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Locally Untranslated

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Mission Name: Locally Untranslated
Author: Ogremerc
Minimum Level: Any
Allegiance: Federation
Mission ID: ST-HD3P28FUY
Estimated Mission Length: 60 minutes, possibly longer if all optional dialogue is read.

A high priority communique interrupts your regular duties as one of the Federation Diplomatic Corps brightest stars finds herself in the middle of a First Contact mission gone horribly wrong. In an atmosphere of suspicion, mistrust and hostility you will start to unravel a conspiracy that strikes at the heart of the FDC itself.


***
Notes:
Thanks for all the feedback from people and the review by Evil70th (which will soon be attached to this post).
I had catastrophic hardware failure in the past couple of days but will be making inroads on version 1.1 soon with a shiny new graphics card.

I've also got a rough idea for the next mission where the FDC's problems continue...
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ogremerc wrote:
    Mission Name: Locally Untranslated
    Author: Ogremerc
    Minimum Level: Any
    Allegiance: Federation
    Mission ID: ST-HD3P28FUY
    Estimated Mission Length: 60 minutes, possibly longer if all optional dialogue is read.

    A high priority communique interrupts your regular duties as one of the Federation Diplomatic Corps brightest stars finds herself in the middle of a First Contact mission gone horribly wrong. In an atmosphere of suspicion, mistrust and hostility you will start to unravel a conspiracy that strikes at the heart of the FDC itself.

    ***
    Notes:
    Thanks for all the feedback from people and the review by Evil70th (which will soon be attached to this post).
    I had catastrophic hardware failure in the past couple of days but will be making inroads on version 1.1 soon with a shiny new graphics card.

    I've also got a rough idea for the next mission where the FDC's problems continue...

    Federation Mission: Locally Untranslated
    Author: Ogremerc
    Allegiance: Federation
    Mission ID: ST-HD3P28FUY


    Excerpt Report Start


    Summary: This mission is really a great mission. Your story dialog is excellent. The maps are well done. The battles and effects execution are great. The story twists were very well written. I did not hit your dialog for obvious differences in spelling between the King’s English and American English. :) I would highly recommend this mission to anyone who likes a great story along with good battles.

    I would recommend adding a “Skip dialog” button to each of the lengthy dialog in your story. This will help you avoid the comments like, “too much dialog” or something like that. You can create a “Skip dialog” button that then leads to a summary window of what the player needs to continue the mission. I first saw this in another author’s mission and started using them in mine. It works great and then you can entertain both the story loving and non-story loving players. I usually recommend it to author’s who like to write detailed stories.


    End Excerpt Report


    In case it's not clear. I like this mission. Thanks for authoring and for giving me the chance to review your work. I look forward to playing and reviewing more of your work in the future.
    Brian

    This summary follows is an excerpt from the full critique report filed 11/10/2011 on forum posting for: In depth mission reports upon request.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I've just finished publishing Version 1.1 of 'Locally Untranslated'. Here's a list of changes, some suggested by reviewers and a couple of additions I made myself.

    1.1 Version Notes:
    *A myriad of grammatical and spelling errors corrected.
    *Mission Description updated to be slightly more eye catching(hopefully!).
    *Directions to the start point for mission should now be clearer after the mission is granted.
    *Added a "Skip Dialogue" option to the lengthier dialogue trees.
    *Added some wrecked alien ships to make the space map feel a little more populated.
    *Added a console to the Kaidenza's Engineering section for a certain repair task.
    *Added a gentle nudge to steer you towards Admiral Danforth the first time you meet.
    *Fixed idle beam in behaviour during a conversation towards the end of the mission, npcs will now simply beam in and stand. Dialogue also changed to reflect this.

    Known Bugs:
    *When enemy ships appear, if you are outside the 7KM range, they will sometimes appear to warp in multiple times. Just head towards them and when you're in weapons range they'll stop overheating their engines and attack. :) I've not found an easy way round this, since I'm not a great fan of ships suddenly appearing at point blank range.

    *If one of the larger enemy vessels explodes too close to the U.S.S. Kaidenza at a certain point(second space encounter, last fight), it's entirely possible it will destroy the Kaidenza. This will break the mission. Its easily fixed by leaving the system and going back in, your progress should be at the same point.

    Enjoy!

    -Ogremerc
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ogremerc wrote:
    Known Bugs:
    *When enemy ships appear, if you are outside the 7KM range, they will sometimes appear to warp in multiple times. Just head towards them and when you're in weapons range they'll stop overheating their engines and attack. :) I've not found an easy way round this, since I'm not a great fan of ships suddenly appearing at point blank range.

    *If one of the larger enemy vessels explodes too close to the U.S.S. Kaidenza at a certain point(second space encounter, last fight), it's entirely possible it will destroy the Kaidenza. This will break the mission. Its easily fixed by leaving the system and going back in, your progress should be at the same point.

    Two bits of advice from my experience:

    If you put a warping in space contact anywhere within the range of 10kms they will only do the animation once before breaking the animation with an attack. The trick is predicting the location of the player with accuracy. Another trick I've taken to is putting the incoming mobs in a direction I expect the player to not be looking in, after contacting a target or reaching an objective, or above or below them vertically. Both are just work arounds however.

    As far as the exploding contact, I suggest you fix it rather than hope players know to fight away from the contact or reload the map. Often they wont. I made this mistake in my first mission and tried to justify it for the longest time but in the end I chose to use a work around.

    What you do is make a copy of the contact and have that one appear when you first want to ship to be seen, but with a name that is blank spaces so it doesn't appear to have a name when observed. You use the location coordinates to place both contacts on top of one another so that when the second does appear and the first one is still alive there appears to be no duplicate. Finally, you place your objective contact to appear when This Objective is in Progress. If you have a story dialog in between destroying the enemies and speak with contact any explosion that would destroy your newly appearing contact is already gone. If you don't have a story dialog in place already, simply a bridge officer popping up to say a quick, "All Enemies Destroyed Captain" or "We should talk to the Kaidenza" may work.

    Anyways, that's my advice for your bugs. I highly suggest you do the contact one as me being stubborn has resulted in numerous 1 stars that I can never get back.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thanks for the advice XR-377. I'm trying to get into the habit of setting objects at different levels so I can have a rough idea where a player will be approaching from. Getting those surprise enemy encounters to arrive within 7km or so is far from an exact science! :)

    I've been tinkering with the Foundry a lot recently, so I'll see if I can get back to adjusting this mission. I noticed you deployed the "two contacts" trick in one of your missions I played (Personal Reflection I think it was, great mission too). That's a fantastic suggestion to avoid the kamikaze enemy explosion trick.
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