Agreed. This sounds like a bug. The ability to create and transfer persistent characters between missions is the only solid thing we have to create a continuing storyline without "working around" something.
Thanks again for having me on, Drogyn. You guys are an awesome bunch to talk with and I had a blast doing it. It was extremely fun. See you on the chat! :)
My thought is that once a character chooses their ally, then they would be limited to the Foundry mission pool of that ally (either the Fed list or the KDF list). They can't choose to play missions on their own before then anyway since it happens at lvl 10. Which means the point of this "filter" that's being added is so…
I would say now is the time to start building some Romulan missions in anticipation of when the eventuality of this new filter hits, but I'm still going to wait till May to even think about it anyway. With the amount of work that goes into a good mission, I'd hate to spend hours putting one together only to find out that…
I completely agree. I actually reported it right away in this post here. Problem is, it never got fixed. The compound was originally one entire map. I split them up as a workaround and built the tram, so even if it does get fixed, the mission would still work as intended. I would love to see an "Optional Away Team"…
Thank you again for this fantastic review. My time has become a bit more limited as well, but hopefully I'll be able to make the next part of this series to top the last. I didn't know the last battleship had P.G.s with it. I'll look into that. Now, about the away team separation in New Aurora Compound - North.... It was…
Only reason why I know this is because I'm working on something similar for DA Part 3. The walls are the sides of Vulcan Large Building 01. The floor is from the same building. The sides are broad so it creates an enclosure when you put them together. The back wall looks like the side of Vulcan Large Building 02 (or 03, I…
From what I can tell, it looks like the OP's screenshot of the "screen" is of a BOff you get as a quest reward judging by the portion of dialogue below it. I'm guessing the screen is your captain looking at a digital photo of a BOff to choose to join the crew, and has absolutely nothing to do with ground dialogue…
This is the kind of thread that can go from "fun" to "flame" in one post, but I'll share for now as long as this remains on the fun side. :) Just remember that everyone is entitled to their opinions. Be happy that some of those reviewers actually bothered to say anything at all. Some people like combat over story and vice…
Unfortunately, you can't take exception to an End User License Agreement. It basically on your end states "if I use this, I agree to follow these rules", regardless of how much money is paid. I think the reason why we're not allowed to depict the likenesses of characters from the ST shows and movies is because we don't…
I'm a little confused as well. I "think" I might know what you mean, so I'll try to answer this. If you need a dialog to happen in between your object interact and the map transition, then just place the dialog on the storyboard right after the Interact With Object objective, instead of putting it on the map. The "Next…
Working on part 3 right now but due to RL issues, its going to be at least a couple weeks before I can get the maps done. I did however adjust some of the ground effects in Part 2, as it was causing some lag issues on lower end video cards. I'll let everyone know when it's all done. Glad you all enjoyed it. :)
If you haven't tried this already, change the "Y Relative to" pulldown to Zero Altitude, and turn off the "Snap to Grid" feature (grid icon on upper right corner of the map). Then you can position them wherever you like on the Y axis.
No problem, Brian. I can imagine the amount of effort you put into analyzing all these missions. The detail you put into it shows... and that's not even your job lol. Hope you get some good rest and feel better.
This is the first I've heard about this, Brian. Tested it out on my own and it works just fine. I just went into the mission editor anyway and moved the spawn point forward and up just a little bit. I hope that helps. I wonder if maybe it's the size of your character. Do you have one that's really tall/short? Please drop…
I did get some feedback that the consoles in Part 1 were a little difficult to locate on Spacedock. I might change it, but so long as no one gets angry over the extra difficulty, I might just leave it as it is too.
IMO, the Foundry should remain separate from official game content. Authors like to tell their own stories. If we were all moving to get something published in lines with the existing story arc and game canon, with the extremely limited tools that we are given compared to the devs, then what would the company be paying its…
I would love to see that too, but this might at least be a simple solution for now versus waiting for a complete UI overhaul. If someone is afraid of backlash just for giving an honest constructive opinion, then 1) they shouldn't be a reviewer, and 2) the author complaining about an honest review shouldn't be doing this in…
Both of these methods will work just fine. It depends on how you want the dialogue to appear. If you want to have the NPC with just the icon over his/her head for the random dialogue (which sounds like what you were asking for), then use the "Default Prompt" checkbox in the contact's properties, as per pendra3780's…
LOL. Well, as far as I know, it wasn't anyone's idea. We just got hit with the blame during the toddler temper tantrum that ran rampant on the forums after the patch stopped players from exploiting the I WIN button. Secondly, I may be a sensitive storyteller, but I'm not a bad pvper either (not to mention a native New…
Many of them were in the top listing this morning, covering the list over since they were being reviewed at 5 stars. Looks like other reviews have been putting them further down on the list but they're still scattered about.
Unfortunately :( I guess you can always stack the arches but that's a pain. I have an idea though. If it works, should get rid of that problem. Just need time to try it.
OK, I tried the round lights. They look too big and out of place on a narrow sized TOS hallway. I might try them in the Sickbay. In the meantime, I tried using the TOS beds and grates to create something more similar to the one on the TOS Ship Interior map. Please see: Screenshot 3 Gonna try to make a Sickbay next. Will…
I haven't tested this myself, as I've never used them, but they recently changed timid mobs to fight back when attacked. Do they also move around as well?
Thank you so much. Admittedly when I created that mission, I didn't know about the "Snap to Grid" button yet lol. Great suggestions! I've been using the Continue box to divide the text so that the player doesn't feel like they're reading walls. Now I can see how that in itself can get confusing though. I'll try to improve…
LOL. Funny enough, I was actually thinking Counterstrike when I was putting it together. I was wondering why they couldn't add the walls from the Drozana Station -Past map. All they are are the generic ship walls with a different color palette. I'll try adding the ceiling lights tomorrow when I have a little more time on…