[UPDATED RELEASE] Coyote's Run Mission
Moderators: winston, another_commander
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Coyote's Run mission
Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Coyote's Run mission
Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.Cody wrote:Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Coyote's Run mission
No need... simply disable theluminous wrote:Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.Cody wrote:Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
Coyote's_Run_for_Griff's OXP
within the Coyote's Run OXP
- it should work fine then (it has here just now).However, the OXP is badly in need of updating, and other problems may occur - hey-ho!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Coyote's Run mission
All sorted, thanks )Cody wrote:No need... simply disable theluminous wrote:Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.Cody wrote:Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.Coyote's_Run_for_Griff's OXP
within theCoyote's Run OXP
- it should work fine then (it has here just now).
However, the OXP is badly in need of updating, and other problems may occur - hey-ho!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Coyote's Run mission
Cool! Although the OXP follows the tale fairly well, this is Hollywood, and the screenplay does differ somewhat, here and there. Perhaps a kindly Mod could add a warning to the OP: if you use Griff's shipset, do not install theluminous wrote:All sorted, thanks
Coyote's Run for Griff OXP
contained within the .zip
, as it's currently broken.I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Re: Coyote's Run mission
<coughs and tucks moderator hat back under wing, puts Jayne's hat back on> - 'tis done my fine friend.Cody wrote:Cool! Although the OXP follows the tale fairly well, this is Hollywood, and the screenplay does differ somewhat, here and there. Perhaps a kindly Mod could add a warning to the OP: if you use Griff's shipset, do not install theluminous wrote:All sorted, thanksCoyote's Run for Griff OXP
contained within the.zip
, as it's currently broken.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Fatleaf
- Intergalactic Spam Assassin
- Posts: 1988
- Joined: Tue Jun 08, 2010 5:11 am
- Location: In analysis mode on Phaelon
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
I am hoping to have the Griff ship issue sorted shortly. Hit a few snags and working on a work around.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
<grins>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Fatleaf
- Intergalactic Spam Assassin
- Posts: 1988
- Joined: Tue Jun 08, 2010 5:11 am
- Location: In analysis mode on Phaelon
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
The work around REALLY hit a snag
But the mission works well with 1.80 just use the normal oxp and not "Coyote's Run For Griff.oxp" as already stated. It won't affect anything at all with 1.80 as all the ships used are Griffs stuff anyway. The only issues I found with a recent run through with 1.80 are:
The first python spawned multiple times at Laquesso. (can be ignored with no affect to mission)
The first mission screen at the Navy base typo should read "wasn't" (can be ignored with no affect to mission)
...........................
A slight snag when Zoro crashed into the Kataik base and hung the mission (both were destroyed). Nothing a re-load from the last saved game didn't fix though.
...........................
Fought the expected ambush with Cameron and Greer at Zaeredre, but mission didn't progress. But change the ASC for the Navy Station (l) after the fight and dock there. That progresses the mission.
...........................
If anybody else has any trouble I will try to address them. If there is an interest in using the pre-1.80 and still want the Griff ships I can fix it but only if the interest is there.
But the mission works well with 1.80 just use the normal oxp and not "Coyote's Run For Griff.oxp" as already stated. It won't affect anything at all with 1.80 as all the ships used are Griffs stuff anyway. The only issues I found with a recent run through with 1.80 are:
The first python spawned multiple times at Laquesso. (can be ignored with no affect to mission)
The first mission screen at the Navy base typo should read "wasn't" (can be ignored with no affect to mission)
...........................
A slight snag when Zoro crashed into the Kataik base and hung the mission (both were destroyed). Nothing a re-load from the last saved game didn't fix though.
...........................
Fought the expected ambush with Cameron and Greer at Zaeredre, but mission didn't progress. But change the ASC for the Navy Station (l) after the fight and dock there. That progresses the mission.
...........................
If anybody else has any trouble I will try to address them. If there is an interest in using the pre-1.80 and still want the Griff ships I can fix it but only if the interest is there.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
Yo Leafy!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Fatleaf
- Intergalactic Spam Assassin
- Posts: 1988
- Joined: Tue Jun 08, 2010 5:11 am
- Location: In analysis mode on Phaelon
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
Check yer EmailCody wrote:Yo Leafy!
Good to see everyone. Boy, do I have some catching up on.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
- Okti
- ---- E L I T E ----
- Posts: 700
- Joined: Sun Sep 26, 2010 1:51 pm
- Location: A GH shop, near witchpoint to Oresrati in Galaxy 8
Re: [UPDATED RELEASE] Coyote's Run Mission
Sorry about not being over here for a long time and not maintaining Coyote's run due to RL, I may try to sort the problem if I can Identify the problem in near future. Special thanks to Cody and Fatleaf for all their help to the players of that mission.
Hope to be back soon:)
Hope to be back soon:)
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
Ave, Imperator!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Fatleaf
- Intergalactic Spam Assassin
- Posts: 1988
- Joined: Tue Jun 08, 2010 5:11 am
- Location: In analysis mode on Phaelon
- Contact:
Re: [UPDATED RELEASE] Coyote's Run Mission
! OKTI !
Good to see you around.
All you have to do now is not install the griff version with 1.8x and everything works a charm.
Good to see you around.
All you have to do now is not install the griff version with 1.8x and everything works a charm.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
Re: [UPDATED RELEASE] Coyote's Run Mission
I picked up the passenger, jumped to Biarra, rendevoused with my 2 partners and fought the good fight, Splashed 2 escape pods.
F5/F5 said to go sunskimming, which I did. After that no more instructions. The Go sunskimming message persisted. I got to Zaeredre, sunskimmed just in case then could not find a naval base on my ASC.
Docked at a Kiota Biosphere Station. F7 worked "normally", nothing mission related. When I launched a Naval Station had been created so I went there and docked. It was a normal docking, no welcomes, congrats banners or rewards.
F5/F5 still said to go sunskimming and Biarra was still marked with an X.
This happened twice, each time starting from Qulecele.
Mission variables are:
Should BattleAtBiarra not have changed from STARTED. All the opposition that followed through the wormhole were wiped out. I don't know what happened when we were jumped by pirates and I was told to go on. Never saw my partners again. Should I have?
I haven't been able to work out what should happen at stage 320. Is it possible to recover and finish the mission?
I can either go back to Biarra or reload at Usalon (just before I jump to Xele.
Help will be appreciated. It was a good mission up to now.
F5/F5 said to go sunskimming, which I did. After that no more instructions. The Go sunskimming message persisted. I got to Zaeredre, sunskimmed just in case then could not find a naval base on my ASC.
Docked at a Kiota Biosphere Station. F7 worked "normally", nothing mission related. When I launched a Naval Station had been created so I went there and docked. It was a normal docking, no welcomes, congrats banners or rewards.
F5/F5 still said to go sunskimming and Biarra was still marked with an X.
This happened twice, each time starting from Qulecele.
Mission variables are:
Code: Select all
<key>Coyote-Main</key>
<string>COYOTE's RUN: Approach the sun and go sunskimming.</string>
<key>mission_CoyoteFerdie_status</key>
<string>KILLED</string>
<key>mission_CoyotePhythonPilot</key>
<string>RESCUED</string>
<key>mission_Coyote_BattleAtBiarra</key>
<string>STARTED</string>
<key>mission_Coyote_KatikHunt</key>
<string>9</string>
<key>mission_Coyote_ViperCount</key>
<string>0</string>
<key>mission_Coyote_jumpCount</key>
<string>2</string>
<key>mission_Coyote_status</key>
<string>STAGE_320</string>
I haven't been able to work out what should happen at stage 320. Is it possible to recover and finish the mission?
I can either go back to Biarra or reload at Usalon (just before I jump to Xele.
Help will be appreciated. It was a good mission up to now.