I'm trying to set it up so that you enter a system, pew pew space punches. Then you beam to interior and complete diplomacy. Finally you return to your ship and bam! space punches to win.
Unfortunately despite the storyline chronology, the finale space battle takes place at the same time as the opening space battle.
I would be interested in hearing an answer to this too. Only idea I can come up with in my head is completely duplicating the map for a second time, so you can set the "new" events and spawns and what have you.
completely duplicating the map for a second time, so you can set the "new" events and spawns and what have you.
here's your winner
each map appears to want to "execute" everything assigned to it...so it is best to think of the maps not as actual "real estate" per se...but more like set dressing.
Imagine your mission is a stage play:
Scene 1: Sherwood Castle (Exterior)
Scene 2: Sherwood Castle (Interior)
Scene 3: Sherwood Castle (Exterior)
In between each scene the set guys have to move the backdrops and props, etc. for the previous scene off the stage and replace them with the backdrops and props for the next.
The actors must say their lines for each scene in a linear progression, they cannot return to the set of Scene 1 to say those lines even though it is the same "place" as in Scene 3.
You basically have to recreate the first map for the third part of your mission. You cannot return to a previous map and hope the story to continue where it should.
At least until Cryptic changes how this works. (With some luck, the next update might bring tools for that...)
I know this might sound like a cheat, but usually you don't have to redo the whole map if your simply going back to fight one last battle.
Redo the map but only replicate the area where you'll have the action. People in general won't wander around, especially when they see enemy ships ahead of them.
When the fight is over, simply go to another map to continue the story (not letting them wander again) or end it there is it's the end of the story.
Saves time, especially considering that most of these problems will be resolved in the future (near I hope). No point wasting needless time in a part of space that no one will go.
Comments
here's your winner
each map appears to want to "execute" everything assigned to it...so it is best to think of the maps not as actual "real estate" per se...but more like set dressing.
Imagine your mission is a stage play:
Scene 1: Sherwood Castle (Exterior)
Scene 2: Sherwood Castle (Interior)
Scene 3: Sherwood Castle (Exterior)
In between each scene the set guys have to move the backdrops and props, etc. for the previous scene off the stage and replace them with the backdrops and props for the next.
The actors must say their lines for each scene in a linear progression, they cannot return to the set of Scene 1 to say those lines even though it is the same "place" as in Scene 3.
At least until Cryptic changes how this works. (With some luck, the next update might bring tools for that...)
Redo the map but only replicate the area where you'll have the action. People in general won't wander around, especially when they see enemy ships ahead of them.
When the fight is over, simply go to another map to continue the story (not letting them wander again) or end it there is it's the end of the story.
Saves time, especially considering that most of these problems will be resolved in the future (near I hope). No point wasting needless time in a part of space that no one will go.