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Thread: T2 Summer Vacation Contest: Captain Of The Guard

  1. #51
    Member
    Registered: Nov 2007
    Well this is gold to me since I prefer the fighting way in thief and when the Lux Aeterna music started it felt epic to the highest degree, gripping my sword as fire bolts/arrows rained onto the undead as I charge towards them. Yes, EPIC!!

  2. #52
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by Lawviz View Post
    Well this is gold to me since I prefer the fighting way in thief and when the Lux Aeterna music started it felt epic to the highest degree, gripping my sword as fire bolts/arrows rained onto the undead as I charge towards them. Yes, EPIC!!
    Yes! When I finally got the music to work in the mission, lux aeterna gave me goose bumps. Glad it felt epic, that's just what I wanted.

  3. #53
    I DID IT! I DID IT! I BEAT IT ON NIGHTMARE!!

    (I'm a little too happy about this right now)

    My secret: Keep one mage and one fire archer down on the ground, or two fire archers, or hell, even just one. These guys are awesome! The mages can kill a lot more undead at one go, but they're idiots who always run into the fray and end up getting themselves zombified, whereas the archers run back away to get at a better shooting distance. Hmm. .also, at least two fire archers on each rampart and a couple of mages up there as well. . .. also, remembering to save frequently is a good idea. Something I have always stupidly forgotten to do whilst playing this game

  4. #54
    Member
    Registered: Nov 2007
    There is a surefire way to win, but the catch is roughly 2.5k gold saved and a lag resistant computer...by that I mean once you have ~1.5k, the zombies' gold that drop after that cannot be obtained...

    Buying all firemages, throw them outside into the courtyard where you can't reach. Apparently it'll hit some invisible wall and open there. They'll eventually go out into the coutyard and obliterate anything as you throw more and more, making the zombies impossible to counteract, but the catch is the amount of coins piling up >.<

  5. #55
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Wanted to post some of the comments I got from Otto that were submitted by voters:
    (Anonymous, of course- I've no idea who said what)

    "simple level with an interesting idea, not really thief for me and not my sort of game but that's just my preference, well executed and novel"

    "- Took a while to figure out the goal was to harvest loot from the dead (or more accurately, the floor under the dead) and use it to buy more stuff from the mage. Once I figured that out, it was straightforward."


    "Scrabbling for coins / struggling past allies perpetually in the way / visiting & re-visiting a shop where there was not enough time to examine the offerings & consider strategy (negating the very point of the mission) & all at a frantic pace. No real story, immersion, atmosphere, exploration or pathfinding, but several bugs. I’d rather play Thief."


    "Captain of the guard was challenging, and I managed to stay in the game for about a half hour. Many reloads, but fun for a new variety of game for thief."

    "You have to kill lots of undead, preventing them from escaping the city or harming the repairman. Need to be in several places at one time. Could not complete on Normal. Quit."

  6. #56
    Member
    Registered: Sep 2008
    I really enjoyed this one. Funny thing though, I didn't notice the gate was repaired and I had to go hit the switch to finish the FM.

    I just ran around like a maniac, slaughtering undead until I got about 150 kills and figured this out. By the end, my computer was begging for mercy: the blood all over the place had hit the polygon limit and enemies were disappearing. Framerate took a big hit too. Still, it was quite fun!

    Only suggestion I have would be to automatically remove the undead chunks after a wile, so the engine doesn't get stressed so much toward the end.

  7. #57
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand
    Quote Originally Posted by lost_soul View Post
    Only suggestion I have would be to automatically remove the undead chunks after a wile, so the engine doesn't get stressed so much toward the end.
    That is odd. There should not be any "gibbly" bits lying around.

    When the undead die, they disappear and drop loot.

  8. #58
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Glad you enjoyed it.
    Odd about the blood. If there was a lot of it, it must have been your own since all blood but the player's is shut off.
    Also, I'd be interested to know how you got the zombies to explode and leave corpse parts...They're supposed to just disappear in a puff of vapor.

  9. #59
    Member
    Registered: Aug 2001

    Nice!

    I really had so much fun with this FM! The concept is utterly original and the gameplay makes it most enjoyable. Though, as other players have experienced, after a while I had to stop because of the huge amount of loot on the ground and/or the massive presence of AIs.
    Nevertheless I was able to finish it on Hard
    Thank you very much Random_Taffer! Looking forward to your next work!

  10. #60
    Member
    Registered: May 2009
    Location: Germany
    Finally found the time (and the nerve ) to play this one.
    Playing this one using the NewDark is highly recommended!
    No more disappearing loot or other issues that spoiled the fun for me using the old engine.

    Thanks for this fine mission, Random_Taffer!
    Last edited by gnartsch; 12th Jan 2013 at 10:20.

  11. #61
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Awesome, thanks!

    Now if only I could figure out a way to make the loot dropped beyond the gate port to a reachable distance somehow...

  12. #62
    Member
    Registered: May 2009
    Location: Germany
    Quote Originally Posted by Random_Taffer View Post
    Awesome, thanks!

    Now if only I could figure out a way to make the loot dropped beyond the gate port to a reachable distance somehow...
    How about this ?
    Every 10 minutes all the loot which has not been claimed yet, will be put into a Piñata.
    It takes the same route as the zombies are trying to go, but does not fail the objective to keep the coast clear if you can't get it.
    It can only be destroyed by the sword of the protagonist and requires 10 hits.

  13. #63
    Member
    Registered: May 2013
    Inspired by Random Taffer's Developer's Commentary I decided to replay this mission aaand it seems that it doesn't like New Dark
    I've never had this problem before, but now I can't seem to buy any help, my money is gone, but the soldiers don't appear in inventory. I want a refund
    Reinstaling/restarting helps... on 5th try or so. But it's still annoying. Any ideas how to fix this?

  14. #64
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by Flavia View Post
    Inspired by Random Taffer's Developer's Commentary I decided to replay this mission aaand it seems that it doesn't like New Dark
    I've never had this problem before, but now I can't seem to buy any help, my money is gone, but the soldiers don't appear in inventory. I want a refund
    Reinstaling/restarting helps... on 5th try or so. But it's still annoying. Any ideas how to fix this?
    This is actually an issue with NVscript. Restarting your PC usually helps.

  15. #65
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Replacing the NVScript in the mission ZIP (assuming it was included) with the latest usually fixes it as well.
    Last edited by Yandros; 12th May 2013 at 10:46. Reason: typo

  16. #66
    Member
    Registered: May 2013
    Thanks Yandros, that did the trick

  17. #67
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Quote Originally Posted by Flavia View Post
    Thanks Yandros, that did the trick

  18. #68
    Member
    Registered: Mar 2005
    Would this mission work with that multiplayer project? We'd obviously have to split loot fairly (or have someone volunteer to be a fighter while the other buys stuff), but I think it'd be awesome to have a bunch of people playing this together.

  19. #69
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by Peanuckle View Post
    Would this mission work with that multiplayer project? We'd obviously have to split loot fairly (or have someone volunteer to be a fighter while the other buys stuff), but I think it'd be awesome to have a bunch of people playing this together.
    I think I could rig it up for this. Should be fairly easy.

    One thing I think I'd change for multiplayer besides having more undead, is that I'd start everyone out with a sword and make it upgradeable. Who wants a flaming sword?

  20. #70
    Member
    Registered: Aug 2012
    Location: Seattle
    Quote Originally Posted by Random_Taffer View Post
    One thing I think I'd change for multiplayer besides having more undead, is that I'd start everyone out with a sword and make it upgradeable. Who wants a flaming sword?
    Who doesn't want a flaming sword?!

  21. #71
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Replayed this mission today, and it's even more fun than I remembered it to be. Still can't understand how it got last place in the contest. I can't imagine what a pain it was to have this released on time for the deadline, really impressive R_T!

    Finally having beaten Nightmare mode, I thought I'd share my tactics for people who are still having trouble with it:

    - As a last resort (especially to stop Fire Shadows) I post a Hammerite and a fire mage at the complete end of the tunnel, just before the entrance. This way they mostly don't get involved in the rest of the fighting (and don't get killed).
    - I also post a fire mage at the beginning of the tunnel - I found he will focus most of the time on the enemies on the ground and not the walkways, and eliminate 95% of the normal zombies by himself. Yeah these guys might be a little overpowered.
    - The walkways themselves I occupy with normal guards and normal archers. Hammerites are also an option but fire archers fire too slow for me. A lot of troops die on Nightmare, but since there are not many troops down on the ground yet money is made, you get rich fairly quickly.


    Missions like these make me wonder what's impossible in Thief FMs to do, because to this day I see so many creative ideas I'd never thought possible in DarkEngine. It seems NewDark eliminated the few minor problems I've had with this mission in the past (a tad laggy and sometimes AI turned invisible).

  22. #72
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Thanks, PotatoGuy! Yeah, this mission was a lot of work to make. I love tower defense and wanted to combine it with my favorite video game universe. I knew going in that it was going to be a love/hate thing, so I was totally unsurprised that I got last place.

    Thanks again and glad you still enjoy it!

  23. #73
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    I just replayed this last night after seeing a couple of recent mentions here in the forums. Lots of fun! I think an expanded version would be great, maybe something that forces the player to move around a bit more, and maybe with a bit more balance. I found that even on Nightmare, things were a bit too easy as long as you keep buying Fire Mages. In the end, most AI weren't even making it halfway to the gate before getting wiped out. All I really had to do after I had about a dozen Mages going was stand at the far end of path and watch for any runners that got through.

    Some cool additions I thought might be fun - traps, turrets, different kinds of arrows (ice, charm, noise), some different types of mines. Maybe in true tower defense form, have AI coming towards a single location from multiple directions. Or just some massive assault like a Helm' Deep setup.

  24. #74
    Dóttirin klæðist oft móður möttli
    Registered: Apr 2015
    After almost 10 years, killing the same haunts over and over again, the poor guys got a new invention to defend themselves

    The dead creature in the back is a treebeast. It's spawning now and then.


  25. #75
    Member
    Registered: May 2005
    Location: Full on Kevel's mom

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