Editing Missions/Save Games

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Editing Missions/Save Games

Postby Firehawk » Sun Jul 29, 2007 11:50 pm

Hi, I'm having a lot of trouble with the mission in the original campaign where I have to escort a shipment of books to Oxford. The demons attacking the drayman are showing up as friendly so my turret won't auto-fire and even if it did; the demons destroy the drayman before I can do anything about it. I'd really like to try to reduce the number of demons in the mission or skip the mission altogether (I've played the original privateer 3 times as a kid so I know how it goes down). Anyway I can change this?
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Postby loki1950 » Mon Jul 30, 2007 7:08 am

@Firehawk you might get more replies if this was in one Privateer sub forums :wink:

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Postby Firehawk » Mon Jul 30, 2007 8:17 pm

I'm such a moron...it was late and I was frustrated, wasn't paying that much attention. Could I get this thread moved? :lol:
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Postby Dilloh » Tue Jul 31, 2007 2:05 am

@Firehawk there's a script by dhague which turns all campaign hunters (Oxford & Palan) into the unknown faction, foes, making your turret's life much easier. You can find it here:
http://vegastrike.sourceforge.net/forum ... 2&start=20

Despite of that, I'd go out and sink my relations with the hunters. This will happen anyway.
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Postby chuck_starchaser » Wed Aug 01, 2007 8:26 am

This should be fixed, though, IMO; in the original game, mission enemies were enemies regardless of your faction standings. Isn't there a python way of modifying the standing of a flight group at spawn time?
Another detail: In the original game, the presence of mission related bogies turned random spawnings off; but the last time I tried to play through the oxford missions, there were kats spawning and *ALSO* attacking the cargo ship.
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Postby Dilloh » Thu Aug 02, 2007 2:45 am

Mission boogies can be refactioned to unknown, everybody will hate them and you won't change your relations by killing them. Doable in 30 seconds.

About the random spawns, I never noticed it but you're right. I guess the original priv had a "clear navpoint" script, also its AI ships had a much shorter sensor range and didn't tend to fly patrols.
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Postby Turbo » Thu Aug 02, 2007 3:51 am

Or you could just take them out with DFs or Torpedoes. Since they are friendly, they will hold still for you. Once you kill one, the others get unfriendly very quickly.

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Postby micheal_andreas_stahl » Thu Aug 02, 2007 4:55 am

Turbo, you don't understand. Demons are not affcted by that sort of thing.
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Postby Dilloh » Thu Aug 02, 2007 12:11 pm

Don wrote:Or you could just take them out with DFs or Torpedoes. Since they are friendly, they will hold still for you. Once you kill one, the others get unfriendly very quickly.
The issue, especially with the Oxford Demons is that they fly towards the frighter. You can easily track down an agile fighter when it's heading for you, but kicking it's butt when it's on a totally different vector is chasing birds with artillery.
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Postby micheal_andreas_stahl » Thu Aug 02, 2007 9:20 pm

You could try that.

On PR 1.2 I tried that, in a Demon. Their just to agile. DF's may work but torps will not.
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