Mission Creation

Planning mission set

The missions are where your campaign succeeds or fails, if you have buggy or boring missions then people won't care how nice your cutscenes look. The types of missions you create depends greatly on the plot of your campaign, and to a certain extent the plot of your campaign will be guided by the need to produce a variety of missions. You may like dogfighting missions, but some people may prefer making the big-ships go boom. You may also decide to have some covert operations so that the player can fly non-standard craft.

This is one area where XWA having a more X-Wing or TIE Fighter like interface (with a concourse) is at a disadvantage compared with BoPs simple datapad method as since XWA is built around one big campaign you don't have a place to choose between campaigns (unlike BoP) and so your mission sets would be a replacement rather than an alternative. There is also the problem that if your mission set is based around a group other than the Rebel Alliance / New Republic then you will have to choose between this mission set being rather more obviously an amateur addition and going to the trouble to make this a Total Conversion by replacing everything you can think of (see Frontend page). Thankfully there is an Imperial Concourse available which will partially solve this problem if you are making an Imperial based mission set, though this is the Concourse only and does leave the default XWA graphics in other areas so it is not a Total Conversion.

Your first task will be to work out what sort of missions you are going to make for your campaign. Try to plan out the basic plot of the campaign in the same way as if you were going to write a story and then work through this plot and start making notes of general mission ideas. Gradually you should be able to build up a list of missions and sequences of missions of missions within this overall plot. Once you have a rough list of missions take a look at it and decide if the campaign can be improved by changing the order the missions will be played in so your mini-sequences intertwine and the general plot ebbs and flows correctly. Now work your way through the mission list pretending that you are playing the game and make general notes for each mission on the very rough basic sequence of events for that mission and identify any plot-points which will be revealed in that mission.

Remember that although a great deal of plot information can be conveyed in the in-flight messages and through the use of e-mails in the pilot quarters that if you have the facilities that Cutscenes can be very useful in conveying extra information or information which the player can know but which the players character within the plotline would not know (an example would be the first cutscene in TIE Fighter where Harkov meets Mon Motha to discuss the defection of him and his fleet to the Rebel Alliance).

You should end up with a good plan which will help you to avoid writing yourself into a corner and to help avoid having similar missions following one another. Remember though that you shouldn't be afraid to change this plan if a good idea occurs as you progress with your campaign or gain experience in mission-building. Once you have created your plotline the next step is to start actually building the missions.

Prompt sheet and advice

Prompt sheet

  1. Variety of missions. Attack / Escort / Recon / Capture....

  2. Try to have occasional use of non-standard ships (covert ops. etc.)

  3. Don't always work to 96 ship limit, not everything needs to be a full scale engagement and smaller scale battles make a change and a different challenge.

  4. Try not to penalise the player for being too good. If you need something to happen then it should be impossible for the player to prevent it rather than letting them make a brilliant move and then have that effort wasted because the missions sequence breaks down. Also if there is a efficient way to accomplish the mission goals then don't penalise the player for this efficiency by having him get a pathetic mission-score because he didn't spend time on shooting down enemy craft (no photo-recon pilot would be commended by his commander for engaging the enemy rather than getting the information and returning ASAP).

  5. Consider that players are devious and if there is a way to work around your mission design by disabling rather than destroying something, or waiting to inspect something until all other goals are complete, or some other way to avoid triggering a condition then somebody will find it and use it.

  6. Use spare ship capacity for background colour where appropriate (neutral ships, additional friendlies who are unconnected with the mission...) so that although the mission is taking place in a vacuum it isn't taking place in an empty arena.

  7. Good briefings / debriefings, mission messages, and "e-mails". Clear language, nice grammar, no misspellings, plenty of plot and personality, and all crucial events covered in the messages to prevent the player from failing to notice them.

  8. Revisit locations during the campaign to try to give the impression that you are based in an actual area rather than just hyperjumping around randomly.

  9. Have capital ships perform to their full capability unless you have a good reason why they wouldn't be able to. If they just sit there and watch friendly forces being destroyed rather than launching their reserve fighters / moving to assist / or even just opening fire then it makes the mission seem less believable. Conversely don't have them perform beyond their capability, especially with regard to the number of fighters they launch, unless you have an equally good reason.

  10. Use conditional jumps (and Dynamic Goals) to try to give the player the occasional surprise though obviously if you overuse this idea then it gets stale very fast as the player begins expect that the mission won't go according to the briefing.

Wing and a Prayer

One of the main hazards facing real pilots is not so much the actual attack as trying to return to base with battle damage. XWA doesn't really simulate this problem as your engines and hyperdrive are either working or they aren't rather than being able to be partially functional but one thing I do include in my missions is a Goal whose condition is that the players craft must return to the region where the mothership is.
I can't make the players land, but I can prevent them from being able to win by aborting the mission (as was a common tactic in TIE Fighter when you had Advanced Concussion Missiles homing).

Hangar Entry and Exit

One thing which can be annoying is when fighters enter or exit the hangar in an incorrect fashion. There is only a finite amount of space to go in and out of the hangar so if 3 squadrons are trying to do this at the same time it does look rather strange.
Exiting the hangar is easy to adjust as you simply set a small time-delay for each flight group so they leave the hangar at intervals (I normally allow 2-4 seconds between FGs, which strikes a balance between the fighters being too spaced out and being in one big clump which looks like it should get jammed in the doorway). If the mothership has been hyperspacing then delays are crucial as if you have (say) some TIE Fighters set to arrive when their mothership arrives then the fighters will launch before the mothership has slowed down from the hyperspace jump and will be badly out of position, a 10-15 second delay has proven effective in countering this (think of it as the time it takes a starship captain to actually say "Launch fighters" and the message to reach the hangar)
Entering the hangar can be more complicated but I have found that if you give a "Escort : Mothership" order following the mission specific order then the fighters will take position near their mothership. If you then have a "Fly home" order which is jumped to when the preceding Flight Group has "come and gone" (which is triggered either when it is destroyed or when it enters the hangar) and when all the mission goals are complete then the Flight Group will wait its turn if necessary.

Explaining things away

Another tip for is to not be afraid to explain things away in the briefing or in messages. Sometimes you will have a plan for the mission and you will find that a part of it is either impossible to do, or that doing it would be a great deal of work and not add anything to the mission. In these cases you may find that by putting in an extra bit of explanatory text you can get the mission done.
An example was a (BoP) mission with a ISD dropping off a strike force and then microjumping to the other side of the target, which I was having trouble getting set up as it was taking too long to jump and re-enter. Eventually I decided to just have a message that said "The ISD has just re-entered hyperspace, they should be dropping out again soon.", this took nothing away from the mission but enabled it to work better.

Creating a mission

Mission limits

Beyond certain limits the mission will not work.
The ships/sector limit of 96 is the most important one to keep in mind as if you try to have too many ships onscreen at the same time the XWA will simply delay arrivals until there is room for the new ships as the ones it has displayed are destroyed or leave (remember it is 96 ships at a time in each sector, not 96 ships in total in all sectors at a time or 96 ships in total in the mission).
Another important limit is the number of Flight Groups. BoP began to have trouble at around the 46 FG mark but fortunately XWA has a far higher limit of just over 100. I have not had much experience with this limit, but there was one mission where I had created about 120 FGs and it corrupted, I tried again (with quick FGs) and it corrupted again ; I then tried merging FGs together and changing a few things and managed to get it down to about 102 FGs which worked fine. I may have just been unlucky though in the corruption.
The final limit is on the number of messages per mission that will work, so over to Ace Antilles :
Hi Guys. Some info for your Editor / Web Pages. It seems that XWA only accepts a certain amount of in game messages. While Allied lets you put in up to 100 (+?) messages the problem is XWA won't accept any messages over about 65, (0 - 64). If you have over 70 it crashes. Over say 66 the text colours go all weird. I found this out while redoing Hernans Death Star mission because he had 100 messages in!! This is excessive for most people but good info anyway. I probably wouldn't recommend going over 60 messages. I'm still not sure if this is too many as I am having problems at moment.

Mission Making

There is an AlliED manual available at Troy Dangerfields site which includes a "AlliED for Dummies" step by step. There is also a tutorial available created by Rogue Wing. These are quite comprehensive but I decided that I might as well cut and paste the text from my old site and have a tutorial here as well.

Having opened AlliED and created a new mission you will have a single Flight Group of one craft (of the default-type) which will be your fighter. One of the first things you should do is check the Mission Parameters. This where you define what type of mission it will be, what the names of the various regions in the mission will be, which tactical officer and what insignia will be used, and the time limit (if any).

Next you may as well set up the player craft for which there are various extra options compared with AI Flight Groups. You can define alternate warheads, countermeasures, beam-systems (if possible), and even different fighters. When I was making the first version of my mission set I was very careful to keep this as a single-ship FG as I'd assumed that if I was shot down I'd reappear in one of my wingman's seats but after much work I realised this was a wrong assumption.
Something to be careful of though is to not let these choices affect the balance of the mission too greatly. Some missions in TIE Fighter and X-Wing versus TIE Fighter were much simpler if the player could take warheads suited to a different role (Heavy Rockets rather than Concussion Missiles or visa versa). There is also the problem with giving the player a choice of fighters as this changes the composition of the friendly forces, where as with XvT the player could have just taken a different position in the (unaltered) list of ships.

The next thing I do is to create all the Flight Groups (including Backdrops and Hyperbouys) and set up their basic information : What sort of ship they are, how many in the FG, what the name of the FG is, their starting location and at least the first waypoint, arrival conditions for those not present at the start of the mission (including if they are hyperspacing in or have a mothership), and if they are part of a Global Group (FGs grouped together so orders and conditions can treat them as a single entity) or a Global Unit (same as a Global Group but the numbering of the ship continues through the Unit rather than starting from 1 again with each Flight Group - useful for fighters).

Once all the ships are in position it is time to start giving them Orders to follow. I normally start with the group the player is flying with as their orders can be the most complex and they are what the mission is focussed around. Once this group is moving through the mission sequence properly (and the hyperbouys are appearing correctly so the player can move with them) I start to enable any other flight groups which trigger a condition, respond to a condition, or simply have a sequence of orders to follow rather than just one.

Eventually you will have these flight groups responding to events, or being responded to, and the complex part of the mission building is about done so now it is time to make things complex for the player by enabling all those single-order FGs which have one task to do and are determined to do it. Most of the time starships can simply just be moving along (or stationary with 0% throttle) shooting at any enemy ships ( "Patrol and Attack" order) and the complex part of this is setting up the waypoints so they behave logically. Most fighters are even simpler as their job is to shoot things down and the "Attack" order works fine, and doesn't even need more than one waypoint.

Remember though to be careful with the targets and target priority even with the single-order FGs - especially TIEs which are death on fighters but get badly mauled by starships - so that even if their tactical plan is "Kill! Kill! Kill!" they are at least killing or trying to kill the appropriate things.

Now that everything is moving you have a mission but possibly one which will require further tweaking to try to make the mission challenging in the correct ways.
Adjusting the AI levels of the Flight Groups is one method (for example if you want the enemy fighters to be the main threat and if you find they are easily killed but then the enemy capship wipes out your entire force then the fighters need higher AI and the capship lower).
Another method is to look at where the main losses are occurring as sometimes what appeared good orders can lead to one side being massacred because while they are trying to achieve their priorities against one enemy group another enemy group is able to attack them (example would be giving fighters orders to attack the enemy strike in preference, which seems fair, but then enemy fighters, which they're ignoring, attack them). Adjusting the conditions or target priorities so that the FG responds better or worse to events (in effect changing the standard of leadership) can have a big effect and more than once I've had to adjust AI upwards to partially compensate for it being an over-adjustment.

At some point during the above work you should start to work on the Mission Messages which are used to improve the feel of the mission and to give additional information to the player. Messages can be triggered by a condition or their display can be used as a condition (which can be very useful in linking together a chain of events).
Examples of messages which can improve the feel of the mission would be messages from your mothership welcoming you back, taunts from enemies, general pleas for assistance, comments on enemy or friendly ships (like in TIE Fighter "How pathetic, they must really want to die flying those Z-95 Headhunters"), etc.
Examples of informative messages would be those triggered when half a friendly squadron has been destroyed, a distress call from a ship being boarded or whose hull is weak (specific plea for assistance), when a ship is nearing a hyperspace point or another ship, etc.

Once the mission is playing well and the messages are displaying properly then it is time to make your briefing. You may prefer to do this at a different stage but sometimes you will need to scrap a mission and start again because an idea doesn't work so I normally wait until I know the mission is going to be a good usable one.

First thing to do is to produce your text for the briefing, the mission description, the mission-fail tips, and the mission-complete text. The briefing text and the mission-fail tips should both be quite short sentences and focussed entirely on the mission itself with the story elements for the mission set contained in the mission description (for what has been happening since the last mission) and the mission-complete text (for what story consequences your mission has produced).
Although this isn't actually part of the mission is is worth mentioning the pilot "e-mail" here as you may as well decide and type whatever messages (if any) your pilot will get following the mission at this point.

Next is the actual briefing which basically is a map with ship-icons which can be changed to show different regions and which has the text you've created displayed in sequence at the bottom.
You will start with a blank map which will be Region 1. You should add the icons for the appropriate ships, remembering that one icon per Flight Group is enough and even multiple Flight Groups (of the same type) can be represented with a single icon to avoid cluttering the briefing map. Add the first briefing text and the move the briefing time ahead to the point where you want the text to change and add the second briefing text and a page break (which the briefing jumps to when the when the advance button is clicked), and so forth until you have all the text for that region added. Add any icon boxes and map labels to emphasise the information in the texts.
Next (if your mission is a multi-region one) use the change region option to switch the map to the second region and follow the same procedure, and if necessary repeat this for a third or even fourth region.

Things to be careful of are allowing enough time for the region change animation, using sensibly spaced Page Breaks , and to be very careful when using the option to have the icons moving as mistakes here can take a while to correct (though it can look good).
Things which can help your briefing look good are using the option to have the icons moving so they travel to their hyperspace points (etc.), use the zoom and pan on the map to change the focus of the map as the briefing proceeds, as said above when a FG is mentioned have the icon boxed (and then clear the box at the next page break), and have icons disappear to emphasise that those FGs should be destroyed.

The wave files for the briefing seem to follow the format that where bb=battle number, mm=mission number, and xx=wave file number B-bb-mm-xx correspond to wave file for each string xx in the briefing, N-bb-mm-xx = introductory speech played as you enter the briefing room or family transport, S-bb-mm-xx is the wave file (or files in some TG cases) played over the mission description, and W-bb-mm-xx is the win debriefing.

Now that you have a mission that is playing well, has well written message which are displaying correctly, and has a good briefing it is time to actually "win" it so your pilot can move on to the next mission and to do this you need to set up the mission-critical Goals. Set up the conditions and the text which will be displayed for the goal and then play the mission for "real".

With luck your goals will be set up correctly the first time but if they aren't and you win by accident then remember that you can just use the replay option to wipe out the false-win. Once you are satisfied the goals are correct then accept the win, check the mission-complete text is fine, and accept congratulations for having made a mission - now all you have to do are several more of the same standard and you'll have a set.

If your mission uses custom OPTs then you could chose to use custom Briefing Icons if you feel no default ship is close enough.

If your player is not flying from a TG cruiser then you may want to use a custom Cruiser Insignia.

Section Links: AlliED | Darksabers X-Wing Station | Rogue Wing

Creating a multi-player mission

One of the strangest decisions that Totally Games made with XWA was in reducing the possibilities of the Multi-Player missions to being simple skirmishes rather than at least leaving these at the same level of complexity as seen in XvT/BoP. It is understandable that multiple regions could be too much for a multi-player game, at least at the time, but to replace the XvT/BoP format which had messages, arrivals and departures trigged by conditions rather than just replacement waves of craft and no retreat, and more complex goals, etc with the simplified missions created by the skirmish editor has caused a great deal of frustration (though in TGs defence if you consider these as the extended melees they were meant to be then they are a good improvement).

Fortunately it is possible to "fool" XWA into using a more complex mission in multi-player mode by the reasonably simple method of making a mission file which is then made read-only (write-protected) so that the Skirmish Editor cannot overwrite it with the mission it will create. This multi-player mission will suffer from the same limits as a single-player mission as well as being restricted to a single area. No briefings will be available so this information will have to be conveyed in a different manner, though this lack of a briefing does at least mean that you will not have to create any custom wave files or cruiser insignia for this purpose.

This method may differ from some peoples but it works for me :

  • Create a Skirmish with the Player FGs (as a minimum).
  • "Play" the Skirmish so that temp.tie is created.
  • Save the Skirmish as an appropriate name. This Skirmish will serve as your link into the mission.
  • Load temp.tie into AlliED and start to edit it. Remember the mission can only be single-region.

Something that I have noticed is that if the player craft in the skirmish editor was different from that in the mission file that rather than flying this mission that, although temp.tie was not overwritten, a skirmish was created using the skirmish editor settings.

Section Links: AlliED

Less Obvious Orders

Dynamic mission goals

Something you may wish to consider using are Dynamic Goals since these can be very useful for springing a surprise on a player by suddenly giving them a new objective. This sort of surprise should be used sparingly and remember that you will have to be vague in both the briefing and mission-failure tips to stop the player from realising a surprise is coming.

Dynamic goals work by using something called the Active Sequence which defines the order in which the goals are displayed. A 1 or 2 would be displayed at the start of the mission, a 3, 4, 5, or 6 would be displayed as each preceding goal (or group of goals) are met, and a 7 means that this goal will only be displayed when it is failed or completed.

A much fuller tutorial on this is available at Darksabers X-Wing Station, which is why I felt no need to go into much detail.

intelligent pilots

By using conditions to jump to different orders you can make the pilots more intelligent by letting them respond to events or be more flexible in their actions.

One example of this would be that rather than having a group of fighters attack the opposing fighters from the start give them orders to attack the opposing starship, but have them jump to the order to attack the opposing fighters when they are out of torpedoes OR enemy fighters are in proximity. This would let the AI pilots duplicate what a human pilot would do in firing torpedoes off as part of the initial strike before switching to space superiority work.

A simple proximity trigger could also be used for escort craft to stay close to the craft they are protecting until the attackers approached close enough.

Another idea would be for fighters to switch orders based on the status of the enemy. If the opposing starships shields go down then some fighters could "decide" to help finish it off quicker, if more than a certain number of the opposing fighters have been destroyed then some fighters could be spared from dogfighting for the strike role, etc.

Or conversely if most of the opposing starships are destroyed or the main targets shields are out then some of the strike craft could switch to dogfighting then rather than this waiting until the ship has or ships have been finished off.

Another idea would be to alter the priority of the targets, a group of fighters could be acting as a strike escort and so concentrating on the opposing fighters as first priority and opposing strike craft as a second but if a starships shields go down then they might switch to the opposing strike craft being the priority to try to prevent the starship being lost.

Generally speaking just think how you would fly the mission and how you would react to events and see if there is a way to emulate this, however crudely, using the jump to order facility. These can be very difficult to debug as you have to create a set of specific conditions but can be worth it, at least for flightgroups that are meant to be relatively elite.

Making ships defect

Although in XvT/BoP you could use the "Jump to Order 4" to make ships attack former-friendlies in XWA this is far nicer as there is a proper defect order which changes the IFF/team to the new side. You can either use it as the name suggests for a ship to decide to switch sides or you can use it instead of having a ship "Board to Capture"ed if you want the captured ship to do more than simply leave.
This is a far simpler thing since Sheldon discovered the missing link of the condition for "if defect" as in my previous experimenting I had needed to use other conditions which could cause occasional problems.
First thing is to set up the "Defect" order which thankfully is named as such in AlliED. In the box marked "IFF?" you should place the number of the IFF (acquired by counting from 0 the IFFs in the list of them) you wish the ship to defect to. You should also set up the "jump-to" condition for the order (if you are using one).
Next you should set up the post-defection orders and set their jump-to to be "if condition 52" which Sheldon discovered to be "if defect". This order could be anything you wished (within reason).
Remember though that you are giving a starship an order which involves it shooting at things that its lasers will change colour if the IFFs it defected to and from have different colours (like Imperial and Rebel), which is an interesting effect and impies they just have a toggle switch or a little control knob to twiddle.

Multi-container convoy ships

You can use condition 53 to make one of those cool convoys with a bunch of containers in-between the cockpit and the engine. Just go to the Arrivals tab for the container you want to connect in-between a cargo hauler, and make the arrival condition this...
-100% of Flight Group ? must 53"-
The ? is the cargo haulier you want to put the container in between. To make the hauler move, just give the move order to the hauler. The containers don't need a order to move, the cargo hauler pushes them along. And any ship can be hauled. It would be neat to see a Cargo Hauler pushing around a disabled Star Destroyer in a repair facility.
To make long convoys, just make multiple containers in a flight group, and if you want a new flight group, just do the same thing (100% of Cargo Hauler must 53). They will be added according to which is first in the Flight Group list to have that Arrival order. So, basically, these ships are 53ed to a hauler...
CON/A Alpha
CON/B Beta
CON/C Gamma
Alpha will be near the cockpit, Beta will be in the middle, and Gamma will be near the engine.
Thanks go to Cybercheat whose post I have quoted and to Sheldon for his work as well.

Proximity Triggers and semi-branching missions

One idea to try to increase the enjoyment of repeatedly playing a mission is to attempt to make the mission subtly different each time it is played, and one idea of how to do this is to use proximity triggers and messages.

Messages can be used to provide a small amount of branching as they can be cancelled by one another and set to display at a set time. Therefore you can emulate the first battle in the first Rogue Squadron novel by Stackpole (which itself was based on a training mission from X-Wing) and have XWA check if the player is near a particular ship and change the mission accordingly. In the novel if most of the fighters were near the Corvette then the enemy Frigate kept its distance, but if they went further out then the enemy Frigate would hyperspace in at close range.

With XWA this could be done by having message "A" set to be displayed when message "X" (set to be displayed at a set time) was displayed and if the particular craft were in proximity to the set location and for message "A" being displayed to cancel the display of message "B." Then the appropriate group of ships arrival condition can be set to be if message "A" has been displayed.
The alternative would be allowed for by doing the opposite, message "B" would be set to be displayed if when message "X" was displayed the particular craft were not in proximity and for message "B" being displayed to cancel the display of message "A." Then the alternative group of ships arrival condition can be set to be if message "B" has been displayed.

This can be good as it would hinder the players ability to pre-position himself to intercept an attack since if they move to where the attack came from the previous time they played the mission then they would find the attack coming from a different place. Remember though that the alternative groups of ships will each take up FG slots so if you use this too extensively you could run out.

Installation

AlliED includes a list file editor but you may have created your mission.lst as part of the planning process of the campaign. You can simply copy your mission files and your mission.lst into ..\xwa\missions\ and then play them. Remember though that if you give missions numbers lower than 7 that you would not have access to the concourse and you would also have a problem with mission number 1 (which is the second mission as the first is number 0) with XWA insisting on you being on autopilot, so start your numbering from a higher value (probably simplest to just add a digit to the start and start from a hundred and something).

If you expect that people will enjoy your missions enough to want to play them in the combat chamber then you could add some MISSION/mission/Battle pictures. This is done using DATech with the Battle id number being how many battles are in mission.lst (so if your battle is first one then set battle id number = 0) and the Mission id numbers (MISSION and mission) being the mission number in mission.lst (so if your first mission is 100 then set id numbers = 100).

One way that you could distribute your mission set is as an XMOD so see that guide for more details.

Section Links:: DATech | XIS