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Editing Missions/Save Games

Posted: Mon Jul 30, 2007 6:50 am
by Firehawk
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?

Posted: Mon Jul 30, 2007 2:08 pm
by loki1950
@Firehawk you might get more replies if this was in one Privateer sub forums :wink:

Enjoy the Choice :)

Posted: Tue Jul 31, 2007 3:17 am
by Firehawk
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:

Posted: Tue Jul 31, 2007 9:05 am
by Dilloh
@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.

Posted: Wed Aug 01, 2007 3:26 pm
by chuck_starchaser
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.

Posted: Thu Aug 02, 2007 9:45 am
by Dilloh
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.

Posted: Thu Aug 02, 2007 10:51 am
by Turbo
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.

Don

Posted: Thu Aug 02, 2007 11:55 am
by micheal_andreas_stahl
Turbo, you don't understand. Demons are not affcted by that sort of thing.

Posted: Thu Aug 02, 2007 7:11 pm
by Dilloh
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.

Posted: Fri Aug 03, 2007 4:20 am
by micheal_andreas_stahl
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.