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-   -   A Cold Heart, 1&2 (http://sto-forum.perfectworld.com/showthread.php?t=499831)

zahinder 12-29-2012 01:20 PM

A Cold Heart, 1&2
 
A Cold Heart 2 is now released!

Federation, level 31+.

Get to know the merry Vulcan Renj and his happy crew. Find out new mysteries, make new discoveries...


Both parts are still ineligible, because of the usual nonsense, but here's hoping, and thank you to anyone willing to play ineligible missions.

Some of the battles in part 2 can be a bit overwhelming if you aren't careful (and don't avoid them).


Part 2 is a bit more complex than part 1, so there may be some behavior I haven't run into in testing.

zahinder 01-02-2013 10:50 PM

From another thread:

Quote:

Originally Posted by markhawkman (Post 7330011)
#2 has an issue with the find t'Pel objective. You used a GIGANTIC invisible object with a default dialog.... once that object apepars on the map my tricorder can't seem to point at anything else.....

#1.... the breen base would be ok if not for those stupid ice walls everywhere.....


#1: The ice walls are necessary unless I was going to make the base completely from scratch (which, in future, I'll try to do more often).

#2: The T'Pel objective is intentionally a bit difficult to find. I'll review the mission -- I'm a little torn on how to display that tricorder information: if it's a single pop-up, you could miss important information. The invisible object is persistant, but annoying.

markhawkman 01-03-2013 07:00 AM

1:The issue isn't the existence of the ice walls. It's that they tend to block walkways the way you have them positioned.

2: couldn't you just make the object disappear after you inteeract with it?

zahinder 01-03-2013 07:12 AM

1: The ice walls are positioned where they are to hide plants and huge curtains of flowing water. But that's a weakness, fair cop.

2: I could, but my intention was to keep the information available to the player to double-check. Otherwise I'd just have used a one-off pop up dialog with a reach marker.

That said, if the effect is just really distracting/strange, maybe I'll change it.

(I really appreciate the feedback, by the way!! I definitely learned a lot after doing the first mission, and I was trying to achieve some difficult stuff in the second)

markhawkman 01-03-2013 07:32 AM

1: For plants, you can probably use ice Boulders to hide them. what did you use as the base map?

2: certain types of pop up dialog will persist in the chat window. Erm... actually, I think you used those. The giant invisible object is just annoying. And it makes tricorders malfunction.....

zahinder 01-03-2013 07:58 AM

1: Icy caves, I think. I'll have to check when the game is back up. Ice boulders... I'll see if I can re-do the map that way.

2: I will see what I can do about removing the invisible object. I may change that option tree to something like 2 or so 'getting closer' scans culminating in a nav beacon.

Actually... that gives me an idea. I think I'll have the scan option (there are three distinct approaches) give a series of nav beacons. Each 'pass' then replaces previous nav beacons with a tighter indicator.


Did you manage to get past that point?

markhawkman 01-03-2013 08:35 AM

Uh, no. I couldn't find T'Pel.

zahinder 01-03-2013 09:05 AM

Hmm. I think I should also put in a bypass in case people just get absolutely stuck.

zahinder 01-03-2013 02:31 PM

Markhawkman:
Ok, I updated the blizzard mission a bit so that the scan dialog goes away after initial look, plus adds map markers.
Also, remember 'v' works with objectives.

Going to work on cleaning up Breen base next...


Edit:
Breen base should have a lot more room to run around. Thanks for pointing me to that -- the Breen base suffered from being my first attempt at making an indoor map.

markhawkman 01-03-2013 06:27 PM

That was part of the problem with the giant invisible object. Pushing V only pointed towards it.


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