NW/ED Mission List and Guide
Here I provide links to my mission packs and short descriptions of each mission.
They are grouped into the standard (non-warp) missions,
and the warp missions (though the latter are still pretty experimental.
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I've also included an oddball/legacy missions section - missions listed
there are either ... well, odd ... or have known flakiness -- those ones aren't recommended unless
you're quite tolerant of strange behaviour and/or mission bugs.
These missions are generally not included in the packs I distribute any more, but might appear
in collections hosted by others.
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Standard Missions
(without in-game warp)
The most server-friendly (IMO) scripts are in the
EDPatrols pack
Every script listed below is in the
NWPack
The blurb below describes the current status of the missions in more detail,
read only if you're really interested.
I've broken them up by their maximum drafting capabilities,
and listed what the sides will be by default
(i.e. if it's just you and the AI the sides may be different than if there are humans involved).
The missions in italics are the ones I'd probably take as a core set for a server
(just my opinion of course), all the scripts should be suitable for single-player.
The following missions handle 3v3 drafting WITH AI stripping:
In Enemy Hexes:
- ED5FleetAction: default sides 3v3
- ED6Patrol: default sides 2v2v1 (pirate or convoy)
- ED10PatrolEnemy: default sides 3v3v1 (pirate or convoy)
- ED17PatrolEnemy: default sides 1v1
- NW2HoldingAction: default 2v2 + listening post, attacker is out to retrieve data and escape
- HexxAndro: default sides 3v3, chance of 1 or 2 Intruders
- HexxPatrolEnemy: default sides 1v1, chance of spontaneous terrain generation during the mission
- DizzyPatrolEnemy: default sides 2v2, black holes appear spontaneously, appears in shipping lanes and listening post hexes
In Friendly Hexes:
- ED5PlayerFleet: default sides 3v2
- ED10Patrol: default sides 3v2v1 (pirate or convoy)
- ED10PiratesInTheMiddle: default sides 2v2v2 (two pirates in the mission, one spawning close to each team)
- ED10Monster: default sides 2v2v1 (note this monster mission DOES affect DV) does NOT strip the monster
- ED10Colonization: default sides 3v3v1: the two sides race to take possession of a small moon, does NOT strip the colony
- ED17Patrol: default sides 1v1
- ED17PatrolAllied: default sides 1v1
- NW7Scan: default 1v1, attacker must scan a moons from range < 5, and escape with the data
- DizzyPatrol: default sides 2v2, black holes appear spontaneously, appears in shipping lanes and listening post hexes
- ED17Training: simulated combat only, drafts your allies, default sides 1v1
The following missions handle 3v3 drafting WITHOUT AI stripping:
In Enemy Hexes:
- ED10FleetAssault: default 3v3+ pirates: SB/homeworlds, pads all teams to 5 ships (15ships vs 15 vs pirates)
- NW5FleetAction: default 3v3
- NW7BaseStationAssault: default 3v2+base, BS hexes only
- NW7BattleStationAssault: default 3v2+base, BATS hexes only
- NW7StarbaseAssault: default 3v2+base, SB hexes only
- NW7CourierIntercept: default 3v2+courier, attacker is out to kill/cap the courier ship
- NW8ShipAssault: default 3v3+shipyards, any kind of base hex
- NW9PlanetaryAssault: default 3v2+planet, Core/Colony worlds hexes
- NW9TimedAssault: default 3v2+planet, Core/Colony world hexes, can be won by damage to the planet
- * NW18HomeworldAssault: default 3v2+HW, actually only supports 3v2 drafting, homeworld hexes only
- NW7ConvoyRaid: default 1v1 + convoy, attacker must eliminate entire convoy to win
- NW26AsteroidAssault: default 2v1+ast. base, asteroid hexes only
- NW7TheGauntlet: default 1v1 + player must run a long narrow map, eliminating a sequence of enemy defsats guarding the path
- NW7OutpostSweep: default 3v3 + attacker is trying to eliminate enemy listening posts in an asteroid field
- NW7Scout: default 1v1, attacker must scan a collection of moons/asteroids from range < 10, and escape with the data
- DizzyAssault: default 3v3+planet, a planet assault with orbiting defense platforms
- DizzyHvyAssault: default 3v3+planet, a planet assault with orbiting battle stations
- DizzyStargate: default 3v3+starbase, starbase hexes, generates N-DMY near SB for Dizzy's stargate
- NW10PatrolEnemy: default 3v3v1 (convoy, pirate, or monster)
- NW17PatrolEnemy: default 1v1
In Friendly Hexes:
- NWBasePlacement: default 3v3, a draft-friendly version of starbase construction
- NW16ShipDefense: default 2v2+yards, any base or planet hex
- NW16PlanetDefense: default 2v2+planet, any planet hex, defender has several minutes to take spares off the FRDs
- NW5PlayerFleet: default 3v3
- NW6Patrol: default 2v2v1 (convoy, pirate, or monster)
- NW10Patrol: default 3v3v1 (convoy, pirate, or monster)
- NW17Patrol: default 1v1
- NW17PatroAllied: default 1v1
- NW27AsteroidDefense: default 1+base v 2, asteroid hexes only
The scripts below do NOT support 3v3 drafting
The following missions handle 2v2 drafting WITHOUT AI stripping:
In Enemy Hexes:
- NWEnemyPatrol
- NWBaseStationAssault: BS hexes only (orbiting defense version)
- NWBattleStationAssault: BATS hexes only (orbiting defense version)
- NWStarbaseAssault: SB hexes only (orbiting defense version)
- NWPlanetAssault: Planet hexes only (orbiting defense version)
In Friendly Hexes:
- NW19Scan: default 1v1
- NWPlayerPatrol: default 2v2
- NWPlayerBaseDefense: any base hex (orbiting defense version)
- NWPlayerPlanetDefense: any planet hex (orbiting defense version)
- NWAlliedPatrol: default 2v2
- NWAlliedBaseDefense: any base hex (orbiting defense version)
- NWAlliedPlanetDefense: any planet hex (orbiting defense version)
The following missions handle 1v1 drafting (AI stripping irrelevant):
In Enemy Hexes:
- NW1Scout: note you have to get closer for longer than in the stock version
- NW14Enigma:
In Friendly Hexes:
The following missions handle 1vN drafting WITHOUT AI Stripping
In Enemy Hexes:
- NW11ConvoyRaid: draft limitations are 3v1, shipping lane hexes
In Friendly Hexes:
- NW12ConvoyEscort: draft limitations are 1v3, base/planet/shipping lane hexes
Missions with in-game warp
These missions are available in the
EDWarpPatrols Pack
There are two broad categories of mission: combat, and patrol scenarios.
The combat missions are precisely that, kill/capture/drive off your enemy.
The patrol scenarios require you to scearch an area of space looking for a "disturbance",
perform a more detailed scan and analysis of the disturbance, and then solve whatever problem
it poses. It may turn out to be just a friendly merchant or naval vessel, it could be a smuggler,
monster, pirate, hostile invader, someone needing rescue, or you may receive instructions to
carry out one of a variety of special missions.
These scripts allow the use of warp drives to disengage when you want to quit the mission.
The maps in the missions are HUGE by SFC standards (it may take 30 minutes or more to cross a
map at speed 31), so warp disengagement is the only practical way to run away.
Furthermore, there are allied-space and enemy space versions of each,
and a base-assault version of the combat script, making for a
total of 5 scripts:
Plain combat with warp disengagement:
- Met_EDDisengagePlayer.scr
- Met_EDDisengageEnemy.scr
- Met_EDWarpBaseAssault.scr
Patrol scenarios (described in more detail below):
- Met_EDPlayerPatrol.scr
- Met_EDPlayerEnemy.scr
PATROL SCENARIOS
OK, here's the rundown on the candidate "Patrol Duty" scripts that try to reflect more
typical patrol activities. (Note, this doesn't replace the standard combat patrol scripts,
it's a pair of additional scripts if an admin wants to include them.)
This also now includes the Piracy and Privateering scenarios, which are invoked only if
you're flying for one of the cartels.
In a PvP situation they operate like the standard big-map/warp-disengagement combat script:
3v3 drafting, stripping AI, etc.
When you're flying against the AI (solo or with a wing or two) things work as follows:
you're notified that there is a disturbance of some form in your sector of space,
and you have to find it, investigate it, and (if possible) deal with it.
Find the problem
First you have to find the source of the disturbance
(the ability of the 'nearest enemy' key to reveal enemies at any distance has been blocked)
The range at which you can detect the enemy depends on a number of factors
- the number of scout channels your ship has (scouts will be MUCH better at quickly sweeping
large regions of space)
- the number of labs and control stations your ship has
- whether or not you've got deep scanning turned on
- how long you've been scanning (as time progresses your computer is able to isolate and
filter more and more of the region's background noise)
- whether or not the enemy is cloaked
- whether or not the enemy has a hull stealth bonus
- interference from terrain (nebula and ion storms in particular)
Identifying the problem
You'll often need to scan an entity or vessel from close range (sometimes 5 or less if your ship
doesn't have a lot in the way of labs) to determine what to do.
Here's the scenario list, the numbers are scenario ids from your Battlelog.txt file
- An enemy warship
- #34 immediate attack (shoot on sight) no scan necessary, an enemy vessel is in hot pursuit of you from the start. This is the same setup as a PvP encounter, and automatically generates appropriate planet/bases for assault/defense. Unlike the pure-combat mission script, you do NOT get AI help in assaulting planets/bases.
- #0 scan your opponent then engage in standard combat
- #1 an enemy spy/recon vessel, you need to investigate by scanning them, then planting a security team aboard, following which they may try to fight or flee
- #2 an enemy negotiator/envoy/diplomat on a legitimate mission - you must scan and release, [i]unless[/i] you can also jam their communications, in which case you might cause them to mysteriously disappear ...
- #36 outpost raid - destroy an enemy repair/resupply outpost (FRD, freighters, and cargo boxes)
- #37 eavesdropping - sneak into enemy space and listen in on their transmissions, WITHOUT getting detected (green alert, low speeds, no deep scanning)
- One of our own warships
- #3 one of our ships has mutineed or been captured - you'll need to scan them then retake the ship
- #4 they may be in distress, and need medical or technical assistance
- #40 one of our cruisers has been badly damaged, you have to help it reach a shipyard and try to get enough repairs started to make it combat worthy before a marauding enemy comes down on all of you
- A derelict vessel creating a shipping hazard
- #5 You need to send a salvage team aboard to get what you can, then destroy the vessel - there is a chance the vessel is booby-trapped if it belonged to a hostile race, there is also a chance the derelict is in a dangerous region of space (minefields, ion storms, etc)
- #29 For security reasons, the derelict might need to be disposed of in a black hole, to remove any traces of its existence
- Civillian vessels
- #6: they are in distress of some form - after scanning you need to beam a rescue party, repair party, or medical supplies aboard. There may be minefields or terrain hazards about.
- #7 they are harmless but can't be bothered responding to hails - after scanning the vessel to ensure it isn't a threat you bawl them out and can go on your way. Pirate captains will have an opportunity to buy/sell contraband.
- #8 they need to be towed away from a hazardous region such as the edge of an ion storm or minefield
- #9 they are smuggling something - after scanning the vessel you'll need to capture it - they may turn and fight or they may try to run. Pirate captains can hang onto the captured contraband for later resale.
- #10 they are a wanted criminal - again, scan and kill or capture - they might fight or run
- #11 they may be outright hostile and turn to attack you once you close to scanning range - once in awhile they may have an agent planted on your ship to carry out an act of sabotage just before they turn to attack
- #12 they are a spy vessel, you need to scan them and place an investigation team on board, then they may still try and fight or flee
- #27 there are a pair of squabbling civillian vessels - you'll need to bring one of the captains aboard your vessel to talk some sense into them
- #30 there is important cargo/personnel on board a vessel, and you'll need to escort them to a nearby base or planet
- #31 a vessel transmits critical data to you, and you need to deliver the information to a nearby base or planet - there is also a chance the information turns out to be phone, and the base will instruct you to turn around and go after the other vessel again!
- Pirate vessels
- #13 an harmless pirate with a bad attitude (scan, scold, and release). Pirate captains can buy/sell contraband - though the other pirate may try to pull a double-cross.
- #14 a smuggler (scan and destroy/capture)
- #15 a wanted pirate (scan and destroy/capture)
- #16 an out-and-out hostile, eager to attack you (capture or destroy them, again they may have a saboteur aboard your ship)
- #17 a spy vessel (scan, plant a security team aboard their vessel, then they may try to flee or fight)
- #32 a pirate base, which needs to be eliminated
- #33 a suspected black marketeer - your officer will give you instructions after scanning them. Pirates can sell most of their troops, parts, bombs, etc at outrageous markups, although they could try to double-cross you.
- #38 you're invited to drop your shields and come aboard the legendary Riverboat Casino ... is it worth the risk?
- A monster
- #18 harmless, but will fight back if attacked (scan and release)
- #19 aggressive (scan and destroy)
- #35 fight a swarm of tiny annoying foes
- if you happen to draw a monster in a starbase/homeworld hex then you might find yourself facing an intruder or large sunglider attacking your base/homeworld (a variant of the #34 shoot-on-sight)
- A terrain feature
- #20 determine where the strange readings are coming from (scan and log)
- #21 there may be a wreck on the surface that needs to be salvaged - this may be just a couple of items you can directly beam off with transporters, or it may be a more time consuming process where your officers ask you to go into orbit around the asteroid/planet while they carry out salvage operations
- #22 there may be survivors on the surface who need to be evacuated - like #21, this may simply be beaming an injured party off the asteroid/planet, or it may be a more time consuming evacuation process
- #25 you may need to recalibrate your weapon systems, done by blasting away at an asteroid and letting your lab and weapons crews analyze the results
- #28 you may need to conduct terraforming operations, done by landing a team on an asteroid and following their directions to blast it into appropriate pieces
- #42 crossing a storm barrier - you are just coming out of a nasty belt of ion storms and dust clouds (even worse if you draw this in a nebula hex) and you find an enemy waiting for you on the outside...
- Scientific experiments (your mother and I have to sell the lot of you...)
- #39 your scientists want you to investigate Kirk's time warp maneuver -- survey a local sun and then go to high warp as close to it as possible... (i.e. use the warp disengagement, plotted to skim the sun)
- #41 your scientists have captured an Andromedan displacement device and installed it on your ship. You get to fly around while they try to figure out how to control it. Unfortunately, an enemy may show up while you're experimenting...
- A rogue minefield
- #23 you'll need to destroy the minefield (actually a combination of defsats and listening posts)
- Asteroid base missions
- #24 you may be called in to restore order at a prison where the inmates are rioting: you'll need to capture (NOT destroy) the facility before the inmates gain control of its weaponry
- #26 you may be called in to help put down a mutiny at an asteroid base, again by capturing (not destroying) the base
Note that firing on innocent vessels causes you to lose the scenario, and firing on a
potential hostile before you've confirmed they really ARE hostile can earn you a reprimand,
so verify your target before attacking!
Calling for help and jamming communications
The size of enemy vessels will be randomly determined, but with a curve making CL-CA class
ships the most likely opposition. (I.e. the enemy strength won't be based on your strength.)
As such, it may be necessary for you to call for help and wait for it to arrive -- if you're
forced to disengage before help arrives then the enemy is assumed to slip away into your space
and you lose. Calling for help is currently done automatically, I may replace that with a
dialogue box eventually)
Needless to say, the enemy will attempt to jam your communications. Similarly, in a number of the scenarios listed it helps if you can jam their communications. [i](Jamming is also handled automatically at the moment, you're just informed if it's taking place.)[/i]
Each ship is assigned a jamming capability, based on their lab space, control stations, and scout channels (again, scouts will be much better at this than other vessels). Based on the relative abilities of the two sides, there will be a probability of success in jamming each other's communications.
Piracy and Privateering
Blackmail, finder's fees, and protection rackets
In various scenarios, the pirate captain will have the opportunity to rescue someone (for a fee), charge someone protection fees, salvage or capture valuable cargo, protect someone who [i]has[/i] paid their protection fees, try to smuggle items past naval/customs vessels, etc. Most of these scenarios operate under the same mechanism as the naval scenarios in the new mission pack.
Pirates can carry contraband
All pirate vessels, but only pirate vessels, can carry a certain amount of contraband.
You can carry one item of contraband per hull box, and ten items of contraband per cargo box.
Contraband items carry over from mission to mission, and are transferred over when you buy a new ship (if there is sufficient space in the new ship)
Contraband items are lost if your ship is captured or destroyed.
Limitations
I've had to add a couple of restrictions in the contraband rules to handle limitations in the scripting api:
- If there is a "host left" situation the script will not do any cargo updates, due to the possibility of mis-identification
- If there are more than two humans in a mission only the player who initiated the mission will receive cargo updates.
I might simply set up the storyline so that if more than one human is in a mission then the black market opportunity falls through (there are too many witnesses or some such thing)
Carrying contraband makes you a smuggler
Many of the scenarios you encounter will involve naval vessels from the different empires, and they will want to scan your vessel to make sure you aren't smuggling anything.
Sometimes they won't detect the contraband even when they do scan you (you put a lot of effort into masking it).
Sometimes when they detect it you'll have the opportunity to put a team aboard their vessel with a hefty bribe, and they'll let you go.
Sometimes you'll be forced to either fight or run away.
Fighting with or running from the cops makes your vessel wanted
If you run away, or pick a fight with the navy and don't finish them off, then they will issue a warrant for your vessel, and in subsequent scenarios you will automatically be assumed guilty. How badly you are wanted increases every subsequent time this happens, but goes down in missions where you manage to bribe the naval officer. At some threshold a shoot-on-sight order is issued. (Hmmmm .. I should probably set this up so that each different navy has their own classification of how badly wanted you are.)
The warrant goes with the vessel - if you sell the ship most of the grief goes to the new owner. Of course, when you buy a new ship there is a chance you'll inherit its history.
Acquiring contraband
You can acquire contraband in three different ways:
(1) salvaging wrecks: if you destroy a vessel carrying contraband then 10-20% of the contraband survives and can be salvaged if you have space available
(2) capturing vessels: if you capture a vessel carrying contraband then 30-60% of the contraband survives and can be transferrred to your vessel if there is space
(3) the black market: when you encounter non-hostile pirates, civillians, bases, and planets there is a chance you'll be able to purchase contraband from them (you quartermaster knows the going rates, and will ensure you don't get ripped off)
Selling contraband
You can sell contraband on the black market when you meet a non-hostile pirate, civillian, base, or planet.
The prices at which contraband items are bought and sold depends on the type of item and the race, inidicated here as High/Medium/Low. I haven't put any rhyme or reason into who pays well for what (I'll rework that later) but each commodity has an equal price distribution across the races, and each race has an equal price distribution across the commodities. I've also rigged it so that, using traditional alliances, each side has an equal distribution of prices/commodities.
Oddball/Legacy Missions
(without in-game warp)
These missions are generally not included in the packs I distribute any more, but might appear
in collections hosted by others.
Disclaimer: Most of these missions have very unusual circumstances, and/or notable flakiness
in behaviour [not for the impatient or faint of heart!]
I haven't examined most of these in a long long time, and in many cases can no longer remember what
the specific issues were.
NOTE ON Config.gf and Config.scr -
also in the ancient mists of time, some script pacts were released
that made use of some (text) configuration files with names such as NWMissionConfig.gf and
Met_NWConfig.scr.
These are no longer used by any scripts I distribute, but could still be used by some
of the old legacy ones floating around. (Note to budding software developers - never
release anything you don't want to be plagued by for a long time to come ;-) )
- ALL OF THE TOTAL WAR SCRIPTS - these have script names ending in _tw,
and are an OLD (buggy and unsupported) collection
of missions that assume no alliances between races, it's you against everybody. I can't even
find the code for these anymore!
- All of the HB scripts - these are variants on the stock Taldren missions,
where the only change is that ships can (and sometimes will) fire on their allies
- Met_HexxAndro: and
Met_HexxPatrol: patrols built for Hexx, appear only under specific conditions and
can generate some fearsome opposition
- NW3Ambushee: draft limitations are 1v2, recent versions are buggy
- NW4Ambusher: draft limitations are 2v1, recent versions are buggy
- Met_NW5FleetBetrayal - involves members of your own side defecting and firing on you
- Met_NW13BigGame - a group of you tackle a single, much larger, ship
- Met_NW24Anomaly - a variant of the Taldren mission with a variable pulsar
- Met_NW25SuperFleet - a variant of the Taldren mission with overwhelming opposition
- Met_NW28Negotiation - a variant of the Taldren piracy mission
- Met_NW29Recharge - a variant of the Taldren repair mission
- Met_NW30Salvage - a variant of the Taldren cargo-box mission
- Met_NW5EightTrack - dense asteroids and two suns, giving a figure-8 area of safe flying
- Met_NW5GetSmart - deal with Kaos - random system failures - as you battle an enemy
- Met_NW5MirrorMirror - fight a replica of your own ship
- Met_NW5PoundOfCure - start off with a badly damaged ship
- Met_NW5TheArena - stay close to the center of the map or be destroyed
- Met_NW13HaveGun - take on a damaged Paladin
- Met_NW13RockyHorror - take on a pack of asteroid monsters
- Met_NW13TimeWarp - take on a ship from the future
- Met_NWTraining - get temporarily placed in command of a smaller ship with a green crew
- Met_NW20SurpriseR - a variant on the Taldren version of surprise reversed
- Met_NW21DistressCall - a variant on the Taldren script
- Met_NW22Diplomat - a variant on the Taldren script
- Met_NW23Quarters - a variant on the Taldren script
- Met_NW31Epicenter - a rescue operation around an imploding planet
- Met_ED10PiratesInTheMiddle - battle over control of the Riverboat Casino
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