Some months ago, while chatting with Premonitioner, he made the disastrous mistake of telling me about an idea that he once had that involved filling in the gap between FF1 and 2 with a few short adventures starring different heroes or small groups. I say "disastrous" because, unfortunately for him, this idea caught my interest in a big way. I was fairly burnt out with the DCUG at the time, thanks in part to the ugliness a while back, but I had always wanted to do something with the FF cast. Long story short, I bugged Prem. until he came up with a working first mission, and then I contributed two more in short, and then very, very long order. The result is the first episode of Patriot City Tales!
Join your favorite FF'ers in the aftermath of the events of the first game (and those of Liberty Bay). Things are quiet, and the heroes are beginning to go their separate ways. However, evil threatens Patriot City once again, and the few remaining Forcers have to do their best to hold things together until the team can regroup. The plan for this mod is that we will tell stories starring small numbers of FF'ers facing various baddies, largely those from the first game. Each episode will have one mission from each storyline, and the storylines will run until they are finished, at which point they will be replaced by another. We will hopefully be joined by a few other modders (and perhaps one first timer!) in the subsequent episodes. If you have any interest in taking part in this project, please let us know!
You can find the first episode here:
http://frp.unlimited2.net/downloads/mods/
I'm going to have to try this tomarrow! :thumbup:
Btw, what happened with Liberty Bay? It only had one episode and then no more updates were added to it. :(
I'm still bothering Cat about it. I hope to see more of it one day!
Wonderful, Benton. This is something I really wanted to see. :)
Whoo-hoooo, Goooooooooo BG! It's good to see this coming out.
Dana
I'm thinking this thread can also serve as a "report your bugs and errors here" thread as well. So, if you guys hit a snag somewhere, let Benton know and he'll do all the lovely fixes as I sit back and eat my cinnamon roll. ^_^
thank you guys. i appreciate you keeping the game alive. isn't this something irrational promised us back in the early days? i remember Maxx mentioning it.
Quote from: Previsionary on August 24, 2009, 02:03:31 PM
I'm thinking this thread can also serve as a "report your bugs and errors here" thread as well. So, if you guys hit a snag somewhere, let Benton know and he'll do all the lovely fixes as I sit back and eat my cinnamon roll. ^_^
Now I don't know about this! That doesn't sound like much fun at all. ;)
Thanks guys! I hope y'all enjoy it. I think I've gotten much better at modding over the years, and this project benefits from hard won experience earned in the DCUG trenches. Ha, I really enjoyed the opportunity to work with these characters and to tell a story in which the heroes were able to level up and such. Because of this, I'm actually revising my original DCUG campaigns to have objectives and prestige rewards. The plan is that as JLA progresses you'll be able to recruit new heroes to the team, even if you can't level people up. Anyway, please give me some feedback, and do post about any bugs you encounter!
Also, as I mentioned in the first post, there is plenty of room in this idea for others to tell some stories along with us. If that catches your interest and you are a modder, or even a EZScript neophyte, join us and continue the adventures of everyone's favorite denizens of Patriot City!
Great news, Benton! I will try ASAP. Will be good play new adventures with the FF again!
Great to see this! There's lots of potential for cool stories in that "lost period" between the first and second games.
Ran into a problem on the first mission. I get through the first wave of Darkmen all right, but with the second group, after I've beaten them all (I think), nothing happens. It's possible that I just missed one, but I've been all over the map and don't see any signs of them. Here's my script.log:
Spoiler
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Starting System Utilities 1.5
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
Starting Height Check module 1.4
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py v 0.79 beta
skXMapInfo: m25ai available
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading m25cutscene.py v.3.3.07 January 30, 2009
CustomHeadCurrentTime 1251212617.911000
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25enc_opendoor' imported
Loading m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
>>> C:\Users\J. Kevin Carrier\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
diablo/precache
Story 1: El Diablo
cshelper.ParseNumber - bad name: intro_civ3
cshelper.ParseNumber - bad name: intro_civ2
cshelper.ParseNumber - bad name: intro_civ1
cshelper.ParseNumber - bad name: civilian_female2
cshelper.ParseNumber - bad name: civilian_female3
cshelper.ParseNumber - bad name: civilian_female4
cshelper.ParseNumber - bad name: civilian_female5
cshelper.ParseNumber - bad name: civilian_female6
cshelper.ParseNumber - bad name: civilian_female7
cshelper.ParseNumber - bad name: civilian_female8
cshelper.ParseNumber - bad name: civilian_female9
cshelper.ParseNumber - bad name: civilian_female1
cshelper: Cutscene [start] submitted for playing
cshelper: Now playing cutscene [start]
Step 1 of 14
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '01_DIABLO'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing el_diablo: id_1,79
initialising FFQ_initialiseExtras() later: a cutscene is playing
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-80.0, 75.0, 0.800000011921, 0.40000000596, (0.600000023842, 0.300000011921, 0.600000023842))
transformer detected:el_diablo,el_diablo
Step 2 of 14
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on darkman_blue9 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on civilian_female2 (civilian_female)
initAttribsForChar: working on darkman_blue4 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on intro_civ3 (civilian_male)
initAttribsForChar: working on civilian_male_2 (civilian_male)
initAttribsForChar: working on civilian_female3 (civilian_female)
initAttribsForChar: working on civilian_female_1 (civilian_female)
initAttribsForChar: working on darkman_blue3 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on darkman_blue8 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on civilian_female4 (civilian_female)
initAttribsForChar: working on civilian_female_3 (civilian_female)
initAttribsForChar: working on civilian_male_3 (civilian_male)
initAttribsForChar: working on civilian_female5 (civilian_female)
initAttribsForChar: working on civilian_female_5 (civilian_female)
initAttribsForChar: working on darkman_blue7 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on intro_civ2 (civilian_male)
initAttribsForChar: working on civilian_female6 (civilian_female)
initAttribsForChar: working on darkman_blue2 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on civilian_male_4 (civilian_male)
initAttribsForChar: working on civilian_female7 (civilian_female)
initAttribsForChar: working on darkman_blue6 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on darkman_blue1 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on civilian_female8 (civilian_female)
initAttribsForChar: working on civilian_male_5 (civilian_male)
initAttribsForChar: working on darkman_blue10 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on civilian_female_2 (civilian_female)
initAttribsForChar: working on civilian_female_4 (civilian_female)
initAttribsForChar: working on civilian_female9 (civilian_female)
initAttribsForChar: working on darkman_blue5 (darkman_blue)
initAttribsForChar (darkman_blue): looking at attribute charged
initAttribsForChar (darkman_blue): looking at attribute grim resolve
initAttribsForChar (darkman_blue): looking at attribute rapid metabolism
initAttribsForChar (darkman_blue): looking at attribute unbeliever
initAttribsForChar: working on intro_civ1 (civilian_male)
initAttribsForChar: working on civilian_male_1 (civilian_male)
initAttribsForChar: working on el_diablo (el_diablo)
initAttribsForChar (el_diablo): looking at attribute flier
initAttribsForChar (el_diablo): looking at attribute hot tempered
initAttribsForChar (el_diablo): looking at attribute heroic
initAttribsForChar: working on civilian_female1 (civilian_female)
Step 3 of 14
0
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Step 4 of 14
0
Step 5 of 14
0
Step 6 of 14
0
Step 7 of 14
Step 8 of 14
0
Step 9 of 14
0
Step 10 of 14
0
Step 11 of 14
Step 12 of 14
0
Step 13 of 14
0
Step 14 of 14
starting goal for darkmen
cshelper: Cutscene [start] has ended
initialising FFQ_initialiseExtras()
fallen shadow
fallen civie
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue2'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'civilian_female1'
fallen shadow
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue1'
fallen civie
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue3'
7
['darkman_blue9', 'darkman_blue4', 'darkman_blue8', 'darkman_blue7', 'darkman_blue6', 'darkman_blue10', 'darkman_blue5']
addArrow name3 darkman_blue4 0 1
addArrow name4 darkman_blue5 0 1
addArrow name5 darkman_blue6 0 1
addArrow name6 darkman_blue7 0 1
addArrow name7 darkman_blue8 0 1
addArrow name8 darkman_blue9 0 1
addArrow name10 darkman_blue10 0 1
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'civilian_female5'
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue8'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue7'
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue9'
fallen shadow
fallen civie
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue5'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'civilian_female4'
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue4'
fallen shadow
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue10'
fallen shadow
set up pt. 2
cshelper: Cutscene [unknown] submitted for playing
cshelper: Now playing cutscene [unknown]
Step 1 of 6
Step 2 of 6
0
Step 3 of 6
0
Step 4 of 6
0
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman_blue6'
Step 5 of 6
0
purple spawns
Step 6 of 6
starting goal for darkmen
cshelper: Cutscene [unknown] has ended
initAttribsForChar: working on darkman3 (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
initAttribsForChar: working on darkman2 (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
initAttribsForChar: working on darkman1 (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
initAttribsForChar: working on darkman5 (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
initAttribsForChar: working on darkman4 (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
initAttribsForChar: working on darkman (darkman_purple)
initAttribsForChar (darkman_purple): looking at attribute grim resolve
initAttribsForChar (darkman_purple): looking at attribute rapid metabolism
purple men are down
purple men are down
purple men are down
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman3'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman2'
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman4'
purple men are down
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman5'
purple men are down
clearCarrierRegistration: clearing attribute 'hextofirecageel_diablo' for destroyed object 'darkman1'
Prev., that's all you, bud. I don't have a clue how to troubleshoot real python.
Hey JKC, it looks like you've only beaten 5 of the second group of Darkmen and there's supposed to be 6. Once you knock down the correct 1, however, you should be able to interrogate him. If that's not happening, I may have to play around with that mission more to see if I can reproduce your error.
I re-started the mission, and this time, while I was chasing down the first batch of Darkmen, a couple of them went into "invisible" mode near the edge of the map, and they seemed to get stuck there. The arrows were pointing at them, but they never moved or came out of hiding. Luckily, I was able to damage them by throwing Inferno attacks at the ground nearby, and once they were beaten, the rest of the mission went off fine. I'm guessing this is the same thing that happened on my first run-through, but since there were no arrows on that group, I couldn't see where the guy was stuck.
Probably nothing much you can do about it, though. Just a weird map glitch.
A glitch? Nah. Prev's idea of a joke more like it. What you consider a fluke is the result of hours of Prev in his basement working on his new AI engine - Frustration 2.0
That sounds entirely believable.
Quote from: wickerman on August 25, 2009, 07:12:28 PM
A glitch? Nah. Prev's idea of a joke more like it. What you consider a fluke is the result of hours of Prev in his basement working on his new AI engine - Frustration 2.0
Oh, how dare you. How dare you say those words with your mouth. Why I oughta... *waves fist*
Quote from: BentonGrey on August 25, 2009, 07:13:07 PM
That sounds entirely believable.
Why you... I oughta... *waves fist*
*disappears in a flash of blinding light... laughing menacingly/joyously all the while.*
Just wait until you get my eventual entry into PC tales. There will be a special level where you get to use an un-up-graded Mentor (with his name changed to Prev) against Entropy, Time Master and the Nuclear Winter Giant. The best part is, you have Invulnerability 75 so you can;t even mercifully end the mission by dying...
Anyone playing this? How are you liking it? I have a suspicion that the Bard's mission may be too difficult. What do you think?
I am loving Patriot City Tales....But OMG, that level with the Bard and the Rogue is nigh impossible to beat (or is it actually impossible?)....I have yet to do it and I've played it six times now. The Bard ends up falling midway through, then the Rogue inevitably follows him to the great beyond, once the Roman Legionnaires show up...Ugh.
Dana :wacko:
Quote from: cmdrkoenig67 on August 29, 2009, 07:10:09 AM
I am loving Patriot City Tales....But OMG, that level with the Bard and the Rogue is nigh impossible to beat (or is it actually impossible?)....I have yet to do it and I've played it six times now. The Bard ends up falling midway through, then the Rogue inevitably follows him to the great beyond, once the Roman Legionnaires show up...Ugh.
Dana :wacko:
Thank you, CMDR, for confirming Benton's suspicions. You get a cookie!
The door is still open for other people to jump in and help out with stories. So, if you're interested in doing so for episode 2 (or 3 at the latest), let us knowage!
Hmmm... I've had an idea, tenativley called "The Rise and Fall of Scruffy the Super-Thug." Would that be good for episode 3?
Thanks Dana! I was afraid that would be the case. I'll send Prev. an easier version of it today.
Hitman, pitch it to me and Prev. via PM. Sounds like it could be funny.
Quote from: Previsionary on August 29, 2009, 02:16:06 PM
Quote from: cmdrkoenig67 on August 29, 2009, 07:10:09 AM
I am loving Patriot City Tales....But OMG, that level with the Bard and the Rogue is nigh impossible to beat (or is it actually impossible?)....I have yet to do it and I've played it six times now. The Bard ends up falling midway through, then the Rogue inevitably follows him to the great beyond, once the Roman Legionnaires show up...Ugh.
Dana :wacko:
Thank you, CMDR, for confirming Benton's suspicions. You get a cookie!
The door is still open for other people to jump in and help out with stories. So, if you're interested in doing so for episode 2 (or 3 at the latest), let us knowage!
I've already made a contribution to Episode 2, I gotta contribute again?...LOL!
Dana :P
Yes, now you have to write the actual mission for me! :D
Gahhhh! :blink:
You need something specific on the missions? or they just need to follow the same idea (original FF, few members, classic badguys, just after first game). I have an idea for a "Brave and the Bold" like mission starring Liberty Lad and Sea Urchin. Let mer know if it would be useful.
Sure JJ, shot it to us in PM. We just want missions following the same basic formula. They need to fit into an overarching story, but it is pretty loose at the moment, and there is no reason something like that wouldn't work.
Sent PM with the basic plot.
Really enjoying this :thumbup:
so i finallt got the time to play it, and i love it :)
it really has that special flavour, the right athmosphere
but i agree, that bard mission is nigh impossible (i droped it after 6 fail, i figured i was doing something wrong...)
for a plot idea: i just had an idea that made me laugh
eve/alchemiss/really any girl gets kidnaped. when you finally save her, she turns out to be a Dej?-Vu clone and the message "Sorry hero, but your teamate is in another cell" pops out
ok now that i've wrote it it's kinda lame, but i stil had a good laugh :rolleyes:
if i may try a serious one: i once talked about a Tombstone/El diablo team up, where they go back to el-diablo's town to calm a new gang war. tombstone act as the "no compromise" guy and think they should be dead/in jail; whereas el diablo tries to understand why his old friend would restart a war he ended himself (his first act when he got his power if i remember the cutscene right).
turns out: _deja vu cloned him and his evil self lead his friend to the conflict
_pinstripe bribed the old ennemy gang/gave them powerful weapons and told them they could now rule the streets
(choose wichever villain hasn't been used yet or fit the best)
There, i hope it gave you an idea if you needed one, don't know if it will fit your main plotline
(by the way: if it's between the first and second game...tombstone never was properly introduced...he just arrive and everyone seems to know him, but he was cut from the first game)
I'm testing my rebalancing attempt now.
Prev. will update the main download soon, but in the meantime, here is an updated version of that mission that should be less brutal.
http://www.mediafire.com/?gl35zm0zkot
Facing off against Flash Gordon and Buck Rogers can still be a pain because Buck can fly, but if you play smart and take advantage of Puck's arrival, it won't be too bad. Let me know if you need any tips!
Please let me know what you think!
@Trelau, if the comics are considered canon, and they should be considering they were nothing but really stripped retellings of the FF1 adventures with small changes, The ff1 team knows Tombstone because he was part of the team near the end of the book. I don't think they ever really explained his place on the team.
Just played the Man 'O' War Mission and have to say you got the speech patterns right on! Diablo's unique style, and the Beast-like Mentor ("Troublesome tidings") were just like on the original games and Urchin made me laugh with the nicks ("Brainey" and "Manny", that's no way to treat heroes!). The way the character speaks is part of the his personality and you got it.
Congratulations!
Thanks JJ, I had a real blast writing Man 'O War and Sea Urchin...and ESPECIALLY Mentor! They are so much easier to write than DC's more textured heroes. PCT Trivia: A certain modder may have found himself completely unable to resist the urge to speak in his best "Mentor" voice when writing that character's lines....and during every cutscene in which he appeared... "Rings of Rexxor!"
I totally agree with John Jr, B....You were spot on with the characterizations of the FF members.
Dana
Thanks Dana! :D
you know... Benton didn't do all the work here. Don't I get any props at all? That's it... Episode 2 is canceled. Deal with it. DEAL!
*no good so and sos...*
Like you ever planned to write the next El Diablo mission anyway.... :P
Quote from: Previsionary on August 31, 2009, 04:52:21 PM
you know... Benton didn't do all the work here. Don't I get any props at all? That's it... Episode 2 is canceled. Deal with it. DEAL!
*no good so and sos...*
Hey! I commented Diablo's speech too! :lol:
Seriously, great team work guys!
Quote from: Previsionary on August 31, 2009, 04:52:21 PM
you know... Benton didn't do all the work here. Don't I get any props at all? That's it... Episode 2 is canceled. Deal with it. DEAL!
*no good so and sos...*
Prev :wub:...We love you too...Good job on the mod, pal...Buddy...I'll give you a big kiss later...LOL!
Dana :D
Dana, for the last time, no means no. Don't make me get a restraining order. :P
Just to prove that this isn't a one off project and is constantly being expanded and updated (and hopefully more of you will join in), here are some pics of two of the stories that began in Episode 1. While there may be some trust issues between the two, Diablo and The Ant travel to Shadow's lair to see what she's up to. Meanwhile, Sea Urchin and her sidekick, Man O' War, look for the source behind the kidnapping of kids!
El Diablo and The Ant in "The Return of Shadow"
(http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2002.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2002.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2005.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2005.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2006.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2006.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2008.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2008.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2011.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2011.jpg)
Man O' War and Sea Urchin in "Trawling for Trouble"
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture11.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture11.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture12.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture12.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture14.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture14.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture6.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture6.jpg)
Does that make you hunger for more or what? ^_^
LOL!
Awesome pics, Prev....I can't wait!!!
Dana :thumbup:
Quote from: Previsionary on September 03, 2009, 02:21:57 AM
Dana, for the last time, no means no. Don't make me get a restraining order. :P
Just to prove that this isn't a one off project and is constantly being expanded and updated (and hopefully more of you will join in), here are some pics of two of the stories that began in Episode 1. While there may be some trust issues between the two, Diablo and The Ant travel to Shadow's lair to see what she's up to. Meanwhile, Sea Urchin and her sidekick, Man O' War, look for the source behind the kidnapping of kids!
El Diablo and The Ant in "The Return of Shadow"
(http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2002.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2002.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2005.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2005.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2006.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2006.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2008.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2008.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_ED2011.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=ED2011.jpg)
Man O' War and Sea Urchin in "Trawling for Trouble"
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture11.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture11.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture12.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture12.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture14.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture14.jpg) (http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture6.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture6.jpg)
Does that make you hunger for more or what? ^_^
Quote from: Previsionary on September 03, 2009, 02:21:57 AM
Does that make you hunger for more or what? ^_^
Oh... We Hunger..........We Hunger.
If I may: i just played the bard/rogue mission and...well, too many cutscene. there, i said it.
You litterally have five minutes of dialogue at the begining of the mission before you can play, then you just run south and bam another dialogue, 2-3 punches later the elf king comes around and dialogue again...
it felt more like watching than playing. i think all the cutscene have their place (introducing the villain and such) but you have to shorten the mentor briefing + pan speech. or even better, after mentor speech, put a short playing time (save a civilian from a banshee who tells who where pan is, get attacked by more banshee then rogue comes around and save you, thus introducing that character to those who haven't played liberty bay...). It's definitly my less favourite one so far, it didn't felt as thrilling as el diablo's one or as "facinating" ad man o war and sea urchin's one (i love mission with just "investigate in the city at night" when you stumble upon crooks at a street corner)
it still very good, but i really think that this mission starts really slowly. Then maybe it's just me :unsure:
by the way: intriging peview pics, can't wait for the next episode!
Thanks for the feedback Trelau! I'm afraid that my Bard concept proved to be a little more dependent on heavy dialog than was good for it. I thought that might be the case. Given so many diverse characters and all the haracterization that I wanted to do, I guess I rather overloaded it. Did you find it interesting, if a bit on the slow side? I'll try and revisit it eventually, but at the moment I'm trying to get the other part of my contribution to Episode 2 done.
i find the concept very good, and fitting th bard and the rogue perfectly (that why i payed it). it could even be a mod by itself...the rogue and the bard fighting litterature's most iconic villain. now that is cool. but yeah, overall it was very good as i stated before, just a little slow in the begining. maybe you could try to split it in two mission? that way you could have the same amount of diaologue tin a two-parter, and have more "random brawling" in between cutscene. plus i like the fact that all heroes are advancing their adventure at the same time but at different place; it really changes from the original campaign where everyone was moving to every places as a group. so first part of the bard/rogue mission, then another round of el diablo and man o war, then last part of bard/rogue mission. since the el diablo mission was more action-focused it balanced well with more dialogue-focused mission
It's a matter of personal taste. I always see FF like a comic book game, so we have action drive stories and character driven stories. I don't mind the longer cutscenes, I liked them even. But I like characterization over action and I believe this was the strength of PC Tales.
Just my personal opinion, of course.
Okay, you've got me hooked. When is the new episode due? :D
The were a few bugs (I always play in debug mode for a reason), but the story and characterization were quite enjoyable. Having a guest start from Liberty Bay was a great touch.
Awesome! I'm glad you enjoyed it, Epimethee. We're working on the next episode, and we've already got a large chunk of it done. I play in debug all the time these days as well. Would you mind telling us what bugs you encountered? We definitely want to troubleshoot if there is anything wrong. Haha, it was a thrill for me to be able to bring The Rogue into the fray. He's my favorite of my contributions to LB, and it only seemed right that he should be able to lend The Bard a hand. :D
From memory, in mission 1 , the last darkman stayed invisible and couldn't be KO'ed. That was before the patch, though.
In the MoW-SU mission, secondary objectives looped ? succeeding an objective called another which called another and so forth ad vitam ?ternam.
Overall, I could never restore a save game in the second arc (had to restart the missions), as some variables weren't properly initialized.
To my shame, I didn't even check the specifics of the bugs in details (guess I've really lost my interest in coding or, more simply, I just was more interested in finishing the mission). I could try to give you a better bug report in a few days, if you want. Alas, I know very little about EZScript, so I'd be of limited use. (Sigh, converting EZScript to static Python code for easier debugging and extensibility was somewhere in my to-do list? Re-Sigh.)
Thanks for the reply, Epi! Odd that you guys are getting error and fixes for those darkmen. I didn't alter them from IG's design, and I know I didn't touch them in the patch. However, if it'll help in the future, I may add arrows to the second set. *sighs... coding work... I feel like running away. ^^*
Tease Tease:
(http://img.photobucket.com/albums/v77/premo/PCTales/th_TS1002.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=TS1002.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_TS1005.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=TS1005.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_TS1012.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=TS1012.jpg)
Could it be? Could Tombstone have found himself in trouble with a mob? Is PCTales episode 2 closer to being done? Will there actually be more than 3 missions in this pack? Find out the answer to all these questions and more in... PCTales: Episode 2 coming out in *mumble*.
Looking good! :D
Quote from: Epimethee on September 11, 2009, 03:50:44 AM
From memory, in mission 1 , the last darkman stayed invisible and couldn't be KO'ed. That was before the patch, though.
In the MoW-SU mission, secondary objectives looped ? succeeding an objective called another which called another and so forth ad vitam ?ternam.
Overall, I could never restore a save game in the second arc (had to restart the missions), as some variables weren't properly initialized.
To my shame, I didn't even check the specifics of the bugs in details (guess I've really lost my interest in coding or, more simply, I just was more interested in finishing the mission). I could try to give you a better bug report in a few days, if you want. Alas, I know very little about EZScript, so I'd be of limited use. (Sigh, converting EZScript to static Python code for easier debugging and extensibility was somewhere in my to-do list? Re-Sigh.)
Thanks for giving us some details Epi, several of these issues are things that we'll try and do something about. Unfortunately, the repeating secondary objectives are a function of how I designed the mission, and there isn't really much I can do about it short of removing the objectives themselves.
Another teaser for all of you Fans of Freedom out there!
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture2.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture2.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture5.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture5.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_Picture10.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=Picture10.jpg)
Can our two literary heroes tackle the mad god Pan alone? What's this? Perhaps they will not be alone after all! Join The Bard and The Rogue as they break into Pan's inner sanctum, which just so happens to be a corruption of their own sanctum sanctorums. Can even the cream of literature's crop stand against the wrath of Pan? Find out in PCT Episode 2!
Great teasers, Prev and Benton.
Looking forward to use Tombstone (my favorite FF). Your literary adventure is looking still better than part 1, Benton.
Congrats for both of you!
Can't wait for the next issue :thumbup:
Quote from: John Jr. on September 19, 2009, 08:06:09 PM
Great teasers, Prev and Benton.
Looking forward to use Tombstone (my favorite FF). Your literary adventure is looking still better than part 1, Benton.
Congrats for both of you!
Thanks! I haven't forgotten about you JJ, I'm going to be devoting part of my evening to your mission.
Hey gang, guess what? PCT has gotten its first mission from someone not involved from the beginning. Who's it from, you ask? Oh, just John Jr. We thank him for jumping on board and being a sport. Many thanks, JJ. Now, for beta mission pics:
(http://img.photobucket.com/albums/v77/premo/PCTales/th_JJPicture12.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=JJPicture12.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_JJPicture13.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=JJPicture13.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_JJPicture18.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=JJPicture18.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_JJPicture19.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=JJPicture19.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_JJPicture20.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=JJPicture20.jpg)
What is going on here? Is that Freedom Force's youngest two members being attacked by Microwaves? Has he gone mad? Is this an evil plot by Mr. Mechanical or someone much more sinister? Will the two sidekicks prove to be useful without their comrade-in-arms or will they simply be overpowered and left for dead?! Find out in PCTales episode 2, coming out soon!
Thanks! It's great be part of the team.
By the way, Prev, loved your intro for my story.
Woo-hoo!! Three cheers for new modders! :D
Wow! keeps getting better and better!
Can you put custom heroes in this mod? I don't see a Heroes folder, so had to ask. And is this for FF or FFVTTR? Thank you, gentlemen!
Quote from: freegentile on September 22, 2009, 01:53:07 PM
Can you put custom heroes in this mod? I don't see a Heroes folder, so had to ask. And is this for FF or FFVTTR? Thank you, gentlemen!
No, not as of now. Custom characters may appear later, but this is a mod to fill in the gaps of the Freedom Forcers, so you'll understand if they're required for the majority of the missions. This mod is for FFvTTR only.
Could it be? Another teaser? Oh boy!
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture2.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture2.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture6.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture6.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture11.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture11.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture15.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture15.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture18.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture18.jpg)
(http://img.photobucket.com/albums/v77/premo/PCTales/th_MMPicture26.jpg) (http://smg.photobucket.com/albums/v77/premo/PCTales/?action=view¤t=MMPicture26.jpg)
What is this on the horizon? Could it be the first of many liaisons between Freedom Force and Charles Wilson? And what could this meeting pertain, I wonder? A blonde bombshell agent? A crossover between Liberty Bay and FF? The presence of an old foe? Why, this can only mean one thing... PCTales Episode 2 is even closer to being released. That's right folks... look for it to be at your doorsteps by sometime next week*.
* = Assuming nothing goes wrong and all the pieces are in place.
Whooooot! :thumbup:
Great plot idea, great dialog. Really liked MM speech about not underestimate Deja Vu. Looks like we''ll see he behave like a real villain this time.
Congrats, guys!
I played through the first 2 missions over the last couple of nights and was very impressed. Gotta agree with John Jr. - you really nailed the dialogue. I could hear Mentor speaking his lines in my head. The missions are lots of fun too, and a great example of what can be achieved with EZscript. Great fun! Good job Benton and Prev! (and anyone else involved - I don't mean to leave anyone out). I'll finish the first episode tonight.
someone should really update that doc astounding skin... :unsure:
Quote from: detourne_me on October 06, 2009, 04:28:33 AM
someone should really update that doc astounding skin... :unsure:
Yeah, especially consid...well, nevermind.
Don't make me do it...
Glad to see Liberty Bay characters are still kicking. I loved that project.
Quote from: UnkoMan on October 06, 2009, 08:43:04 PM
Don't make me do it...
Glad to see Liberty Bay characters are still kicking. I loved that project.
Didn't you do the original yellow and blue costume?
Yeah, it was just a design idea, but we didn't end up going with it. I think that was what got me back into skinning for a time period there. Looking back, though, it isn't that good a skin either.
Actually, if it's wanted, I'm willing to do an updated Doc A skin. It's a simple costume. Wouldn't take too long. Try to get his face closer to the heads Volsung made, which were based on my drawings anyhow.
Quote from: UnkoMan on October 07, 2009, 10:34:41 PM
Yeah, it was just a design idea, but we didn't end up going with it. I think that was what got me back into skinning for a time period there. Looking back, though, it isn't that good a skin either.
Actually, if it's wanted, I'm willing to do an updated Doc A skin. It's a simple costume. Wouldn't take too long. Try to get his face closer to the heads Volsung made, which were based on my drawings anyhow.
I'd be willing to provide an updated skope, as the current one has mapping problems.
I'll make a skope using Ren's Martian Manhunter, with Ren's Mike B7, so he could get some density altering keyframes mixed with cheese.
I actually like Unko's skin, and have declared it to be the official Golden Age version.
I went with the other one at the time mostly because it was the character's creator's own design, but I do think it's the right direction for the mod. Won't complain about any updates that get made, though.
Quote from: detourne_me on October 07, 2009, 11:50:16 PM
Quote from: UnkoMan on October 07, 2009, 10:34:41 PM
Yeah, it was just a design idea, but we didn't end up going with it. I think that was what got me back into skinning for a time period there. Looking back, though, it isn't that good a skin either.
Actually, if it's wanted, I'm willing to do an updated Doc A skin. It's a simple costume. Wouldn't take too long. Try to get his face closer to the heads Volsung made, which were based on my drawings anyhow.
I'd be willing to provide an updated skope, as the current one has mapping problems.
I'll make a skope using Ren's Martian Manhunter, with Ren's Mike B7, so he could get some density altering keyframes mixed with cheese.
I fully endorse this. Would it be possible to actually add Volsung's head mesh?
Yeah, if you could get that head on there it would be amazing. Volsung's skin and model work on those heads is incredible.
Anyhow, detourne, let me know what you end up with and I'll skin it when you're done.
That is an interesting idea to use the head.nif and I thought it would save me a lot of work actually too. but unfortunately the head.nif isn't a full head, just a max headroom-esque face and upper chest. And although I was able to attach it alright to the MM mesh I couldn't find out how to skin it.
I'll have to ask Johnny Patches about .obj more, because this experiment was semi-succesful.
I'll keep at it though, and Unk, I'm still working on the '70's thug too.
Hi, I just checked back in here yesterday after being away for a long time. I tried this out and had a problem. In the second mission I did talk to the first thug but when I try to talk to the second encounter nothing happens. I have tried several times. Any ideas? Thanks for any help
Howdy Earl of Bronze (A fan of Gemmel, huh?), could you provide me with a bit more detail? So, have you tracked down the thieves in front of the jewlers? Did you defeat all of them? Did the "!" interrogate me symbol show up above the lead thug's head?
Quote from: BentonGrey on October 26, 2009, 04:58:20 PM
Howdy Earl of Bronze (A fan of Gemmel, huh?), could you provide me with a bit more detail? So, have you tracked down the thieves in front of the jewlers? Did you defeat all of them? Did the "!" interrogate me symbol show up above the lead thug's head?
Yes to all of the above. I was able to interrogate that guy who old me to talk to another guy, the Nose IIRC. I found some thugs up near the right corner of the map around a civilian. I koed the thugs and got the symbol to interrogate the civilian but that did not work. I try but nothing happened. Thanks.
That should be a secondary encounter. You need to find A) A first group of thugs by a jewlrey store, then B) A gangster leaving a restaurant in the middle of the map, then C) The perpetrators of the kidnappings somewhere in the southwest quadrant of the city.
I had already done A. I tried B just now and although I get the interrogate option. I get no info. The ? mark goes away but the red arrows stay and my objective is not completed. Also the thugs aren't fighting back on this map. The bad guys did on the first one.
Hmm....okay, are you playing from a saved game from INSIDE the mission? Those can sometimes give you weird issues.
Yes, but I had to do that because the cut scene after the first encounter would not end until I saved and reloaded. I can try to restart the whole mission and see if that changes anything.
All kinds of weirdness! Okay, try to restart the whole mission, or if possible, load from the base scene before it. Tell me what happens.
:thumbup: That worked! Thanks for your help. That was an excellent mission!
Awesome! Sorry for the complications in getting it to work, but I'm really glad that you enjoyed it! :D
Quote from: BentonGrey on August 29, 2009, 10:19:25 PM
Prev. will update the main download soon, but in the meantime, here is an updated version of that mission that should be less brutal.
http://www.mediafire.com/?gl35zm0zkot
Facing off against Flash Gordon and Buck Rogers can still be a pain because Buck can fly, but if you play smart and take advantage of Puck's arrival, it won't be too bad. Let me know if you need any tips!
Please let me know what you think!
I could use some tips, Buck is killing me. How can I take advantage of Puck? And has the main dl been updated? The link is no longer valid. Thanks.
Well, what I always do is either A) Use The Bard to take control of Flash, and have him take Buck on (thereby weakening him, and maybe even knocking him out if you're lucky), or B) just try and keep them off balance until Puck arrives. The troublesome sprite should summon some animated trees, and they can be quite a pain. However, if you stun him (and The Rogue's crippling strike is great for that) the summoned creatures will go berserk and attack Flash and Buck. The Rogue is strong enough to throw some things at Buck, if necessary, as well.
I'm afraid I don't know about the DL. Prev. will, though.
Quoteif you stun him
Hmmm--are you using your own version of him, or the one from LB, because the LB one is supposed to have a carrier swap to weaken for that attack instead of stun.
No, the main download link hasn't changed since that quick fix. Last I checked, yesterday in fact, it was still active. Are you talking about the mediafire link? I think BG took that down once the main DL was updated some time in... august (going by the blog post).
Quote from: catwhowalksbyhimself on October 31, 2009, 04:51:06 AM
Quoteif you stun him
Hmmm--are you using your own version of him, or the one from LB, because the LB one is supposed to have a carrier swap to weaken for that attack instead of stun.
I'm using a slightly modified version of The Rogue, and his powers and build are a bit different. Basically, I see it as him being a bit more powerful and understanding his powers better after his initial adventures in LB. Plus, I have the advantage of not really having to balance him to work with a team. ;) This cripple attack causes vertigo, so that the bad guys can't stand up (like he injured their legs) after he hits them.
Maybe that actually was what I did in my version. At any rate, you said stun, so that's where I'm confused.
I really do need to get to the level in PT. Still on the first one.
Quote from: BentonGrey on October 31, 2009, 04:30:36 AM
Well, what I always do is either A) Use The Bard to take control of Flash, and have him take Buck on (thereby weakening him, and maybe even knocking him out if you're lucky), or B) just try and keep them off balance until Puck arrives. The troublesome sprite should summon some animated trees, and they can be quite a pain. However, if you stun him (and The Rogue's crippling strike is great for that) the summoned creatures will go berserk and attack Flash and Buck. The Rogue is strong enough to throw some things at Buck, if necessary, as well.
I'm afraid I don't know about the DL. Prev. will, though.
As for A the Bard keeps failing and getting the crap beat out of him for trying. As for B I cannot see that the trees actually have hit either Flash or Buck. I managed to not get koed this time but I met one objective and then was told I failed the mission. One male civilian who met Conan got koed but I don't see anything else I did wrong. Except for not being able to beat those two pains BR & FG.
Quote from: Previsionary on October 31, 2009, 06:02:11 AM
No, the main download link hasn't changed since that quick fix. Last I checked, yesterday in fact, it was still active. Are you talking about the mediafire link? I think BG took that down once the main DL was updated some time in... august (going by the blog post).
Yes I was talking about the mediafire link.
Quote from: catwhowalksbyhimself on October 31, 2009, 06:48:36 PM
Maybe that actually was what I did in my version. At any rate, you said stun, so that's where I'm confused.
I really do need to get to the level in PT. Still on the first one.
Yeah, I suppose I should have clarified, as I just meant it generally, as opposed in specific game mechanics.
My good Earl, I'm sorry that these guys are giving you such a hard time! Buck is a pretty tough opponent. It's important that you try and keep their fight away from other encounters, because the LAST thing you want to do is accidentally make John Carter of Mars angry at you at the same time. Make sure that you overpower The Bard's Music of Love whenever you take a shot at them. The trees may not take Buck down, but if you lead the duo past the trees, they can certainly do a number on Flash. Then you can turn Buck against the trees with Music and take pot shots at him with hurlable objects and The Rogue's ranged attack.
Quote from: catwhowalksbyhimself on October 31, 2009, 06:48:36 PM
Maybe that actually was what I did in my version. At any rate, you said stun, so that's where I'm confused.
I really do need to get to the level in PT. Still on the first one.
How unfortunate, Cat. Being only at level 1, how will you enjoy the pure awesomeness of the next 6 missions in... PCTales Episode 2 (http://frp.unlimited2.net/downloads/mods/)! Y'all go cop that, yeah?
QuoteIn this episode, you?ll find 6 new missions waiting for you to play. Not only do El Diablo, Man O? War, and The Bard find a conclusion to their stories, but other heroes find themselves in danger as well. Are we one step closer to reforming Freedom Force or are the villains finally getting an upperhand? Find out for yourselves as you play... PCTales Episode 2.
Glad to see another PCT chapter! I enjoyed the Diablo & Ant level a lot. But that Man o' War - Sea Urchin mission at the mansion is brutal! :blink: Any strategy tips for that one?
Quote from: BentonGrey on November 01, 2009, 04:16:22 AM
Quote from: catwhowalksbyhimself on October 31, 2009, 06:48:36 PM
Maybe that actually was what I did in my version. At any rate, you said stun, so that's where I'm confused.
I really do need to get to the level in PT. Still on the first one.
Yeah, I suppose I should have clarified, as I just meant it generally, as opposed in specific game mechanics.
My good Earl, I'm sorry that these guys are giving you such a hard time! Buck is a pretty tough opponent. It's important that you try and keep their fight away from other encounters, because the LAST thing you want to do is accidentally make John Carter of Mars angry at you at the same time. Make sure that you overpower The Bard's Music of Love whenever you take a shot at them. The trees may not take Buck down, but if you lead the duo past the trees, they can certainly do a number on Flash. Then you can turn Buck against the trees with Music and take pot shots at him with hurlable objects and The Rogue's ranged attack.
Thanks for the tips but I got so frustrated with that level I am going to just use the save game in chapter 2.
Quote from: Previsionary on November 01, 2009, 02:42:09 PM
Quote from: catwhowalksbyhimself on October 31, 2009, 06:48:36 PM
Maybe that actually was what I did in my version. At any rate, you said stun, so that's where I'm confused.
I really do need to get to the level in PT. Still on the first one.
How unfortunate, Cat. Being only at level 1, how will you enjoy the pure awesomeness of the next 6 missions in... PCTales Episode 2 (http://frp.unlimited2.net/downloads/mods/)! Y'all go cop that, yeah?
QuoteIn this episode, you?ll find 6 new missions waiting for you to play. Not only do El Diablo, Man O? War, and The Bard find a conclusion to their stories, but other heroes find themselves in danger as well. Are we one step closer to reforming Freedom Force or are the villains finally getting an upperhand? Find out for yourselves as you play... PCTales Episode 2.
I really appreciate the save game here.
Sorry to hear that Earl of Bronze! Well, I hope you'll find the following missions more palatable. What's funny is that I've already made this mission a LOT easier once. It must have simply been unholy to start out with. Whoops. :unsure:
Haha, apparently I have a penchant for making difficult levels! Sorry JKC. I think that the best way to go about that one is to isolate each of the various groups of bad guys and try to defeat them piecemeal. Make good use of Urchin's electric cage, and use Manny's high pressure jet to keep the bad guys off balance. When you finally face off with The Count DO NOT go toe to toe with him in melee in the first part of the fight. Make sure to wear him down first. If people think that one is too tough, I'll edit it a bit.
Quote from: BentonGrey on November 01, 2009, 09:50:36 PM
I think that the best way to go about that one is to isolate each of the various groups of bad guys and try to defeat them piecemeal.
As the Bard would say, "Aye, there's the rub!" :lol: I can't seem to fight either of the two groups nearest the house without also aggro-ing the guards in the middle. And then next thing I know, I've got all
three groups ganging up on me. Things go downhill pretty quickly from there. :o
Strangely, I didn't have much trouble with the Bard-Rogue mission that gave Earl such fits. One of the challenges of trying to balance a game, I guess...you never know what's going to trip someone up.
JKC, have you leveled up their stats at all? My recommendation would be to level up Urchin's static cage and her strongest melee attack in general. I find that she's a lot more useful when she's trapping people and going in for physical combat. Her acid bubble isn't bad either, but her stun beam is almost useless. As for aggressing the other Nightmare men, I never really had that problem, but I rarely found myself transitioning too far from the encounter locations. I did make heavy use of MoW's bermuda triangle, storm bolt, and melees, but I rarely chased after my targets.
JKC, it helps if you take those bozos out first. Just fly right over them to the door of the mansion, and knock them out as they come to you. Just be careful to go straight up the middle so that you don't draw the guards from the other teens on either side. Yeah, balancing ain't easy! :P Prev. is right too, Urchin is a surprisingly good melee fighter, and Mannie is best dealing damage with his Storm Bolt. Either way, try to keep them close to each other so you can have them chraged. Then overpower all of their attacks.
I'll probably try it again later. For now, I just dialed down the difficulty, so it didn't matter that I was taking on half the map at once. ;)
Moving on, I ran into a couple of odd bugs in later missions -- probably more of those "It could only happen to JKC, and no one else will see it in a million years" type of thing, but I figured I'd mention them:
In my first time through the library mission, my squad managed to fall down into that hidden pit under the floor, and the non-flyers couldn't get out.
In the mission where you escort the CIA agent, I failed the "Protect the Liberty Statue" side mission, and Doc Astounding wouldn't shut up about it -- his "Oh no, the statue is destroyed!" cutscene played like ten times. Talk about rubbing it in...! :lol:
Quote from: JKCarrier on November 02, 2009, 07:31:20 PM
I'll probably try it again later. For now, I just dialed down the difficulty, so it didn't matter that I was taking on half the map at once. ;)
Moving on, I ran into a couple of odd bugs in later missions -- probably more of those "It could only happen to JKC, and no one else will see it in a million years" type of thing, but I figured I'd mention them:
In my first time through the library mission, my squad managed to fall down into that hidden pit under the floor, and the non-flyers couldn't get out.
In the mission where you escort the CIA agent, I failed the "Protect the Liberty Statue" side mission, and Doc Astounding wouldn't shut up about it -- his "Oh no, the statue is destroyed!" cutscene played like ten times. Talk about rubbing it in...! :lol:
Haha, always a good option! Heh, yeah, I'm afraid that the pit thing is one that I can't do much about. It's a real pain, but in my testing it only happened once, and then after I shifted things about a bit, it didn't happen at all. I think you do just have bad luck, JKC. ;)
Hmm...that's an odd one. I don't know why it would repeat. It eventually stopped though, huh? I guess Doc was just REALLY upset about it. How could you let that happen!?
Quote from: BentonGrey on November 02, 2009, 08:01:22 PMHmm...that's an odd one. I don't know why it would repeat. It eventually stopped though, huh?
Yes, it was strange. It would play twice in a row, back-to-back, then give me back control for a few seconds, and then play twice again. It went through that cycle 4 or 5 times, then finally stopped (maybe because I had moved everyone out of the area?).
Super weird. I never had anything like that happen in testing. I'll try and take a look at it soon-ish.
Quote from: BentonGrey on November 01, 2009, 09:50:36 PM
Sorry to hear that Earl of Bronze! Well, I hope you'll find the following missions more palatable. What's funny is that I've already made this mission a LOT easier once. It must have simply been unholy to start out with. Whoops. :unsure:
Haha, apparently I have a penchant for making difficult levels! Sorry JKC. I think that the best way to go about that one is to isolate each of the various groups of bad guys and try to defeat them piecemeal. Make good use of Urchin's electric cage, and use Manny's high pressure jet to keep the bad guys off balance. When you finally face off with The Count DO NOT go toe to toe with him in melee in the first part of the fight. Make sure to wear him down first. If people think that one is too tough, I'll edit it a bit.
The first two missions of part 2 were great! I just finished off the Count tonight. I had little trouble with the guards but the Count was backwards. That is at range he was killing me and healing all damage but once I closed in he concentrated on SO, usually missed and they pummeled him into submission fairly quickly! :thumbup:
I'm glad you've enjoyed them EoB! Haha, I think you may have gotten lucky, but good work. I remember once during testing, I had MoW go toe to toe with The Count right at the beginning of the fight. Mannie pasted him a good one, but The Count didn't even blink. He simply reached out and tagged the hero for nearly 100 points of damage. Needless to say, Mannie didn't walk away from that.
I've been really enjoying Episode 2 guys...Great work!
Dana
I finished part 2 tonight and really enjoyed it. :thumbup:
Awesome guy! It always totally makes my day to hear about people enjoying our work, so thanks for taking the time to post. What mission(s) did y'all enjoy most? What do you think could be improved?
Overall I think I liked the first mission the best. Of the last 4 it was to close to call between the MM one and the last one. as for improvement
Spoiler
In the library mission I wasn't really sure how I won. I picked up the flute, nothing happened, threw it, nothing happened, picked up the flute again , nothing happened, threw it, nothing happened, punched it, was unable to damage it picked it up a third time and then Pan became beatable. What happened? Was there a hidden timer or something? :unsure:
Ohh, you liked the MM one? That one was a lot of fun to write. I was excited that I got to bring Ulysses into the story. :D
Ahh:
Spoiler
You have to right click on the flute and choose "sabotage," but you also have to carry/throw it away from Pan.
Good news! Patriot City Tales Episode 3 is here! Check it out at FRP, and I'll be posting some screenies and such soon.
http://frp.unlimited2.net/pctales-episode-3
Downloaded and playing now. :thumbup:
I noticed that I forgot to rename Mighty Girl's directory in the zip. I always put AA in front so the character is on the top of the CTool list when I'm skinning and I guess I missed it when I packed it up. Oops.
Congrats! :thumbup:
Thanks guys! Welcome to the latest chapter in the eventful lives of your favorite band of heroes. In this episode you'll find:
Download PCTales Episode 3 now and find out more about the strange history of Law and Order! Meet a brand new member of Freedom Force! Delve further into the mysterious connection between Deja Vu and Shadow! Meet some new faces courtesy of John Jr.! I literally don't have enough exclamation points to express just how awesome this is!!!
(http://img341.imageshack.us/img341/1271/order3.th.png) (http://img341.imageshack.us/i/order3.png/)
(http://img199.imageshack.us/img199/1821/mm4p.th.png) (http://img199.imageshack.us/i/mm4p.png/)
(http://img691.imageshack.us/img691/4402/mentor6.th.png) (http://img691.imageshack.us/i/mentor6.png/)
A question about the sewer mission with Order & Ant:
Spoiler
Do the Darkmen ever stop spawning? I've freed Minute Man, the CIA agent, and the Liberty guys, defeated Deja Vu, and smashed the clone ray (although it didn't actually blow up, it just stopped spinning). But the mission won't end, and new groups of Darkmen keep popping up in random locations. I think I've gone through at least a dozen groups of them. It is getting kind of tedious dragging Order's slow butt from one end of the map to the other looking for them. :P
Whoops! I forgot a "Win" condition there, JKC. That's odd...it ended for me, but it shouldn't have! Anyway, you can download this fix, and I'll update the regular download too:
http://www.mediafire.com/?4ztzwlzynjn
Just drop that into your PCT folder.
That did the trick! A couple of other minor glitches I noticed:
Spoiler
1. If you rescue the Liberty Inc. heroes before Minute Man, MM walks right out of his cage and approaches you to deliver his cutscene lines. He won't join your squad, though, until you go over and bust open his empty cage.
2. Mighty Girl and Titan need their skins converted to DDS to avoid the dreaded "turning pink syndrome".
3. The museum map in the Ant/Quetzy mission seems to be missing some objects...there are little pink boxes everywhere.
It's a fun set of missions, lots of interesting plot threads being spun. I'm looking forward to seeing how everything ties together!
That stupid map has given me more trouble....that's what I get for trying to do something like that on my own.:P JKC, would you mind taking a few screenies? Those would give me an idea of just what is missing without asking you to look through FFEdit line by line.
Here you go:
(http://img682.imageshack.us/img682/9811/museum5.th.jpg) (http://img682.imageshack.us/i/museum5.jpg/)
(http://img294.imageshack.us/img294/8014/museum4.th.jpg) (http://img294.imageshack.us/i/museum4.jpg/)
(http://img714.imageshack.us/img714/9181/museum3l.th.jpg) (http://img714.imageshack.us/i/museum3l.jpg/)
(http://img62.imageshack.us/img62/5523/museum2.th.jpg) (http://img62.imageshack.us/i/museum2.jpg/)
(http://img132.imageshack.us/img132/4530/museum1r.th.jpg) (http://img132.imageshack.us/i/museum1r.jpg/)
Okay, the GOOD news is that those are all objects that shouldn't be there, so the fix for this is super simple. I forgot to include the most updated version of that mission, apparently. I'll mess with it tonight or tomorrow and make sure the right version gets uploaded. Thanks JKC!
Alright, so to fix the pink object problem you can simply download the updated map and drop it in your PCT/Missions folder. Also, I'm sending Prev. the updated episode as well.
http://www.mediafire.com/?quzzjnmbqkt
I have played the first two missions and enjoyed them but
Spoiler
The cut scene after I beat Red Moon won't play. She just stands there showing as interrogatable and I had to use mission win to end the mission. I know it is probably because of a save game isssue but would much rather go on to the next than try and replay it. Would anyone be kind enough to give a quick summary of what she was supposed to say? Thanks.
Well I'm a bit biased, since I wrote the damn thing, but I believe it's worth to play it again, because the last cutscene is the moment Moonie reveals who she is and why she attacked Freedom Force, but if you just need to read about, there it goes:
Spoiler
Red Moon disappears before the kids can interrogate her, she says something about "running out of power and "being pulled back!". The end cutscene is Red Moon joining one of her accomplices, an Ice Queen and revealing who is she and what was her plan.
Encounter: Reveal1
Type: Cutscene
Allies: red_moon named jane, ice_queen
marker: truth
Start Cutscene:
cinematic camera on jane
Unfade for 3 seconds
play music music_04winter_nw
jane says, "No! It's not fair! I was so close!"
ice_queen moves to jane
ice_queen says, "You are back already?! What happened?"
jane turns to ice_queen
ice_queen turns to jane
jane says, "I failed, Olga... I couldn't save my father..."
jane says, "I hadn't energy enough to travel back to the right time. I arrived after Time Master's first defeat."
ice_queen says, "But that was too late! Your father had already been changed!"
jane says, "Freedom Force had disbanded after their victory over Time Master. I tried to change the past and destroy them before the team was reformed."
ice_queen says, "So you father would never try for his revenge and wouldn't betray our country. It was a great plan, darling!"
cinematic camera on ice_queen
jane says, "No! I failed! They defeated me! They condemned my father to a living hell...again!"
jane says, "And I'll never get energy enough for a new time jump..."
ice_queen says, "Who stoped you? You said Freedom Force has disbanded."
jane says, "Liberty Lad and Sea Urchin... Even as children they are my tormentors! But I won't give up, Olga!"
jane plays animation melee
jane says, "If I can't save my father I can still have my vengeance! I will destroy Freedom Force!"
jane plays animation power
jane says, "Such is the vow of Red Moon, such is the vow of Tanya Sukhov!!!"
fade for 3 seconds
Great thanks!
I finished mission 3 last night and really enjoyed it! It was good to
Spoiler
get to use Mentor and Microwave in this mod. They are two of my favorites even though Mentor still cannot levitate yet.
Quote from: earl of bronze on March 25, 2010, 12:56:08 AM
I finished mission 3 last night and really enjoyed it! It was good to
Spoiler
get to use Mentor and Microwave in this mod. They are two of my favorites even though Mentor still cannot levitate yet.
Hey Earl of Bronze, I'm really glad you enjoyed it. Just wait, they'll show up again in Episode 4, and I'm still thinking about tweaking Mentor's powers.
Somebody needs to get on ending a certain tombstone storyline. *whistles and looks at Benton*
Quote from: Previsionary on March 25, 2010, 10:22:06 PM
Somebody needs to get on ending a certain tombstone storyline. *whistles and looks at Benton*
Heh, well, we'll do it eventually, if a certain somebody doesn't find the energy before we get around to it....heaven knows the originator of the story would be better suited, but JJ and I will give it a shot one day. ;)
I just completed the last 3 missions over the last 2 days and thoroughly enjoyed them!
Spoiler
Is having the first FFVTTR mission at the end a placeholder for the next installment or something like that? It is there after the museum mission.
Quote from: earl of bronze on March 26, 2010, 03:18:29 AM
I just completed the last 3 missions over the last 2 days and thoroughly enjoyed them!
Spoiler
Is having the first FFVTTR mission at the end a placeholder for the next installment or something like that? It is there after the museum mission.
Yes EoB, it is indeed a placeholder. Generally, you can't actually even get to it, but having it there keeps several glitches from occurring. I'm glad that you enjoyed them so much, man. Feel free to share any feedback you may have.
Quote from: BentonGrey on March 25, 2010, 11:01:05 PM
Quote from: Previsionary on March 25, 2010, 10:22:06 PM
Somebody needs to get on ending a certain tombstone storyline. *whistles and looks at Benton*
Heh, well, we'll do it eventually, if a certain somebody doesn't find the energy before we get around to it....heaven knows the originator of the story would be better suited, but JJ and I will give it a shot one day. ;)
Agreed, Tomby needs his original writer back!
Quote from: BentonGrey on March 26, 2010, 03:24:34 AM
Quote from: earl of bronze on March 26, 2010, 03:18:29 AM
I just completed the last 3 missions over the last 2 days and thoroughly enjoyed them!
Spoiler
Is having the first FFVTTR mission at the end a placeholder for the next installment or something like that? It is there after the museum mission.
Yes EoB, it is indeed a placeholder. Generally, you can't actually even get to it, but having it there keeps several glitches from occurring. I'm glad that you enjoyed them so much, man. Feel free to share any feedback you may have.
Spoiler
The plot threads are very interesting. Mighty Girl certainly reminds me of Mary Marvel in spite of her more Super girl like power set. The museum level with Ant and Quetzy was neat. I am just wondering how many of these adventures will tie together in the end.
Quote from: earl of bronze on March 26, 2010, 06:25:04 PM
Quote from: BentonGrey on March 26, 2010, 03:24:34 AM
Quote from: earl of bronze on March 26, 2010, 03:18:29 AM
I just completed the last 3 missions over the last 2 days and thoroughly enjoyed them!
Spoiler
Is having the first FFVTTR mission at the end a placeholder for the next installment or something like that? It is there after the museum mission.
Yes EoB, it is indeed a placeholder. Generally, you can't actually even get to it, but having it there keeps several glitches from occurring. I'm glad that you enjoyed them so much, man. Feel free to share any feedback you may have.
Spoiler
The plot threads are very interesting. Mighty Girl certainly reminds me of Mary Marvel in spite of her more Super girl like power set. The museum level with Ant and Quetzy was neat. I am just wondering how many of these adventures will tie together in the end.
Cool! I'm glad you liked the museum one. I have wanted to set a mission with him there, and it made perfect sense for the newcomer to team up with him there too. As for the stories tying in to one another, some of them tie together more closely than others, but they'll all come together in the end.