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Mission Editing Basics
 
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 Mission Files Adding Missions Conditions & Goals Goals Strings Imports Backdrops

 
Goals &  Strings

Whenever a condition is part of a Goal (rather than a trigger), it has 3 Goal Strings associated with it. These are the descriptions a Player will see in the in-flight list of mission goals. 

The three strings correspond to the 3 states the Goal can be in:
 

Incomplete or Unresolved The goal has not been achieved but it is still to possible to achieve it. (Not seen for Secondary goals.)
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Success The goal has been achieved. (Not seen for Prevent goals.) 
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Failure The goal has not been achieved and it is no longer possible to achieve it, e.g. a goal to identify 100% of Transports, but one has departed from the mission without being identified. (Not seen for Secondary goals.)
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XWA will automatically create default Goal strings such as "T/F Alpha: Destroy", however it is possible to override the defaults by defining a custom Goal String.
 
 
AlliED Goal String edit boxes:
User Strings
Setting any of these to a non-empty string will override the default string. You may want to do this for conditions involving Global Units or Global Groups (as XWA may not always provide useful default strings in these cases,) or when the default string may give away more information than you want the Player to know, or just for more personalized messages.
 


 

Imports

As the AlliED license states, this feature is for custom missions only. That's the only way to ensure XWA conversions of the missions from earlier games are not used by people who don't own those games. YOU MAY NOT DISTRIBUTE CONVERSIONS OF LUCASARTS MISSIONS IN ANY WAY.

The literal translation of earlier missions at this stage is pretty accurate, however differences in the games means some tuning is required. One issue is that the OPT sizes and center points for many craft have changed, so ships that have been finely positioned may not be in the correct place. PLTs in particular are 4 times the size they were in the earlier games, so craft near them will probably need to be moved.

Other big issues in conversions are the more effective A.I. of XWA, the strength and penetration of Capital ships' turbolasers, and their accuracy at shooting down missiles. Capital ships which were destroyed by missiles/torpedos in an earlier mission may be able to shoot down 100% of those missiles in the XWA version. Alternately, a friendly craft which survived in an earlier game because it was out of the range of an enemy's turbolasers may be destroyed because that same distance is now within the range of XWA turbolasers.

A.I. tuning preferencesTo help compensate for these differences, I've added an option to AlliED's Preferences to help "tune" imported missions. This will allow you to restrict the maximum A.I. of different ship categories. E.g. you can limit fighters of imported missions to a maximum of Veteran, even if they were Top Ace in the original mission. You can set the limit for several ship categories individually in Preferences (an A.I. limit of Jedi is effectively the same as turning off the limiting for that ship category) and have separate settings for each file type. 

I'd recommend restricting imported Capital ships to Rookie to partly compensate for their increased strength and accuracy.
 
 

In converting the briefings, I have guessed at the adjustment of Zoom levels so that the larger icons fit on the Briefing screen in the same proportion as the smaller icons of previous games, but you may need to adjust them.


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