Custom Quests

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Lupus
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Custom Quests

Post by Lupus »

Hey guys,

Just wondering how you make custom quests and such?I think it's possible...Hm. I might try and make one if it doesnt require too much tech know-how :P

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Busch
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Custom Quests

Post by Busch »

Good luck Lupus, truely. You might check with SeeJay and/or Marvin. They've each written all or part of some non-IMG Quests that have been well flown by many. May help with tips and stuff.
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Lupus
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Custom Quests

Post by Lupus »

Thanks Busch, i will do unless they see this first
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SeeJay
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Custom Quests

Post by SeeJay »

Hi Lupus.

This is how it works:
(This is from before the expansion contract types. There are a few more now).

CONTRACT TYPE
0 = No Contract needed
1 = Spy
2 = Destroy capital ship
3 = Multiple waypoint patrol
4 = Transport commodities
5 = Single waypoint patrol
6 = Eliminate enemy ace
7 = Destroy capital ship
8 = Escort capital ship
9 = Transport commodities
10 = Strike mission
11 = Destroy capital ship (disabled)
12 = Destroy capital ship (without requiring destruction of escort ships)
13 = Clean solar array
14 = Return item to station (selects satellite recovery mission when on planet)
15 = Transport commodities (selects placing satellite mission when on planet)
16 = Locate lost item
17 = Destroy asteroids
18 = Timed race
19 = Ship-vs-Ship race
20 = Mine

OBJECTIVES
1 dock with station
2 dock on planet city
3 dock with constructor
4 dock with carrier
5 complete contract
LocationXYZ = SX,SY,SZ
Contract = contract number
Every step in the quest looks like this:

QUEST STEP
-1 (counter, set to 26 to continue after IMG)
Objective=2
LocationX=-3
LocationY=0
LocationZ=2
Contract=0 (CONTRACT TYPE)
3 (Amount of text lines)
Text
Text
Text

-2
Objective=2
LocationX=-7
LocationY=0
LocationZ=2
Contract=0
5
Text
Text
Text
Text
Text

(Just continue the quest steps as needed)

Hope this helps you get started mate.
If you need more help, just ask!;)

[Edited on 2013-1-11 by SeeJay]
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
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Marvin
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Custom Quests

Post by Marvin »

:cool: http://www.starwraith.com/forum/viewtop ... 1#pid97807

P.S. The number and types of contracts have been expanded.

[Edited on 1-11-2013 by Marvin]
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Marvin
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Custom Quests

Post by Marvin »

TRADE STATIONS

Contract No. Contractor Type of Contract

1 Rebels Spy on escorted capital ship
2 Rebels Destroy capital ship and escort
3 Navy Multi-waypoint patrol of shipping lanes
4 Guild Deliver goods to a capital ship under fire
5 Navy Single waypoint patrol
6 Navy Eliminate a smuggler
7 Guild Destroy capital ship and escort
8 Navy Escort a capital ship
9 Guild Deliver goods to a capital ship under fire
10 Miners Eliminate ships attacking transports
11 Rebels Destroy a disabled capital ship and escort
12 Guild Destroy an escorted capital ship
13 Energy Clean a solar array
14 Navy Recover and return a cargo pod
15 Energy Deliver goods to a capital ship
16 Navy Locate a lost cargo pod
17 Miners Clear away 20 asteroids
18 Locals Race against time
19 Locals Race against an AI pilot
20 Energy Mine 25 units and deliver**
21 Energy Survey land for development via terrain walker*
22 Energy Survey land for mining via terrain walker*
23 Energy Recover biologicals via terrain walker*
24 Energy Recover and return lost item via terrain walker*


CITIES

Contract No. Contractor Type of Contract

1 Guild Spy on escorted capital ship
2 Rebels Destroy capital ship and escort
3 Navy Multi-waypoint patrol of shipping lanes
4 Rebels Deliver goods to a capital ship under fire
5 Navy Single waypoint patrol
6 Navy Eliminate enemy ace and squadron
7 Guild Destroy capital ship and escort
8 Navy Escort a capital ship
9 Guild Deliver goods to a capital ship under fire
10 Miners Eliminate ships attacking transports
11 Rebels Destroy a disabled capital ship and escort
12 Guild Destroy an escorted capital ship
13 Energy Clean a solar array
14 Navy Recover and return a satellite
15 Navy Deliver a satellite to a capital ship
16 Navy Locate a lost cargo pod
17 Miners Clear away 20 asteroids
18 Locals Race against time
19 Locals Race against an AI pilot
20 Energy Mine 25 units and deliver**
21 Energy Survey land for development via terrain walker*
22 Energy Survey land for mining via terrain walker*
23 Energy Recover biologicals via terrain walker*
24 Energy Recover and return lost item via terrain walker*


WAR ZONE TRADE STATIONS

Contract No. Contractor Type of Contract

1 Navy Spy on escorted capital ship
2 Rebels Destroy capital ship and escort
3 Navy Multi-waypoint patrol of enemy shipping lanes
4 Guild Deliver goods to a capital ship under fire
5 Navy Destroy capital ship and escort
6 Navy Single waypoint combat support
7 Guild Destroy capital ship and escort
8 Navy Escort a capital ship
9 Guild Deliver goods to a capital ship under fire
10 Miners Eliminate ships attacking transports
11 Rebels Destroy a disabled capital ship and escort
12 Guild Destroy an escorted capital ship
13 Energy Clean a solar array
14 Navy Recover and return an escape pod
15 Energy Deliver goods to a capital ship
16 Navy Locate a lost cargo pod
17 Miners Clear away 20 asteroids
18 Locals Race against time
19 Locals Race against an AI pilot
20 Energy Mine 25 units and deliver**
21 Energy Survey land for development via terrain walker*
22 Energy Survey land for mining via terrain walker*
23 Energy Recover biologicals via terrain walker*
24 Energy Recover and return lost item via terrain walker*


* These contracts can only be accomplished planetside.

** If this contract is scripted for a sector without asteroids or a planet, the game might freeze when the pilot enters the designated sector. (The freeze only seems to manifest itself in war zones.)
Lupus
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Custom Quests

Post by Lupus »

Ah, i see - thanks guys!!

Also - is there any way to set this parallel to the IMG, instead of after?
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Lupus
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Custom Quests

Post by Lupus »

Starting work now, wish me luck!
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Marvin
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Post by Marvin »

:cool: I see no way of creating a parallel quest (one which would start at step 1) except as a replacement for the default quest.
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Custom Quests

Post by Busch »

I'm very much with Marv on this one. (Ref: all the above, and the other tests I've been part of.) Either replacing in toto, or appended there-after, has been my experience of Quest efforts. Some bugginess at first with each offering, but that got worked out over time.

"He who hesitates..." :)

Good luck! Looking forward to your renderings! :cool::cool:
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