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Old 04-23-06, 04:49 PM   #1
Werewolf13
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Default Caught in the Middle - Playtest and Help

I've just completed my first DW scenario designed for folks other than myself. I've played it and debugged it many, many times and it is 95% complete. Built with 1.03 and no mods.

I'd like to get some feedback from experienced scenario designers and a little help too.

If you would - play it from start to finish without looking at it in the editor - takes about an hour if time compression is used where appropriate. Read the brief and play accordingly. Sonar guys will like it and I think those that tend to think outside of the box.

When done there feel free to open it in the editor. There is one problem I cannot resolve. All triggers and goals work as intended except one. All units start the game as neutral towards the player and swithch once a war trigger is fired. After the war trigger fires 7 minutes later a gotowartrigger fires which sends a radio message to the player.

There is a goal trigger called AttackNeutral that is designed to penalize the player if he attacks (damages) any side prior to receiving the GoToWar message. The trigger logic is thus:

if not(completed trigger gotowar) and attack any side by player sub then trigger fired. As a goal trigger it should give the player negative points - see page properties. But it doesn't for some reason. Attacking anyside prior to getting the war message should set it off.

Any ideas about how to make it work would be appreciated.

AND thanks for your help and comments.

the scenario can be downloaded here: Deleted due to lack of interes.
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Old 04-24-06, 11:16 AM   #2
Kapitan
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Default

Ok just played the mission heres some of my thoughts:

As a commander of an akula i didnt realy like this mission much (not the way designed just platform), however the basis of the mission is realistic which i do like alot.

The scenario is a good one and a depection of possible future events in that area, but i dont understand why there is only one SSN in that area, if it was that volatile there would most definatly be 3 or 4 for redundancy in case one is sunk.

Also the mission could be improved by adding more playables, i detected a kilo and i saw it in the replay but i dont see why that cant be a playable unit also.

One question the springs to mind is, why was there a ming doing 20 or so knots?

This is a good mission for people who like littoral waters and the no escape thing however this isnt the best ive played and will only rate it at around 68 / 100 still a good mission but it does need a bit of work.

Nice going for first attempt, even though its not my cup of tea it is many others dont be put down by this learn and make more
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