I came up with two more questions Goober, hope that's okay (you could take it that people engaging in dialogue about your campaign means it's really cool):
Indeed it is. And yes, I take it in that spirit.
1-This is a response to your recent response to my previous question:Spoiler:Why would they think it wouldn't deviate from attacking the planet? That seems like a risky assumption to assume a ship wouldn't make a slight maneuver since they know ships can move. In a similar vein, wouldn't it have been better to park the Legion behind the Lucifer instead of to the side which is in close view of its planet cannon? I understand you had to place it the Legion there though because that's where it was in the FS2 cutscene.
Either the Lucifer needed to route all available power to the planetary bombardment beam, or it takes a bit of time to reconfigure from "planetary bombardment mode" to "capital ship attack mode". Note that in the mission, the Lucifer stops bombarding the planet after its reactor is destroyed. Furthermore, it doesn't attack the Guardian right away; it sits there doing nothing for several minutes.
The GTI expected the Lucifer to do exactly what it had done in previous engagements. In both previous occasions, it a) did not deviate from its orbit, b) used its forward beam cannons for attacking warships and its side beam cannons for attacking planets, c) did nothing else while it was bombarding the planet. But the GTI failed to consider that the destruction of a reactor might provide sufficient incentive for the Lucifer to alter its behavior. It may be single-minded, but it's not stupid.
Both the Legion and the Guardian were positioned out of the firing arc of the Lucifer's forward cannons, which is where the GTI assumed that any attack would originate, if the Lucifer decided to switch from "planetary bombardment mode" to "warship attack mode". They also assumed they would have a bit of warning if this were to happen.
2-This question kind of is about the final mission but also about FS in general:Spoiler:The FS wiki says that while Helioses do much more damage to an overall target, Harbingers are much more effective at destroying subsystems/parts of a ship. Does that mean if a shielded Lucifer came back in the FS2/post-FS2 era and heavy enough bombs can damage it, the GTVA would be better served to bring back Harbingers rather than use Helioses?
By the way, The Scroll of Atankharzim, Part I features the arrival of a Lucifer-class destroyer in the post-FS2 era. Though Sesquipedalian and I hold different opinions on what precisely happens when all five reactors are destroyed and the ship is not traveling through subspace.
Apparently we have another case of the installer failing to install a mod (the MediaVPs 2014 in this case).
The screenshot shows the MediaVPs as installed but the FSO log shows that the MediaVPs folder is empty...
Could you add a check which marks a mod as uninstalled if its files are missing? That might avoid a lot of confusion.
Without knowing more about his installation setup, I can't say exactly what went wrong, but people have found more and more creative ways to fool the installer. There have been a few instances where people installed their mods to a folder other than the folder where FreeSpace is located, despite dialog boxes warning them about this. Then, of course, the mod won't be available when they run the program.
There is already a check to reinstall a mod if its files are missing. At the bottom of the screen, select the "Re-run installation for mods that are already installed and up to date" checkbox.
Medium is fairly hard if you're just starting out from what I remember.
Yeah that's just glide, the Ray 3 could have done similar movement. There's not any real push toward truer inertial physics. Though you can get pretty close to it, in a ship that allows for movement on all axis and has glide. (Like the Cyrvan fighters for example)Wow, so much speed and maneuverability. It seems like the game is progressing away from Star Wars styles physics (which is wrong but fun to fly nonetheless) and toward truer inertial physics, which is trickier but worth the effort.Parts of those were under glide mode, but given it's the Kaze I believe it's already pretty drifty under tight turns.
<pic>If I had a desktop near my toilet, I'm sure I'd produce my best work there.
Nearly no one of the mission designers play on Insane regulary to balance a mission for that...
Even i think that would a waste of time for them, because only a few players play on Insane anyway... a mission that is intended to be fair but also hard on Insane is a piece of cake on lesser difficulties and so for majority of the players.
So in terms of gameplay balancing... you should play Insane.
In terms of mission balancing...higher than medium only in very few campaigns.
But nonetheless IMO "Into the Halls of Valhalla" is one of the best campaigns out there to learn the Insane difficulty, because most of the missions are easy enough so that it is not too frustrating for the player.
game suddenly wont launch in 4k - launches in 1024x768 no matter what settings i pick in the wx launcherAre you using FSO 3.8.0? Are you using wxLauncher 0.12-rc.2? Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
i used diaspora installer which is fs2_open_diasporar1
cannot get the log file -advanced options states "the executable did not generate a flag file."
also this occurred after i installed fs2open on my staem installation -= i installed diaspora first then installed fs2
but it was in a completely separate folder
This isn't what GD is supposed to be...........the great founders will not sleep well this night.
We should all think very hard about what happened here and strive to better ourselves lest it come to pass again in the generations to come.