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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126970]
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Fri, 23 June 2006 09:09 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Kaiden |
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Messages:502
Registered:September 2003 |
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It might be best to wait and see just how much 1.13 ends up externalizing, by then I might even be able to nab a copy of .NET required to use any version of 1.13 from this point forward.
However, the mission based 1.13 would have to be a branch, LOTS of hard coding will be required to get it to work, however, it will in the end be just as moddable as 1.13 is at the point the branch started.
The Hard-coding would really be regarding Strategic AI, and forcing players to only train/rest their inactive mercs in the "Home" sector, and other things specific to mission based gameplay.
We would definitely want to tweak the sector limits, and of course, being a branch of 1.13 we could also do things like restrict to 800x600 or greater, allow 8 mercs per team, and increase the number of hireable mercs to at least 20 (no vehicles in mission based).
The missions themselves would require very little hardcoding, I mean, so your boss tells you to assassinate a terrorist, there are what 6? There are already checks in the game for when you meet one of the terrorists and when you've killed them. Same with retreiving items, like the diskette for instance.
And we can duplicate what we need, we only need one shopkeeper, so turn the rest of the prof's for shopkeepers into copies of terrorists, or escort NPC's.
You are kind of limited to the kinds of quests that are in the game already, unless you're ready for ALOT of coding. But that's still about 7 different mission types, DG didn't have much more than that.
All in all, you really have to delete more code than you have to add to make it work for a single release Mod, but another Modder could come along, and without much coding (or any for that matter) replace all your maps and NPC's change the story-line etc... and have a new mod. No more difficult than what you're doing for RR.
And that's if we didn't externalize anything extra and used 1.13 as it is now for our code base.
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quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Shrike on Tue, 02 May 2006 19:54
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Shrike on Wed, 03 May 2006 02:30
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Shrike on Wed, 03 May 2006 09:24
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: AZAZEL on Sat, 06 May 2006 23:33
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: AZAZEL on Wed, 10 May 2006 09:44
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: AZAZEL on Wed, 10 May 2006 20:13
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Harper on Wed, 10 May 2006 20:48
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Shrike on Thu, 11 May 2006 06:43
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Thu, 22 June 2006 10:27
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Fri, 23 June 2006 09:09
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Sat, 24 June 2006 11:46
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Sun, 25 June 2006 05:06
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Tue, 27 June 2006 09:56
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Kaiden on Fri, 30 June 2006 12:45
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: AZAZEL on Fri, 30 June 2006 16:52
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Mauser on Thu, 18 January 2007 18:37
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: bipboy on Wed, 07 February 2007 23:00
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: Burzmali on Mon, 31 March 2008 13:14
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
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Re: quasi-missionbased campaigns. Concepts and general discussion
By: herb on Tue, 08 April 2008 11:22
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Re: quasi-missionbased campaigns. Concepts and general discussion
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