[B1M7] Battle 1 - Mission 7: Destroy Imperial Sensor Net

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[B1M7] Battle 1 - Mission 7: Destroy Imperial Sensor Net

LPhoenix
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Post by LPhoenix » Wed Jul 05, 2023 6:21 pm

While playing through the mission and looking at the mission file I noticed a few errors, so I made a few changes.
There is one set of changes which change the gameplay as well, so I'll note them separately as they are not necessarily what the original designers wanted, but we'll probably never know. If those are considered wrong, the other parts could still be included in XWAU in the future

1B1M7G.TIE

Changes are the following:
Non-gameplay changers:
- Changed the Skip to Order option for MTRNS ATS-0121 to be the same as the other MTRNS, as this one didn't jump with the fleet before
- Gave unique Global Units to the SAT/2 Sat Array groups, so their numbering is now correct
- Removed the 0 point goals of "BONUS must NOT be destroyed" of the GW/P Defender platforms
- Changed Global Unit of T/F Alpha 1 from 3 to 5, which fixes the numbering of the T/Fs and T/Is
- Changed the Global Group of the T/Bs from 0 to 1, which fixes the other TIEs which were attacking the T/Bs
- Changed the trigger for message #36 (YOGEME) from "100% of SHU Jev must have arrived" to "any of SHU Jev must have arrived"

Gameplay changers:
- INT Repression arrives 40 seconds after the Global Unit 6 arrives (GUNs) instead of after Global Group 6 is destroyed (which is the whole rebel fleet, which cannot happen without failing the mission). This was done, so that the bonus goal of destroying the INT could be completed
- GUN Tau 1 and Tau 4 arrives 1:30 after S/ARY Main Sensor Array gets destroyed instead of 2 and 3 respectively out of the 4 ATRs are destroyed. In XWAU, the ATRs have so much firepower, they can't even be damaged by the T/Bs, so without the changes the GUNs couldn't even show up during the mission
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Ace Antilles
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Post by Ace Antilles » Wed Jul 12, 2023 2:17 pm

LPhoenix wrote:
Wed Jul 05, 2023 6:21 pm
While playing through the mission and looking at the mission file I noticed a few errors, so I made a few changes.
There is one set of changes which change the gameplay as well, so I'll note them separately as they are not necessarily what the original designers wanted, but we'll probably never know. If those are considered wrong, the other parts could still be included in XWAU in the future


1B1M7G.TIE


Changes are the following:
Non-gameplay changers:
- Changed the Skip to Order option for MTRNS ATS-0121 to be the same as the other MTRNS, as this one didn't jump with the fleet before
- Gave unique Global Units to the SAT/2 Sat Array groups, so their numbering is now correct
- Removed the 0 point goals of "BONUS must NOT be destroyed" of the GW/P Defender platforms
- Changed Global Unit of T/F Alpha 1 from 3 to 5, which fixes the numbering of the T/Fs and T/Is
- Changed the Global Group of the T/Bs from 0 to 1, which fixes the other TIEs which were attacking the T/Bs
- Changed the trigger for message #36 (YOGEME) from "100% of SHU Jev must have arrived" to "any of SHU Jev must have arrived"

Gameplay changers:
- INT Repression arrives 40 seconds after the Global Unit 6 arrives (GUNs) instead of after Global Group 6 is destroyed (which is the whole rebel fleet, which cannot happen without failing the mission). This was done, so that the bonus goal of destroying the INT could be completed
- GUN Tau 1 and Tau 4 arrives 1:30 after S/ARY Main Sensor Array gets destroyed instead of 2 and 3 respectively out of the 4 ATRs are destroyed. In XWAU, the ATRs have so much firepower, they can't even be damaged by the T/Bs, so without the changes the GUNs couldn't even show up during the mission
Thanks very much for your help!
I've added the mission to our future update.
Chief XWAU Team annoying nitpicker.
Ace Antilles - The X-Wing Outpost
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Muahaha
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Joined: Thu May 13, 2021 4:45 am

Post by Muahaha » Sun Jul 16, 2023 12:18 am

LPhoenix wrote:
Wed Jul 05, 2023 6:21 pm
While playing through the mission and looking at the mission file I noticed a few errors, so I made a few changes.
There is one set of changes which change the gameplay as well, so I'll note them separately as they are not necessarily what the original designers wanted, but we'll probably never know. If those are considered wrong, the other parts could still be included in XWAU in the future


1B1M7G.TIE


Changes are the following:
Non-gameplay changers:
- Changed the Skip to Order option for MTRNS ATS-0121 to be the same as the other MTRNS, as this one didn't jump with the fleet before
- Gave unique Global Units to the SAT/2 Sat Array groups, so their numbering is now correct
- Removed the 0 point goals of "BONUS must NOT be destroyed" of the GW/P Defender platforms
- Changed Global Unit of T/F Alpha 1 from 3 to 5, which fixes the numbering of the T/Fs and T/Is
- Changed the Global Group of the T/Bs from 0 to 1, which fixes the other TIEs which were attacking the T/Bs
- Changed the trigger for message #36 (YOGEME) from "100% of SHU Jev must have arrived" to "any of SHU Jev must have arrived"

Gameplay changers:
- INT Repression arrives 40 seconds after the Global Unit 6 arrives (GUNs) instead of after Global Group 6 is destroyed (which is the whole rebel fleet, which cannot happen without failing the mission). This was done, so that the bonus goal of destroying the INT could be completed
- GUN Tau 1 and Tau 4 arrives 1:30 after S/ARY Main Sensor Array gets destroyed instead of 2 and 3 respectively out of the 4 ATRs are destroyed. In XWAU, the ATRs have so much firepower, they can't even be damaged by the T/Bs, so without the changes the GUNs couldn't even show up during the mission
Had a go with this mission. It may requires some further adjustment, rebel crafts are able to still hyper out of the sector with the interdictor powering up it's gravity wells. The presence of the interdictor did not impact winning parameters, as rebel still able to win with the interdictor un-harmed yet present.

Perhaps add destroying the interdictor post arrival is part of the winning parameter.

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