears to be ported directly out of ship interiors and wants to give my crew the option to go to the Crew and Engineering decks.
2. My mission is only allowing one custom bridge officer to be selected but is then allowing reinforcements (redshirt only). I suspect this is because the first custom map (Starbase Sierra 39) is somehow flagged as a non-combat map where you'd typically only be allowed one bridge officer.
3. Is there a way to have a map transition dialogue at the end of a mission? Similar to how most Cryptic missions, with a beam out option.
1. This isn't the bug reports forum. There's actually a post about this there that Kirkfat made about it and the devs have seen it.
2. I haven't heard of this happening before. Usually Foundry missions only let you take down all of your officers without letting you specify less. Are you sure it's not because your test character has played through the tutorial and only has one bridge officer to choose from? If that's the case, delete your test character and start a new one, or play it some more in real-play mode and requisition some more boffs.
3. Nope. Pretty much all the Foundry missions just end after the last objective is over. You have to remember to tell players to beam out on their own.
1. This isn't the bug reports forum. There's actually a post about this there that Kirkfat made about it and the devs have seen it.
2. I haven't heard of this happening before. Usually Foundry missions only let you take down all of your officers without letting you specify less. Are you sure it's not because your test character has played through the tutorial and only has one bridge officer to choose from? If that's the case, delete your test character and start a new one, or play it some more in real-play mode and requisition some more boffs.
3. Nope. Pretty much all the Foundry missions just end after the last objective is over. You have to remember to tell players to beam out on their own.
2. Nope. It's my Vice Admiral with over ten crew. He can only select one BO. I get the option for reinforcements but they all pop in as redshirts. I'm hoping someone else tries my mission and confirms this is a unique feature of my mission.
My mission is only allowing one custom bridge officer to be selected but is then allowing reinforcements (redshirt only). I suspect this is because the first custom map (Starbase Sierra 39) is somehow flagged as a non-combat map where you'd typically only be allowed one bridge officer.
You have only one BO....when you have more BO's you get different looks.
Is there a way to have a map transition dialogue at the end of a mission? Similar to how most Cryptic missions, with a beam out option.
Yes, use the interact with object obj... it's about the only way for now.
You have only one BO....when you have more BO's you get different looks.
Not the case with my mission. I tried it on a Vice Admiral with over ten BOs. It only lets me select one to bring along. I'd like to find out if some of this stuff is unique to my characters before filing a bug report or developing a work around.
I have one in mind for my mission if it's a map issue. But I am running up against the size limit for missions.
2. Nope. It's my Vice Admiral with over ten crew. He can only select one BO. I get the option for reinforcements but they all pop in as redshirts. I'm hoping someone else tries my mission and confirms this is a unique feature of my mission.
That's could be this bug with the away team selector that's not limited to the Foundry. It gets stuck on the last configured away team that you played.
Go to Holodeck, play a mission that requires you to beam down with a full crew. Then copy that version of your character over to holodeck.
Next time you beam down in a Foundry mission, you should beam down with the same set up that your character had before being copied.
Can't be that. I haven't done a two man away team mission in ages. Also, I'm getting the "Request Reinforcements" button active. (The reinforcements are all redshirts.)
Are you playing the published version? If not then your foundry character (different from your tribble character) used in foundry preview/play is likely a lvl1 character, so you only probably have 1 bridge officer.
If it is a published mission, then let us know the mission name and we can see if the same happens to us. Also, remember that some map transition's work correctly on live but do not always work correctly on map preview or mission preview, which is bloody annoying.
Are you playing the published version? If not then your foundry character (different from your tribble character) used in foundry preview/play is likely a lvl1 character, so you only probably have 1 bridge officer.
If it is a published mission, then let us know the mission name and we can see if the same happens to us. Also, remember that some map transition's work correctly on live but do not always work correctly on map preview or mission preview, which is bloody annoying.
"No Peace More Action". It's published. Only way I could get my VA in there. If the bug is reproducable, I want to try changing the first custom map and see if that fixes it so I have something concrete to offer Zero.
Ok, I just tried it and the problem is reproducable. In other words yes it only allowed me to select 1 bridge officer. Also just a little suggestion - Change the waypoint for the docking bay doors to automatic, that way people will see on their map where they need to go when they are given the first ojective.
Actually, going by the dialog on DS9 not having your away team, would not be a bad thing afterall. As you are alone on DS9 and told to basically put a team together. So just having one away team and 3 security officers from DS9 makes sense, so maybe adding an objective in DS9 to speak to their security personnel to get them to go with you would be a good way of getting the story line to work round the bug.
Ok, I just tried it and the problem is reproducable. In other words yes it only allowed me to select 1 bridge officer. Also just a little suggestion - Change the waypoint for the docking bay doors to automatic, that way people will see on their map where they need to go when they are given the first ojective.
Actually, going by the dialog on DS9 not having your away team, would not be a bad thing afterall. As you are alone on DS9 and told to basically put a team together. So just having one away team and 3 security officers from DS9 makes sense, so maybe adding an objective in DS9 to speak to their security personnel to get them to go with you would be a good way of getting the story line to work round the bug.
Good to know its reproducible. Later tonight, I may try inserting an extra map between the docking bay and the transporter room, maybe a cargo bay aboard your ship. I sense my mission needs a touch more action for the amount of talking I subject players to.
In retrospect, my mission should scale all the way down to level 1 so I could have transferred a lower level alt to test this myself.
I suspect the bug is associated with the first custom map, the one I use as the transporter room. (It's actually Starbase Sierra 39 if I recall correctly; it is a starbase I've retooled to look like a ship transporter room..) Adding a custom map before that should address the issue if my hunch is right.
The automatic waypoint is a good idea although I could have sworn I set the waypoint to automatic and it just isn't showing up.
Comments
1. Yes, this is a bug. They're probably going to just remove the one with the buttons
2. I'm not sure on this one.
3. hmmm... I'm not sure if I understand what you're asking here. Can you clarify?
When I finish the mission (which ends with a waypoint), the mission declares itself complete.
What I want is a pop up with two button options like I get on the map transitions, you know, "Continue"" and "Not now", "Beam up" and "Continue exploring".
My mission just, well, ends. And I have to beam out with the minimap option.
1. This isn't the bug reports forum. There's actually a post about this there that Kirkfat made about it and the devs have seen it.
2. I haven't heard of this happening before. Usually Foundry missions only let you take down all of your officers without letting you specify less. Are you sure it's not because your test character has played through the tutorial and only has one bridge officer to choose from? If that's the case, delete your test character and start a new one, or play it some more in real-play mode and requisition some more boffs.
3. Nope. Pretty much all the Foundry missions just end after the last objective is over. You have to remember to tell players to beam out on their own.
2. Nope. It's my Vice Admiral with over ten crew. He can only select one BO. I get the option for reinforcements but they all pop in as redshirts. I'm hoping someone else tries my mission and confirms this is a unique feature of my mission.
Yes, use the interact with object obj... it's about the only way for now.
Not the case with my mission. I tried it on a Vice Admiral with over ten BOs. It only lets me select one to bring along. I'd like to find out if some of this stuff is unique to my characters before filing a bug report or developing a work around.
I have one in mind for my mission if it's a map issue. But I am running up against the size limit for missions.
That's could be this bug with the away team selector that's not limited to the Foundry. It gets stuck on the last configured away team that you played.
Go to Holodeck, play a mission that requires you to beam down with a full crew. Then copy that version of your character over to holodeck.
Next time you beam down in a Foundry mission, you should beam down with the same set up that your character had before being copied.
If it is a published mission, then let us know the mission name and we can see if the same happens to us. Also, remember that some map transition's work correctly on live but do not always work correctly on map preview or mission preview, which is bloody annoying.
"No Peace More Action". It's published. Only way I could get my VA in there. If the bug is reproducable, I want to try changing the first custom map and see if that fixes it so I have something concrete to offer Zero.
i'll give it a try for you now and see if its the same with my Vice Admrial and i'll post up the outcome here for you.
Actually, going by the dialog on DS9 not having your away team, would not be a bad thing afterall. As you are alone on DS9 and told to basically put a team together. So just having one away team and 3 security officers from DS9 makes sense, so maybe adding an objective in DS9 to speak to their security personnel to get them to go with you would be a good way of getting the story line to work round the bug.
Good to know its reproducible. Later tonight, I may try inserting an extra map between the docking bay and the transporter room, maybe a cargo bay aboard your ship. I sense my mission needs a touch more action for the amount of talking I subject players to.
In retrospect, my mission should scale all the way down to level 1 so I could have transferred a lower level alt to test this myself.
I suspect the bug is associated with the first custom map, the one I use as the transporter room. (It's actually Starbase Sierra 39 if I recall correctly; it is a starbase I've retooled to look like a ship transporter room..) Adding a custom map before that should address the issue if my hunch is right.
The automatic waypoint is a good idea although I could have sworn I set the waypoint to automatic and it just isn't showing up.