Water Contest mission - Sneaking Through Venice Sept. 22/06 - by TheNightTerror
mickey70 on 26/9/2006 at 04:19
yeah, i did have the right guy, [SPOILER]room next to the trap/water room- just managed to get a few whacks at him before he took the plunge.[/SPOILER]
Drunken Cricket on 26/9/2006 at 04:32
I keep coming up 190 short of full loot, and only 2 of 3 secrets.
[SPOILER]I found the hidden area in the casino, and of course the moving night stand in the bedroom. Where is the third?[/SPOILER]
Any really well hid loot I may have missed?
Thanks!
DC
The_Dude on 26/9/2006 at 07:40
In the room with the guard at the window and the patrolling guard with the scroll from Negretto there is an obvious secret door. Search hard for a hidden switch.
[SPOILER]On door frame![/SPOILER]
ZylonBane on 26/9/2006 at 14:49
Quote Posted by SinisterShadow
If you have to kill someone as an objective, you have to kill him by yourself.
Only if it was specifically coded that way. It's entirely possible to simply check that an AI has died.
SinisterShadow on 26/9/2006 at 16:02
Quote Posted by ZylonBane
Only if it was specifically coded that way. It's entirely possible to simply check that an AI has died.
I know, but missions coded this way are rather rare, so forgive me
this generalization. :cheeky:
Yandros on 26/9/2006 at 16:12
It depends on how it's implemented. If the goal is a "Kill X" type of goal, then Dark manages that automatically and may actually only complete the goal if the player is the culprit (someone like Telliamed would probably know for sure if that's correct). On the other hand, if the goal is managed "manually" by the author and marked complete simply when the AI dies, it won't matter how they die.
Telliamed on 28/9/2006 at 00:50
Yes, the "kill an object" goal type of ConVict uses the J'Accuse message from the script of the same name. It needs to be that specific so in-fighting doesn't count against the player when a no-kill objective is in effect.
But such is a discussion more appropriate for TEG. I will voice my admiration for the setting of this mission. It looks nice and I'd enjoy seeing a much larger version of this city. I don't agree with the handling of the AI, though. Some of this is a side-effect of the size restriction (why many contest missions end up not having very many AI.) But in general, I don't often like assassination missions. Garrett is a thief, not a murderer after all.
Also, I needed that light switch in the casino room to be on the inside wall so I could hit it with a moss arrow from the window. If that were there, I'd be able to ghost the mission.
snowcap21 on 28/9/2006 at 12:14
I'd love to see a bigger version of Venice! The atmosphere was very lovely, especially in the beginning and the swimming around and entering the houses from the water made a very unique and interesting way of playing for a Thief mission. The gondoliere was a really nice touch!
I didn't mind the killing objective, but the sudden appearance of AI always bothers me a bit.
sbweightman on 28/9/2006 at 16:22
yes, definitely a bigger version of venice.
oh, and is there anyway of making enemies in the water i.e killer fish? cos i always find the water too safe a refuge.
ZylonBane on 28/9/2006 at 17:56
Quote Posted by Yandros
On the other hand, if the goal is managed "manually" by the author and marked complete simply when the AI dies, it won't matter how they die.
As in the "Into the Fray" mission of T2X, where you have to kill the lead smuggler. Which is fortunate, as he has a strong tendency to drown himself.