The final part of my story, started all the way back almost 2 years ago in 'The Worst of all Worlds' is here. It is called 'This Far No Further' (May still be in the review stage by the time you read this)
I really hope everyone enjoys it, and don't forget that part 4 was only released about a week ago so if you have not yet played, please check it out. here is the order;
Part 1 - The Worst of all Worlds
Part 2 - Nine of Space Deep
Part 3 - The Temple of the Pah-wraiths
Part 4 - The Emissary of the Pah-wraiths
Part 5 - This Far No further
All Feedback is welcome, any spelling mistakes, bugs, problems, please let me know.
1) In the final dialog text after you wake up and talk to the federation commander and you ask questions about what happened with various "things" (trying to be vague so I don't spoil anything for those who haven't played it yet), on the option about the Terran fleet, one of the options is "I got more questions" duplicated twice, the first one should be saying whatever you intended it to say implying you made the choice not to warn the fleet.
2) A potential problem, which you cant do much about is the defiant bridge room with the final boss battle being a pre-made area and all.. the back of the room has some holes apparently. I knocked one of the enemies through the wall with lunge III and it would have fallen out of the "world" had the game not reset that enemy back to the bridge (obvious when it re-appeared on the other side of the bridge). That'll be OK, but where there's texture holes there's a chance a player would get stuck or fall through too. I could suggest you possibly could stick some forcefields or invisible walls behind the back wall so if a player does get knocked through that same hole they wont fall through the environment.
It is difficult to fall through the back wall though, has to happen just right so if you don't want to go through the trouble of taping it up with forcefields it'll be fine probably 99% of the time.
---
"We are the Borg. We will add your biological and technological distinctiveness to our own. Resistance is futile."
Sincerely,
The Cube Assimilating Your Ship Right Now
Thanks for the feedback. I did not encounter the hole problem myself in testing and could not find it now so i think ill leave it as it is and see how others fair.
i dont want to starting repairing something i cant recreate myself unless totally necessary but I'll keep an eye on it.
played it and really enjoyed it, thought I'd mention that one of the bajorian ships around where the reinforcements arrive is titled Bajorian Impulse Ship#1, didn't encounter the hole issue myself but then again all my fighting was contained to the area around the captain's chair.
Mission Name: This Far No Further
Author: @Captain_Revo
Minimum Level: 41+
Allegiance: Federation
Project ID: ST-HEWKB36M7
Estimated Mission Length: 45 Mins
Method of Report Delivery: Forum Post
Hi again,
this is the final part in my 5 part story. You played Emissary of the Pah-wraiths last week, and I hope you enjoy my conclusion. It is already out of the review stage now.
Thanks.
Federation Mission - This Far No Further
Author: Captain_Revo
Allegiance: Federation
Project ID: ST-HEWKB36M7
Report Start
Summary: This is a great mission and a worthy sequel in the series. The map design is great, the battles are tough but fun, and the story dialogue is riveting. This mission is a roller coaster ride from start to finish. I would highly recommend this mission to all players.
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 good description. Consider placing the actual mission description at the top. I noted no spelling or grammatical errors with this description.
Grant Mission Dialogue: The grant and follow on dialogue are well written. I noted no spelling or grammatical errors with this dialogue.
Mission Task: This is a good initial task with a clear start location for the first custom map. I noted no spelling errors with this task.
Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.
MAPS: Culver System: This is a good map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Bajor System: This is a good map design with fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Hathon: This is a good map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
-Consider changing the optional dialogue to triggered optional dialogue. This will allow the dialogue to go away once the player interacts with it. It can also be set to go away once a particular task is completed.
Bajor: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Sol System: This is a great map design with challenging but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
The Red Wormhole: This is a fantastic map design with fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
U.S.S. Minotaur: This is a good map design with tough but fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Pah-wraith Vision: This is a good map design with several tough, but fun battles, and very well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Minotaur Bridge: This is a great map design with a challenging but fun battle. The story dialogue is excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Earth Space Dock: This is a great map design with well written story dialogue and is an excellent wrap up map to the mission. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
-Consider changing the optional dialogue to triggered optional dialogue. This will allow the dialogue to go away once the player interacts with it. It can also be set to go away once a particular task is completed.
End Report
Thanks again for authoring and for giving me the chance to review your work. You have done a great job with this mission and the entire series. As always I look forward to playing/reviewing more of your work in the future.
Brian
Played through the last part of your series last night, and I greatly enjoyed it. Excellent maps, very few bugs - and those I did find Foundry glitches, not anything you could fix. (One of my Boffs stuck halfway through the Minoutaur's transporter room floor for example)
I never expected The Worst of Both Worlds to turn into a series - it was always one of my favorite missions - and it's predecessors didn't disappoint. Thank you for your time making the mission for us.
I never expected The Worst of Both Worlds to turn into a series - it was always one of my favorite missions - and it's predecessors didn't disappoint. Thank you for your time making the mission for us.
No problem. I had great fun making them, and i am delighted that so many people have played and enjoyed the whole series.
The storylines are great, but the missions are a bit buggy - not sure if S7 broke something, but I've encountered non-spawning NPCs in both your "No Good Deed..." and "Sacrifice" missions and I beamed into the floor (unable to get out) during the Nine of Space Deep mission, so I couldn't talk to the stranger in the Temple.
Just a suggestion, but there's a lot of exposition dialogue when the missions are picked up. Now say if someone hasn't played through the previous parts, they're either a bit spoilery or just don't make sense. Maybe the dialogue could be moved?
From what I can see the enemy\NPC spawning is bugged all to hell.
Kinda difficult to kill the cube in orbit of Bajor if it's not there.
Same with the first group of drones on Hawthon.
And then the non-spawing command staff.
Totally unplayable at the minute.
From what I can see the enemy\NPC spawning is bugged all to hell.
Kinda difficult to kill the cube in orbit of Bajor if it's not there.
Same with the first group of drones on Hawthon.
And then the non-spawing command staff.
Totally unplayable at the minute.
Yeah, but to be fair to the author, it seems this is a blanket problem with S7 - if you're too far from an NPC, they despawn (breaks all fetch quests) and they might not spawn in the first place. I've previously (pre-S7) completed "Another Man's Hell", which is by a different author, and it's now suffering the missing NPC issue as well.
I'm leaving Foundry content until this has been addressed by the devs, since I'm reluctant to try mission after mission in the hopes I'll get a successful runthrough and count towards Officer Reports. I've managed 2 finished missions out of six attempted (rest dropped after multiple tries but no NPC contact).
From what I can see the enemy\NPC spawning is bugged all to hell.
Kinda difficult to kill the cube in orbit of Bajor if it's not there.
Same with the first group of drones on Hawthon.
And then the non-spawing command staff.
Totally unplayable at the minute.
The foundry has some bugs as you mention that is affecting a lot of mission. authors dont have control of the editor yet so we cant do a single thing about it.
Think I found a temporary fix (seems to work for me at any rate) standing near where the NPC SHOULD be- minimise STO to taskbar then reopen- missing NPC should be right where it ought to be
All I can say is out of the 10 or 15 Foundry missions I have done this series and one other I can run quite a bit the story is well done the maps felt right and the space parts where epic with the borg and earth then through to the red worm whole was an amazing set up. Thank you and I have told some of my friends and fleet members to check it out.
I just finished this series myself, and I must say I'm extremely impressed. Your writing is very very good. I actually had CHILLS during the last massive space battle. It was as though everything you think should happen actually DOES happen. It made the mission extremely fun to play.
I overall loved the writing and extremely good use of ground and space combat. Not too much of one or the other. Your creative use of the Foundry assets just shows what it's capable of doing and puts some of the best FE's from Cryptic to shame. It has inspired me to continue and finish my own Foundry mission series that I've been needing to get back to.
5/5 for the series. Well done!
One Feedback note: You may need to gloss over at least parts 3-5 again, I noticed some misspellings and incorrect word usage. Sorry, didn't write them down so I don't have specifics but there are about 5 or so that I noticed between the 3 parts.
[SIGPIC][/SIGPIC]
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
Hi there
first of all thanks for the great series.
But when I beam down to Bajor I get stuck because there is no way to heal those injured civilians.
Has this mission been bugged by LoR or am I just stupid?
I guess I should see a button popping up like "Heal civilians" or something. But there is nothing even when standing in their faces.
I also encountered that many of the marks on the map in the whole are far from where they should be, some even off the map. This makes cover the whole area to find the spot where the mission goes on.
But most of all, how do I heal those civilians? I want to know how the story ends
I am also stuck at Bajor, can go and do everything else in the 'first area' except I can't heal the civilians. Hoping the fix today will work, otherwise is there a work around for this? I really wanna finish and kick that pah-wraiths flaming backside, lol
There is nothing clever or complex about healing the civilians so i have to assume its broken somehow.
if i remember correctly, there should be a line of dialogue when you walk over them, and then the healing is done by a small object underneath the ground that you interact with. i cant get into the editor to test so there is nothing i can do at this moment.
maybe the patch today will fix it? will have to see later.
if i remember correctly, there should be a line of dialogue when you walk over them, and then the healing is done by a small object underneath the ground that you interact with.
So I guess that's the problem. There is a known issue that since the latest updates you cannot interact through solid objects, this for example gets you stuck in "In the Shadow of MIDAS" when you must interact through a forcefield in the lab.
When it is underneath the ground it seems like the same little trap getting us cought here.
But I have still no clue what moves those marks off the maps, maybe it will vanish after some update, lets hope the best.
I really wanna finish and kick that pah-wraiths flaming backside
Just wanted to add that I totally agree with that description
Just wanted to report, Got to the civilians and now it WORKS! So the patch must have fixed it. So we can now advance. And those pah-wraiths have a ******-off vulcan emissary coming for them.
Comments
1) In the final dialog text after you wake up and talk to the federation commander and you ask questions about what happened with various "things" (trying to be vague so I don't spoil anything for those who haven't played it yet), on the option about the Terran fleet, one of the options is "I got more questions" duplicated twice, the first one should be saying whatever you intended it to say implying you made the choice not to warn the fleet.
2) A potential problem, which you cant do much about is the defiant bridge room with the final boss battle being a pre-made area and all.. the back of the room has some holes apparently. I knocked one of the enemies through the wall with lunge III and it would have fallen out of the "world" had the game not reset that enemy back to the bridge (obvious when it re-appeared on the other side of the bridge). That'll be OK, but where there's texture holes there's a chance a player would get stuck or fall through too. I could suggest you possibly could stick some forcefields or invisible walls behind the back wall so if a player does get knocked through that same hole they wont fall through the environment.
It is difficult to fall through the back wall though, has to happen just right so if you don't want to go through the trouble of taping it up with forcefields it'll be fine probably 99% of the time.
"We are the Borg. We will add your biological and technological distinctiveness to our own. Resistance is futile."
Sincerely,
The Cube Assimilating Your Ship Right Now
i dont want to starting repairing something i cant recreate myself unless totally necessary but I'll keep an eye on it.
Thanks for playing.
Federation Mission - This Far No Further
Author: Captain_Revo
Allegiance: Federation
Project ID: ST-HEWKB36M7
Report Start
Summary: This is a great mission and a worthy sequel in the series. The map design is great, the battles are tough but fun, and the story dialogue is riveting. This mission is a roller coaster ride from start to finish. I would highly recommend this mission to all players.
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 good description. Consider placing the actual mission description at the top. I noted no spelling or grammatical errors with this description.
Grant Mission Dialogue: The grant and follow on dialogue are well written. I noted no spelling or grammatical errors with this dialogue.
Mission Task: This is a good initial task with a clear start location for the first custom map. I noted no spelling errors with this task.
Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.
MAPS:
Culver System: This is a good map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Bajor System: This is a good map design with fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Hathon: This is a good map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
-Consider changing the optional dialogue to triggered optional dialogue. This will allow the dialogue to go away once the player interacts with it. It can also be set to go away once a particular task is completed.
Bajor: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Sol System: This is a great map design with challenging but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
The Red Wormhole: This is a fantastic map design with fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
U.S.S. Minotaur: This is a good map design with tough but fun battles and well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Pah-wraith Vision: This is a good map design with several tough, but fun battles, and very well written story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Minotaur Bridge: This is a great map design with a challenging but fun battle. The story dialogue is excellent. I noted no spelling or grammatical errors with this dialogue or any issues with the map.
Earth Space Dock: This is a great map design with well written story dialogue and is an excellent wrap up map to the mission. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
-Consider changing the optional dialogue to triggered optional dialogue. This will allow the dialogue to go away once the player interacts with it. It can also be set to go away once a particular task is completed.
End Report
Thanks again for authoring and for giving me the chance to review your work. You have done a great job with this mission and the entire series. As always I look forward to playing/reviewing more of your work in the future.
Brian
This critique report also filed 10/04/2012 on forum posting for: In depth mission reports upon request.
I never expected The Worst of Both Worlds to turn into a series - it was always one of my favorite missions - and it's predecessors didn't disappoint. Thank you for your time making the mission for us.
No problem. I had great fun making them, and i am delighted that so many people have played and enjoyed the whole series.
Thanks for playing.
Kinda difficult to kill the cube in orbit of Bajor if it's not there.
Same with the first group of drones on Hawthon.
And then the non-spawing command staff.
Totally unplayable at the minute.
Yeah, but to be fair to the author, it seems this is a blanket problem with S7 - if you're too far from an NPC, they despawn (breaks all fetch quests) and they might not spawn in the first place. I've previously (pre-S7) completed "Another Man's Hell", which is by a different author, and it's now suffering the missing NPC issue as well.
I'm leaving Foundry content until this has been addressed by the devs, since I'm reluctant to try mission after mission in the hopes I'll get a successful runthrough and count towards Officer Reports. I've managed 2 finished missions out of six attempted (rest dropped after multiple tries but no NPC contact).
The foundry has some bugs as you mention that is affecting a lot of mission. authors dont have control of the editor yet so we cant do a single thing about it.
Ship: U.S.S Andromida Valiant Tactical Escort
I overall loved the writing and extremely good use of ground and space combat. Not too much of one or the other. Your creative use of the Foundry assets just shows what it's capable of doing and puts some of the best FE's from Cryptic to shame. It has inspired me to continue and finish my own Foundry mission series that I've been needing to get back to.
5/5 for the series. Well done!
One Feedback note: You may need to gloss over at least parts 3-5 again, I noticed some misspellings and incorrect word usage. Sorry, didn't write them down so I don't have specifics but there are about 5 or so that I noticed between the 3 parts.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
first of all thanks for the great series.
But when I beam down to Bajor I get stuck because there is no way to heal those injured civilians.
Has this mission been bugged by LoR or am I just stupid?
I guess I should see a button popping up like "Heal civilians" or something. But there is nothing even when standing in their faces.
I also encountered that many of the marks on the map in the whole are far from where they should be, some even off the map. This makes cover the whole area to find the spot where the mission goes on.
But most of all, how do I heal those civilians? I want to know how the story ends
Thanks for your help
if i remember correctly, there should be a line of dialogue when you walk over them, and then the healing is done by a small object underneath the ground that you interact with. i cant get into the editor to test so there is nothing i can do at this moment.
maybe the patch today will fix it? will have to see later.
So I guess that's the problem. There is a known issue that since the latest updates you cannot interact through solid objects, this for example gets you stuck in "In the Shadow of MIDAS" when you must interact through a forcefield in the lab.
When it is underneath the ground it seems like the same little trap getting us cought here.
But I have still no clue what moves those marks off the maps, maybe it will vanish after some update, lets hope the best.
Just wanted to add that I totally agree with that description