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Not Our War - New Foundry Mission! Check it out.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
---Mission Last Updated---- Sun, Feb 5th, 2012 ---- OP Updated ---Sun, Feb 5th, 2012
Hey everyone. First I would just like to say that y'all foundry authors are awesome! There are some really excellent writers and designers that play this game!
Now that that's out of the way, I just finished slaving over my second Foundry mission! I may have veggitated over this winter break but what better way to spend it than to write a Foundry mission :)
This mission is based on an episode in DS9, I believe its the first episode where the Federation is finally in an all out war with the Dominion. The episode mentions the 7th fleet and the Battle of Tyra.
This mission that I created attempts (to the best of my ability) create a story around that mission and relive a a dark moment in the Dominion War. Here's the description

Title:
Not Our War (Part 1/2)

Project ID:
ST-HJBWPEPE9

Description:
When Starfleet Command tasks you with investigating an anomaly in the Badlands, the unexpected happens that sends you and your crew into one of the bloodiest wars in recent history. Its up to you and your crew to walk the line between not changing the timeline and apprehending those who wish to!

Language: English

Faction: Federation

Location: The Badlands

Length: 45 mins - 1 hr
Level: 31+
I few things I wish to say about it:
-Last updated 1/21/12

- Here is a link the to the trailer ---> It's serves as a small prologue about the mission and characters involved
http://www.youtube.com/watch?v=Ot_fhBAoyR4&feature=youtu.be

- Link to STOked's review of the mission! -->http://www.jupiterbroadcasting.com/16476/not-our-war-stoked-special/

-I designed it with a single player focus, but I would encourage bringing friends. It should make the battles more exciting, but it may get weird (cloned ships) If that is too much of a problem I will go back and fix that.
- All difficulties are playable, however, Normal should provide plenty of challenge for a casual player and elite will only be bested by those worthy of the rank Admiral :)
- The quest is dialogue and combat heavy. Their is a small puzzle as well (my first one)
- I tried to create sets that really made it feel like a you were in the middle of not just a typical engagement, but a very real history.
- Let me know what you think, and of course I welcome any constructive feedback!! :) Hope y'all enjoy it.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    STOked Through up a mission review for Not Our War Part I! IF any of you guys want to check it out click the link below!
    http://www.jupiterbroadcasting.com/16476/not-our-war-stoked-special/
    I just want to thank Chris and all the guys at Jupiter Broadcasting for playing and enjoying my mission! It's so encouraging to hear that you guys liked it! I'm a big fan of STOked and was really sad to hear when it was being put on hiatus. I was super surprised to not only see it back but featuring my Mission! Thanks again!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    I got to be your first play through! Woo!

    First off, I really liked this one.

    I enjoyed the mini bridge officer interactions that made my ship feel more like a crew and less than just me going commanding an army of puppets. Although I think some of it could perhaps use some refining I still enjoyed it.

    Second; I have played many missions claiming epic battles to be had. I have fought countless waves of Borg ships, I've destroyed enough Klingons to populate a second sto-vo-kar, I have been killed repetitively in a temporal loop by a task force 3 times over (I'm looking at you "First Cause, then Effect"), I have been dropped in the middle of a accolade farm map filled to the enemy contact limit with all kinds of hell, I have seen attack ships on fire off the shoulder of Orion...

    But this one actually felt like it was planned to. An epic battle that involved 112 Federation vessels alone, against waves of Dominion forces. You went out with this mission to recreate that battle, and I think you succeed. If I had to put down a reason it would be do to the use of the multiple maps for the conflict. So you win my award for that. (That being said though if this is every played with full group of 5 someone is gonna die. Either by phaser fire or a fried computer.)


    Now for what you can improve in order of severity:

    (I'm going to skip on Spelling and Text format as you've already applied for Evil70th's help and he's far better at it than me.)

    -Change the name of the first map transition to "Investigate Anomaly at the Badlands in the Beta Ursa Sector Block" instead of the Act I title. This will save you a tone of grief for people who can't find it or accept the mission and then try to find it later when they've long since forgotten the initial briefing.

    -Label this a Part 1 of 2/3/12 whatever it will be. Some players (myself included) aim for a story they can finish or complete. Not to say they aren't bad but.. there is something to be desired for waiting for the conclusion to Dereliction Duty. I know this probably happened because you hit the map limit, since there are quite a few maps solely devoted to one scene... but if you want to maintain the quality and therefor stick it out as a multi-part episode label it as such and you'll probably get some player based appreciation.

    -Temporal Anomaly and the Engineer's Thesis: I'm gonna lay back on this as you still have another episode to explain the anomaly and how the temporal directive sorts itself out in the end of this one. That said though, this is Trek and is populated by nerds of a different caliber. It takes a special breed of geek to construct elaborate floor plans to starships off of collections of 30 seconds chunks of film. A simple hand wave off of it may not go over well. The easy answer you are eluding too with the Engineer's Thesis would be nice if it wasn't for the fact your crew already detected the change before entering the anomaly, which blatantly disproves it. Again, you may have an ace in your hand with this one, but if you don't already you may need to think creatively.

    -You may want to cut back on the Jem'Hadar/cardassian Legion that is apparently staffing three rooms in one starbase. You can probably cut back half of them and yet still make it feel challenging. This is your call though, some folks like a 4 group at once charge...

    -Your puzzle: I enjoy a mission which has a good puzzle once in a while, but I'm not sure yours counts. It's really just a matching game. Even then, is it possible to fail? I kind of clicked it at random to try to fail it and didn't see anything saying I dun goofed. Was I just that lucky? If it does just work without saying you are right or wrong, I need to ask why is it there?

    A good rule any story is that something that doesn't directly involve the outcome of the story doesn't need to be there. Not to say you shouldn't include something you want to, but it's why I use dialog options to skip conversations that aren't necessary for progress. That said, does taking the time to do this puzzle serve anything than giving the excuse for your Bridge officers to have time to find out more about your enemy? If it doesn't you may not want to make it a puzzle. You could just have the captain and his bridge officers click a few buttons and wave off the work.

    And this is a slippery slope. I really liked inspecting the whole battlegroup outside the station myself, but there are others who would say a map with just one purpose isn't worth it. I would deny that; the purpose of that map to me is to apply the scale of the battle. However, I could see you using a foundry trick to combine that map and the next one. Simply have the captain go out to a nav beacon far enough away that the contacts at the station are no longer visible, use a warp out animation and a trigger tied to it to put a planet over top of them and make the station and cardassian/dominion ships appear. You may want to tweek the map background to something "neutral" to help. For a working example of this check out "Dereliction Duty". Nagorak pioneered the trick.

    (Actually; and this is PURELY OPTIONAL SINCE IT IS SUGGESTING A COMPLETE REMOVAL OF A GROUND MAP but you could use that same trick to remove another map and give you two more to work with [if you think you could finish the mission in two maps that is].

    You can use the warp effect after you first exit the portal and are traveling to the starbase, and have your bridge officers go over their theories via chat panel while "in transit". It could cut off a whole map and add something that currently a lot of people call as being a "really slick" effect.

    However, you must have spent countless hours on that map, and destroying one is never a light choice. Especially one you took the time to get groups of NPCs to actually sit in seats!!! So take it as just an idea, this is your mission, do with it what YOU want. You're da' boss here.)

    - Last to mention, you got a bunch of UGC Contacts hanging around on the Starbase (Primarily the briefing room) and some of the Cardassian guards on the outpost. Also the ship that gets stuck in the anomaly is labled as "Alien Cruiser" not sure you planned it that way.


    Anyways, that's it. It is less my 2 cents and more a lengthy "Oh Oh you could do this" but I hope it helps. Something in this mission really itches to me as a really good thing, and I want to help you make it shine. I will leave the spelling and text to Evil70th. He does good work. Good luck with the sequel!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    XR-377 wrote: »
    I got to be your first play through! Woo!

    First off, I really liked this one...
    .)
    Thank you so much! I really appreciate the kind words and thanks for playing it!


    XR-377 wrote: »

    -Change the name of the first map transition to "Investigate Anomaly at the Badlands in the Beta Ursa Sector Block" instead of the Act I title.
    Totally understand, I was afraid of that happening so I'll def change it.
    XR-377 wrote: »
    -Label this a Part 1 of 2/3/12 whatever it will be. Some players (myself included) aim for a story they can finish or complete.
    I struggled with what to do with my title, because in the beginning I didn't know their was a map limit until I hit it. And I planned on making it one mission (obviously no longer the case). After I found I wouldn't be able to do that I thought it would be neat leaving it as a cliffhanger without alluding to it in the title. But I understand your position.
    XR-377 wrote: »
    -Temporal Anomaly and the Engineer's Thesis...
    Now this is going to be tricky to explain. That scene was just to be a light kind of banter between the crew. Personally, the whole thesis is just my personal opinion about time-travel as a plot device (not being able to change the past no matter what) but canon dictates that is not the case with tons of episodes dealing with a changed future, and then having to do something to restore it to our known timeline (multiverses). I was just going to adhere to Star Trek's malleable timeline for this mission. Obviously a lot has to still be explained in the story, and I plan on addressing that point again. I really just wanted to raise the point I guess. But I don't want the player to get the impression that that is the direction of the story. I'll revisit that dialogue.
    XR-377 wrote: »
    -You may want to cut back on the Jem'Hadar/cardassian Legion
    I was thinking the same thing. It originally had less troops in it and I changed it because (my thinking) there is a staffed Cardassian ship in dock, that is transporting over reinforcements. But I want the mission to be fun so I'll eliminate the spawns.
    XR-377 wrote: »
    -Your puzzle:
    It was my first puzzle and it was kind of weak lol. I was actually afraid that while building it, it would be too confusing for the average player. So I made it hard to fail at I guess. I'll change it so that it starts over at a wrong answer, but if I get enough feedback on this, then I'll develop another one (hacking Starfleet Intel) and then just desiminate the shipment manifest to a Boff (in text). Considering that the whole manifest thing is a t ad lowly to do lol. (Plot wise) it was their to serve as a way for your team to access the computer without drawing attention. I'll draw something up so that accessing the starbase computer and starfleet intel seems can't be done without something to cover for it (puzzle).
    XR-377 wrote: »
    I could see you using a foundry trick...
    Definitely a good tip! Early on when I was build the mission, I built the station map 2nd or 3rd i think (naming all the ships took way too long lol). When I finished it i realized it served one purpose and that was exactly what you got out of it! But then I also realized that it wasn't too important for that actual story unfortunately. And the same applies to the next map, it was more of just a filler to the next scene. I'll definitely try that trick.
    XR-377 wrote: »
    You can use the warp effect after you first exit the portal and are traveling to the starbase
    Dude! I would go for that. The purpose of that map was to make it feel "show-like" but I did feel it was frivolous. I also thought it would make it more personal, but was worried about people not finding the correct table to approach since the map indicates a huge area for it. I'll go ahead and try to do as you say.
    XR-377 wrote: »
    - UGC Contacts hanging around
    TRIBBLE! I'm on it.

    Thanks so much for the review! I really appreciate all the feedback man! And I'm glad you enjoyed it! That was my goal :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Zondi wrote: »
    Title:
    Not Our War

    Project ID:
    ST-HJBWPEPE9
    Language: English
    Faction: Federation
    Location: The Badlands
    Length: 45 mins - 1 hr 1/2
    Level: 31+
    __________

    Federation Mission - Not Our War
    Author: Zondi
    Allegiance: Federation
    Project ID: ST-HJBWPEPE9


    Report Start


    Summary: This is a really good mission. The map design is good. The story dialog is well written and the battles are tough to extremely tough. Your story is well crafted and the execution is very good. I would definitely recommend this mission to anyone who likes a well written story with good maps and a good mix of fighting and story.

    The use of "Continue" as a response button is one that I regularly note as an issue despite the fact that Cryptic uses it quite a lot on their missions as well. I’m working on that too. :). I believe the player should respond to most dialog being displayed. This is particularly true when it comes to a report from the BOFF’s. The use of "Continue" might make sense when the player is reading a computer log or on the "Mess Hall" initial dialog it worked too.

    The use of maps can be a tricky thing for an author. Trying to achieve a balance between storytelling and the maps can be hard. Your "7th Fleet" I believe could be condensed making the story flow better and giving the player fewer map transfers. You should consider combining the three maps into one. You could place the initial spawn point for the "7th Fleet" map where the Admiral asks you to defend the rear close to the middle of a space map. Then the player could fly to the rear area and begin the "7th Fleet Rear" battle. If you do this be sure to add re-spawn points as you go through each area fight. Just as too many map changes are irritating so is flying all the way across the map if you get destroyed.

    Below are some things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

    Mission Description: This is a very detailed description that serves the purpose of drawing the player in and making them want to click "Hail". The notes regarding difficulty, length and type of play should be given at least a single line of separation from the main description. I noted no spelling or grammatical errors with this description. I noted only one item to consider changing:
    -Consider adding to your notes that this is part one of the series.

    Grant Mission Dialog: The dialog is intriguing and as above serves the purpose of drawing the player in and making them want to click "Accept". I noted one item to consider changing:
    -Consider changing "They given us orders" to read "We've received orders".

    Mission Task: Your initial mission task should contain the location of the start point for the first custom map. Despite the fact you included it in your description and the Grant Mission dialog you should add it to the task to make it easier for players to find it.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this dialog.

    MAPS:
    The Badlands: This is a really good simple map design. The effects and dialog triggers work really well. The dialog is well written. I noted a couple of items to consider changing:
    -The initial dialog; consider placing the entire Science BOFF dialog into one separated by hard returns. This would take the player all the way to the final response button "Very good" vice the two "Continue" response buttons in between.
    -The post "Perform Sensor Scan" dialog; in response to the Engineering BOFF dialog "Hold on" consider changing the response button "Continue" to read "What is it" or something along those lines.
    -From this point I will stop noting the use of the response button "Continue" and cover it in my summary.
    -The post "Move Within Tractor Beam" dialog; consider changing "Its hit the Cardassian ship" to read "It hit the Cardassian ship".
    -Consider changing "reading the luanch of all" to read "reading the launch of all".
    -The response button "And the same thing has happened to us". This appears to be a question, if so you should consider changing the punctuation to "?".

    Deep Space: This is an excellent map design. The battles are challenging but not impossible. The story dialog is very well written. I noted a couple of items to consider changing:
    -The post battle dialog from the "Any clue where the pods went" response button; consider changing "and their are no planets" to read "and there are no planets".
    -Consider changing "The federation retakes DS9" to read "The Federation retakes DS9".
    -Some of the ships that warp in to assist in the battle continue to warp in after the battle is over. While the initial warp in looks great if they continue to do this while the player is reading the dialog it can be distracting. It could be caused by the idle behavior setting. Consider removing that setting or severely reducing it.
    -Consider changing the BOFF who has the theory to the Away Team Science BOFF vice the Bridge Engineering BOFF.
    -The map transfer dialog; consider changing "Curse plotted" to read "Course plotted".

    Mess Hall: The map design is good. The story dialog is excellent. I noted a couple of items to consider changing:
    -The "Talk to Barkeep Benz" dialog; consider changing "How are you doing today captain" to read "How are you doing today Captain".
    -The use of the "captain" when the crew or BOFF is addressing the player directly should be "Captain". This would also apply to any rank.
    -Taking the reference from the previous map regarding the "Consider changing the BOFF". There are two reasons for this recommendation. First, depending on the player’s crew the Bridge BOFF may be different from the Away Team BOFF. Second, it would seem more likely that a Science BOFF would be more likely to have the theory regarding temporal interference.
    -The theory dialog; consider changing "And it wont be the last" to read "And it won't be the last".
    -The use of "federation" vice "Federation" in the response to "Anyone else" dialog.
    -General NPC note in the "Mess Hall" several NPC’s are set to wander and they walk over tables and other objects. Consider removing or reducing this behavior.

    Starbase 214 - Main Level: This is a good map design. The story dialog is very well written and I like the split dialog between "Section 31" and "Time Traveler". I read both strings. I noted a couple of items to consider changing:
    -Consider removing most of the crates in the corridor as they seem to impede the Away Team BOFF's and do not appear to serve a real purpose to the story.
    -The Admiral's briefing dialog; consider changing "be able to route the remaining" to read "be able to rout the remaining".
    -Consider changing the Admirals dialog response to "Pose as section 31" button; He states he's "never heard of section 31" but in the very next dialog he states "that only select people know of section 31". This seems to contradict the previous dialog.
    -That same dialog; consider changing "want you to know.Alright [Rank]" to read "want you to know. Alright [Rank]".
    -Consider changing "I'll let you be on your merry" to read "I'll let you be on your merry way".
    -The "Sort Shipping Manifest" console is partially hanging out off the steps. Additionally this console and the "Assign Supplies" consoles are too close to each other and it looks awkward. Consider changing both consoles to smaller ones.
    -The "Assign Supplies to Correct Ship" console button says "Interact". Consider changing it to read "Distribute supplies".
    -The "Assign Supplies to Correct Ship" puzzle; consider adding a "Skip Puzzle" button that resolves the puzzle.

    Starbase 214: This is a nice map design with a lot of ships. The story dialog was good. I noted a couple of items to consider changing:
    -The initial dialog; consider changing "I don't believe their wasn't one" to read "I don't believe there wasn't one".
    -The actual distribution of the supplies didn't seem to be necessary to the story.

    Tyra III: This is a nice map design with a good short battle. The dialog is well written. I noted a couple of items to consider changing:
    -The initial dialog; consider changing "Look as if it wont be ready" to read "Looks as if it won't be ready".
    -Consider moving the initial spawn point closer to the station.

    Cardassian Station: The map design is outstanding. The battles are tough but not impossible and I like the additional squads that beam in based on triggers. I noted no spelling or grammatical errors with this dialog. I noted a couple of items to consider changing:
    -Some of the crates in the passageway are buried in the bulkheads.
    -The "Map Transfer" dialog; it displays one of my Science BOFF's vice Captain Duvar.

    7th Fleet: This is a nice simple map design. The story dialog is well written. I noted a couple of items to consider changing:
    -The initial dialog; consider changing "Decided to join the party afterall" to read "Decided to join the party after all".
    -Consider changing "we'll be luck if any of" to read "we'll be lucky if any of"
    -The response button "Its not hopeless sir" to read "It's not hopeless sir".

    7th Fleet Rear: This is a good map design with very tough battles. The story dialog is well written. I noted no spelling or grammatical errors with this dialog.

    7th Fleet Center: This is a good design with extremely tough battles. The story dialog is well written. I noted only one item to consider changing.
    -The good guys are all destroyed quickly leaving the player to fight off 14+ ships alone. Tough battles are good and fun but this is way too much. I spent almost 20 minutes defeating the remaining ships. There are too many bad guide squadrons you should consider cutting it back a little or releasing them in waves vice all at once.
    -I will discuss map combining for the "7th Fleet" maps in my summary.


    End Report


    Thanks for authoring and for giving me the chance to review your work. This is a great first part to your mission series and I look forward to playing/reviewing part two.
    Brian

    This critique report also filed 01/08/2012 on forum posting for: [URL=" http://forums.startrekonline.com/showthread.php?t=236755&referrerid=312767"]In depth mission reports upon request[/URL].
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Evil70th wrote:
    /snip

    Thank you so much Evil for such an in depth critique! I took all your suggestions and implemented them as well as XR's! I removed the mess hall map as per XR's suggestion adding in a "warp scene" just before arriving at SB 214 and I like it a lot better. Which had me move the Starbase space map ahead one in the story. No longer is there a deliver quest. I also changed the puzzle but i also implemented a "delegate to staff" button. i changed some of the battles and Ill have to test the last battle on my main. The abilities those ships get at lvl 3 (my foundry toon) and lvl 50 are a lot different. It just make it hard to tweak the last battle. Thanks again for the awesome critiques! And I'm glad you enjoyed it! The adjustments to the quest should be live as of this post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Zondi wrote: »
    Thank you so much Evil for such an in depth critique! I took all your suggestions and implemented them as well as XR's! I removed the mess hall map as per XR's suggestion adding in a "warp scene" just before arriving at SB 214 and I like it a lot better. Which had me move the Starbase space map ahead one in the story. No longer is there a deliver quest. I also changed the puzzle but i also implemented a "delegate to staff" button. i changed some of the battles and Ill have to test the last battle on my main. The abilities those ships get at lvl 3 (my foundry toon) and lvl 50 are a lot different. It just make it hard to tweak the last battle. Thanks again for the awesome critiques! And I'm glad you enjoyed it! The adjustments to the quest should be live as of this post.

    No problem. Glad to help. Thanks again for authoring.
    Brian
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Hey everybody!
    I've gotten quite a bit of feedback on the quest so far which has allowed me to refine it further. I think there isn't much more major patching to be done. I fixed the last battle, where the result used to be a Dominion victory most of the time to having the feds win with out any player involvement. I just want to say thanks to everyone who has played my mission and left feedback so I could further refine it to everyone's enjoyment!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Just did a considerable update to the mission again.
    I've been getting a lot of good feedback and comments from people about the mission! And I am very glad people are enjoying it! :D I went through all the dialogue and corrected a significant amount of grammatical errors through all the text. I also added/changed some dialogue into the quest to help out some of the character development. but nothing too crazy. I also added an option to skip the engineers theory dialogue during the mission.
    Thanks for everyone who has played it and left feedback! Keep it coming guys.
    P.S. I am pleased to say that I have gotten enough good marks from the mission, that I feel I can justify spending time writing the conclusion/next part of the story! But I am extremely busy now so I'll just use cryptic's trademark answer and say the ETA on the sequel is "soon" unfortunately. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Congrats on your mission's success. I saw you were in the top spot for a while.

    A couple of suggestions. On the starbase, you really need to put some idle animations on more of the NPC groups (officers). They look too static all just standing there. I'd suggest having them use "talk neutral" at a minimum.

    As far as "dang" and "darn", if you really want the character to say damn, I think it would be better to have d#$%. Honestly, otherwise I'd just use something else. Maybe it's just me but nothing breaks immersion for me more than having my captain say "Darn him." :(

    On the "order processing" puzzle, you might want to add a note that people can check their NPC dialogue tab to see what they just read at the previous console.

    I noticed there was the always mysterious "UGC Contact" next to Gul Duvar on the station.

    Anyway, I enjoyed the mission and look forward to the next part.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Thanks so much for the pleasant words Nagorak! I never really expected my mission to get so much attention!
    I'll be sure to implement the changes you suggested. And yea, the darn him response kinda sucks lol, doesn't convey the same sense of frustration at all haha. And thanks for pointing out the UGC, people were commenting about it but I had no clue where it was.
    I acutally also wanted to make a general comment to anyone who plays my mission. I understand there are grammatical errors in the mission, but I really dont have the time anymore to sift through all the text looking for the few errors. I've found its not very helpful when I speed read through the mission my mind just auto corrects the words to what should be there.
    In short, if any of you guys play my mission and notice a typo (you dont need to remember the exact place, dialogue sequence, or word) just comment here or in the small review box in game like "typo on Starbase interior map". That would help me greatly track it down instead of going through the whole thing.
    Again I greatly appreciate all the support and I think it's crazy that the mission has done so well!
    I'll be enjoying my 15 mins of fame while it lasts ! :) Till all you authors strike back or my rating sinks (probably both) :D.

    EDITED -- I just went through, and fixed the behavior of the people on SB 214 (their wander idle time was set to max, shouldn't have been). Got the two ugcs next to Duvar, and I noticed a couple of the their(re, y're) and fixed those in the beginning of the mission. The mission should be live shortly. Again Just want to say how much I greatly, greatly appreciate feedback from you guys! Thanks again!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    OKAY!
    Just went through 95% of all the dialogue boxes and copied them into word. Caught a lot of errors once in there! All the grammar fixes are in and should be live as of this post! Ashamedly there were a lot more errors than I could see ( I blame the text font, and colors of the foundry, makes the words blur :p) That should be the definitive fix for the dialogue hopefully, Sorry for taking so long to fix all those errors lol! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    lol I know you're just kidding, but I have a hard time distinguishing between periods and commas with the Foundry font, leading to most of my typos. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Just want to post a quick update on my progress for the Sequel!
    I've finally finished the script so the story aspect is complete. I think those of you who enjoyed the story of part I (and really love DS9) will really like how the mission wraps up! I really wish I could give y'all a somewhat accurate release date, but that is really hard to do with my schedule the way it is right now. As I get more work done, ill be able to give a good guesstimate on the release window for the conclusion!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Thanks Bazag! I updated my main post and the one underneath it with links to the review. Just in case people don't check the first post of a forum after their initial browse (I do that all the time) I will keep my main post up to with Information and news in regards to mission! I'll also start dating it with a header so people can quickly gander when I last updated the main post. Information regarding the sequel I'll put in response here, until I can announce a release date for it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Just pushed out a small update to Not Our War I a little while ago. I changed around some of the spawns on the ships, and edited the last Dialogue box in the mission in regards to Not Our War II.
    That being said, I am happy to say that work on Not Our War (Part 2/2) is for the most part complete! Right now i just am going to test the mission and tweak it a little more before I release it live for reviewing and playing! I'm aiming for Mon night to tues sometime, as the latest possible release for the mission! Ill create a forum post when I am certain about which day it is, and also update part 1 accordingly!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Glad to hear that part two is coming Soon(TM). I took my Odyssey-class back in time last night, and I admit, I was cackling like a madman as I considered how people would be reacting to my 25th century behemoth.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Zondi wrote: »
    Just pushed out a small update to Not Our War I a little while ago. I changed around some of the spawns on the ships, and edited the last Dialogue box in the mission in regards to Not Our War II.
    That being said, I am happy to say that work on Not Our War (Part 2/2) is for the most part complete! Right now i just am going to test the mission and tweak it a little more before I release it live for reviewing and playing! I'm aiming for Mon night to tues sometime, as the latest possible release for the mission! Ill create a forum post when I am certain about which day it is, and also update part 1 accordingly!

    I'd love to be the first person to get to that one too, but as is you now have a big following with this mission I'm gonna have some people to race.

    Glad things are working out well and that I helped. Like I said, I really liked this mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Haha, I hear that Kant! If only I could make a special dialogue choice for odyssey class ships :)
    And XR, and everyone else who reviewed my mission and gave me help, my mission would not be nearly as popular without the help from you guys, so I just hope that y'all know I very much appreciated you guys helping me get my mission off the ground ! I just hope everyone finds the ending as satisfying as the beginning!
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