Vulim Empire Coup

Discuss you ToS map designs made with the editor and post them here.

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Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

Vulim Empire Coup

Post by Ghstbear »

I have finally finished a campaign I have been working on for around a year. It has been tested at least three times by myself and a friend. It is designed to handle a brand new squad, or an experienced one. The story line is for a new squad, however. I started one off with three green pilots and by the end had six on the squad with an average of regular. Enjoy, and feel free to post discussions of it here.
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LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
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RE: Vulim Empire Coup

Post by LarkinVB »

Great news ! The included doc file is asking for a password though.
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

Yes, yes. Not to be read until mission 12. It wouldn't make much sense before that.
drgrieve4
Posts: 17
Joined: Thu Sep 23, 2004 5:56 am

RE: Vulim Empire Coup

Post by drgrieve4 »

Hi GhstBear

Have been playing the campaign. Congrats on providing such different objectives and twists it has been a blast.

[Spoiler alert]




























Playing the mission where you need to find the General in the city. I have destroyed the first squad, but when I find the general I got a message saying he can't move or talk and then I'm hit by extreme number of enemies. I can take some of them out but I'm sure it is not meant to be possible. Am I doing something wrong?


Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

Yes. They have his titan restrained. There is still somewhere you're not visiting. Do you want me to give you more? That mission is definitely a detective episode! I did have someone other than myself complete it, but it can be frustrating!
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

Did you ever complete this mission? or the campaign?
Some of the best parts (IMO) came after this mission.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

I just downloaded but probably won't play it for a couple weeks until I have more time.  (I also want my poor 6-man team to expand to 7 or 8 first.)
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

Relax, it was made for starting teams. In the beginning things are real easy. You'll get more pilots as time goes on.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

I made another group of pilots to run this campaign. Probably start it on Thanksgiving while my wife cooks up the turkey. [:D] I'll post feedback after I've run through a few missions.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

Ok. Now I feel like a noob.

I can't figure out how to launch the campgain. I don't seem to have an option for it in my battle module...

so. can anyone give me some pointers? [&:]
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

oh nevermind. I figured it out. GEEZ. [8|]
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

Well, I didn't finish the first mission yet.  Since I had elminiated all TOS designs but my 3025 Inner Sphere Battlemechs, those were the designs that I faced in the mission.  Unfortunately, those mechs have HUGE engines to bring them to the proper weight ratios for each design (inefficient, but that's 3025 for ya).  Anyway, a chain of THREE, yes-three, engine explosions wiped out 3 of my 4 mechs, killing one pilot.
 
I may have to re-think my own mech designs somewhat, as going all cc brings me too close to these explody-mechs.
 
I like what I see so far.
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

You can selectively choose which titans the computer picks for battles by marking them private or public in the factory. You don't have to delete them all. [X(]
Maybe you need all of them sent to you. Even if you choose to battle the Inner Sphere (ahh that's bringing it back!) all the time, you may want to use some of the premade titans from ToS. Some of them are pretty good ideas. It does save time.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

Hey, Ghstbear.  I know that I don't really know you but I'd like to ask a favor.  Could you post the first map of this campaign without a password?  I'd like to see how you worked the timing and the entry of titans into the mission.  (For example, whether the mission just sends in titans based on the player's total weight or if you specified quantities and weight types to come in on various vectors.)
 
If you like, you could just email to me at Bryan.Beck@unisys.com.  Thanks!
 
Oh, I eliminated the TOS model mechs to make it easier for me to compare various designs in the Headquarters.  I can just use T-merge to stick them back in, I'm sure. (But yes, I make all my own designs private so I don't have to fight anything with GMs. [:'(] Those poor 3025 mechs....)
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

Well, I played the first mission again with my experienced group. The number and/or weight of the opposing forces is definitely impacted by what you bring into the mission.

IIRC, I faced:

First Wave: Wolverine(110T), Jenner(70T), Spider(60T), Centurion(100T), Rifleman(120T)

Second Wave: Stinger(40T), Commando(50T), Warhammer(140T), Phoenix Hawk(110T), Battlemaster(170T), Oscout(70T)

It was a blast. I got low on ammo toward the end (generally I use limited ammo levels because I only face my own tonnage) because there were more targets than my typical quick-combat solo games. Escorts helped with the first group, causing the Spider's engine to blow (which kept the Jenner down and severly damaging the Wolverine and Centurion).

I'm not sure I'll play this campaign again with my experienced group (none of whom have died). I got nervous when I saw both the Warhammer AND Battlemaster emerging from the forest with the 2nd group. Fortunately, their skills seemed low, so I didn't take severe damage.

I should finish the remaining 3025 mechs this weekend and will post them afterwards.
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

There are massive amounts of spoilers in this post - beware!

I really would not feel comfortable giving away the missions like that. Maybe if you complete the whole thing. [:'(]
I can tell you the information you were looking for:

First you have 8 titans on your team that are assaults. The type of titans each pilot has will matter later in the campaign. (I guess you already know that you only do each mission in a campaign once. That team is now ready for the next mission.)

That being said, if you take your total titan size and multiply it by 600% that is the size of the opposing titans. I am curious how big your team was. I did make this mission with the beginning squad in mind. That means about 120-150 tons perhaps. The opposing team will come with 900 tons then. Remember that you have help of 1600 tons. A larger team will have a little more trouble. The biggest key, though, is to let the big guns take on the first force. (They don't seem to care too much about saving you anyway, do they? There's no sense in helping someone who doesn't help you.) That leaves your force to attack the second force. That team appears at 600 seconds into the fight.

All enemies are completely random. They come in at opposite vectors. Their jocks skills just mimic yours.

If you win I give you 50 development points. I don't do that too often. I feel you need it to get ready for the future missions. It good everyone survived. Keep up the good work!
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

I understand you don't want to give away a mission that you built yourself. I guess I'll just have to goof around more with the mission editor to figure out how to make my own (I'm looking to replicate some of the Gray Death Legion missions from the novels but allowing the player to assist the Legion using ToS hardware.)

I started the second mission last night with the beginning team. I nearly gasped when I saw the type/quantity of titans you threw in there. And THEY weren't 3025 mechs! Fortunately, you also did something to those titans (I won't say, so no spoilers) which greatly helped - but it did cause me several seconds of consternation as I considered what my 3 recon and 1 medium titan could do against a force like that. [8D]


So far, I must say that I'm finding the campaign pretty fun - yes, I know I've hardly scratched the surface. How long did you spend building the entire campaign?

[Edit]

Size of my advanced group: 6 pilots, probably around 570 tons, maybe more. I don't think that 600% was the multiplier - that seems a bit high. Anyway, I think I can see how you arranged the random mechs into the fight. And then you had specific mechs in mission 2.

For LarkinVB - your map editor must be AWESOME to allow such flexibility in mission construction. I keep on getting more and more impressed.
Ghstbear
Posts: 100
Joined: Sun Nov 16, 2008 12:20 am

RE: Vulim Empire Coup

Post by Ghstbear »

It took a whole year for all 14 missions. The more dazzling special effects are yet to come. I didn't make the missions to be about meathead blasting away. Sometimes you must think about what is happening, and how to solve it. For instance, that mission was easy - too easy. Definitely a setup. So don't miss dialogues. Later you will see more than one mission as your possible next one. This makes a sort of choose your own adventure. That means you have to understand the storyline.

It is good to go through someone else's campaign at least once to get an idea how to make one. Think about what you like, and what you don't. Map creation is a language with it's limits like any other (programming) language. When you see someone else 'speak' within those limits it helps you to learn.

I guess the reason I don't feel comfortable is that I think one must work for it, then they appreciate it more.
LordSteel
Posts: 37
Joined: Mon Jul 29, 2002 8:44 pm

RE: Vulim Empire Coup

Post by LordSteel »

I understand (being a computer programmer myself).

I'm definitely willing to go through the campaign before being able to view any source maps (if you do decide to give me a peek). I was just very curious about what the map editor will allow, for example:

Will it allow limit on player mech sizes, weights?
Will it allow player to face a much larger (or smaller) mech force with specified pilot rankings? (I think I already know the answer here)
Will it allow specific titan designs to be used or are they always random? (Again, I think I know the answer now)

Anyway, I'll keep plugging away at the campaign as time allows. I do read the briefings, debriefings and ingame dialog (which is what gave me hope in mission 2). You've obviously put plenty of thought into this and I do like your idea of branching missions.

(BTW, take a look at my posted 3025 conversions - might be fun to toy around with.) <-- shameless plug [:D]
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jureidinim
Posts: 91
Joined: Tue Jun 08, 2004 7:17 pm

RE: Vulim Empire Coup

Post by jureidinim »

Hi LordSteel,
Ghstbear can confirm this as he is still more active with the editor - I haven't made campaign/missions in awhile - but just to help you with your questions:
&nbsp;- No limit made on squad size. However, you can (i am foggy on this but i know it can be done) set opposing teams titans such that it scales a bit to the player's team. I believe its the "mandatory" setting on the titan. example, set up six titans on opposing team, leave 3 on mandatoiry and 3 off. The 3 "on" will always show up, but the others will only appear if it needs to match the players team tonnage when the game starts. It will even distribute the difference in tonnage.
- You can set parameters on force size as compared to player team (just like u can in&nbsp; a hotseat skirmish game)
- Specific titans can be selected for the opposing team or u just leave it to weight class, or range type. There are other filters that can be used for the computer to select a random titan
&nbsp;
for your original question, i haven't played this campaign so i'm not sure what timings you are referring to, but the editor does allow you to set up engagments different ways with opposing titans. For example;
- You can set a time (turn number) they appear. This can be specific or within a range (so it changes every game)
- You can set triggers - say on a hex if your titan enters a specified set of hexes
- You can set some behaviours of the enemy titans - say put on patrol but set them to only engage if they get hit, or if they spot you
- you can set a titan on map with a huge start time (say 999 turns) then use a CALL event when something happens to release this tian. this makes that titan somewhat unpredictable as it is only revelaed if that trigger occurred.
&nbsp;
As an example - i had done the following in one of my campaign missions (Hold Out):
- your team was to act as a spotter for a bombing run on an enemy facility
- i set the target hex(es) (from where your team would&nbsp;"spot" the base)&nbsp;as triggers to call a enemy titan i had hidden in a corner of the map behind mountains so he couldnt be attacked/seen and it was trapped except for 3 hesxes.
- that hidden mech had a simple move route from point A to B (covering those three hexes).
- On the third (final) hex, i set a trigger to cause an explosion (damage set in editor) on the hex with the enemy base.
So the player fights/sneaks his way to the target hex, and get some text showing them calling in the air strike. The trigger releases (calls) the hidden mech which starts moving. Once it reaches the final hex, the explosion is triggered and the player now gets the message to leave the area. Since i could set the specific titan i wanted as the hidden one, i knew its speed and so&nbsp;how may turns it would take to cover the three hexes.&nbsp;That allowed me&nbsp;to be specific in the text to the player as to the ETA of the bombers.&nbsp;
&nbsp;
Hope that helps :-)
&nbsp;
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