Author Topic: Alcibiades' Gamble Demo Released!  (Read 16540 times)

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Offline Rodo

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Re: Alcibiades' Gamble Demo Released!
I liked the intro a good bit and the story was ok, but I kinda had two gripes:

1) Dialogue voids: there's several times where there's just wing after wing of hostiles coming in for minutes, and no one says anything. Get's a little dull


from personal experience playing the game I would dare to say that combat chatter is merely noticed by the average player, you are pressed to destroy the other fighters not concentrating in the dialogue itself.
I could agree in some way... like adding a small line of dialogue every now and then through combat to make it more.. human like behaviour, so we can agree on that one.


2) Alpha 1 should not have to be precognative: Several campaigns seem to fall into this hole where the only way some mission objectvies could be satisfied is if you specifically kept secondaries in reserve, and started on the objectives before you had been ordered to, or often before you had any reason to start doing them (for instance, going full afterburner to a cruiser and starting to take out it's beams while the cruiser is arguing with your cruiser about surrendering and no one else is fighting).

-examples: The Modair's beam cannon really needs all your rockeyes unloaded into it along with a barrage of tempests, as soon as it warps in. Now disarming the front BC on a fenris/levi is common nature to a lot of us, but psuedo-command should still tell you to do it immediately if you want pilots to do it immediately
-same deal with the deimos's side cannon, swift failure comes in if you don't take that out as soon as the thing warped in

Obviously a fun campaign must make the player work for the glory, that forces us to make alpha a key in every combat... there's no point in starting a mission and not being able to make any difference in the outcome.

I know what you are saying.. not getting good advices in time, but think that command is cut off, the only ones that can give you a hint are the cruisers, but they are already busy in the battle.
here comes in game the cunning of the player, most veteran ones will know by instinct that the first thing to shot down are the main beam turrets, and if you are not a veteran... well we can make a veteran out of you SIR! :P

don't worry you'll be better informed on the second part... but be carefull, the NTF fights well, these fellows are not dumb.. and will put up a hell of a good fight.


But overall not too bad, and it IS a demo so I can guess that you guys will do some rebalancing eventually :)

on future missions... yeah, tnks for the feedback btw.


I just get a little uneasy when anything brings back memories of that one campaign I played where the only way to win one mission is if you go full burner towards where the Colossus shows up (essentially from everyone else's perspective you're hauling ass towards empty space for a minute or two), and then with pinpoint precision take out all of it's primary beam cannons in a certain order priority thus gauranteeing the chance for a much smaller capital ship to do serious damage to the Coli. It's missions like THAT that incur jokes that Alpha 1 is a superjuggernaunt in a fighter that may or may not be an omniscient God :P


don't recall any mission like that right now but it should have been fun XD

being god is goooood XD
el hombre vicio...

 
Re: Alcibiades' Gamble Demo Released!
Eh the Coli thing, not too fun, I was more playing it at that point to see if it could in anyway be won :P I Think I turned it down to very easy and still took a number of tries getting it right. But hey! For a long time I knew the exact position of all the BGreens on the Coli because of that whole disaster :P

And some points taken for what you said. The only thing about the Dialogue void I was really going for is everyone knows about subspace drives having to recharge, but just to make it a little more apparent, you might have the cruiser giving some updates on their status. Currently on the mission where you return to the depot and get swarmed, it just seems like the cruisers are sitting there doing nothing but AAA beaming the crap out of lokis and myrms. At least this is the approach most similar missions take: either the fighter pilots complain about the situation and/or the escorted cruisers ask to buy some more time while they prepare the jump. It gives more of the feeling that you're mowing down waves of fighters for some reason other than because the FREDer wanted to have 10 waves of fighters.

 

Offline Droid803

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Re: Alcibiades' Gamble Demo Released!
In the supply depot one, you are just mowing down waves of fighters. They're trying to secure the cargo depot, because at that point they just think its a bunch of renegades, and that if you kill a few of them they'll run away scared.
(´・ω・`)
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Offline Brain21

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Re: Alcibiades' Gamble Demo Released!
I can't seem to open it, I get this error:

Error: icons.tbl(line 6:
Error: Missing required token: [#Start]. Found [:]  instead.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


It seems to be showing up for a number of mods I'm trying to run.

 

Offline The E

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Re: Alcibiades' Gamble Demo Released!
Have you tried the 3.6.10 RC2 build?
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline Brain21

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Re: Alcibiades' Gamble Demo Released!
Still doesn't work.

This also shows up for Inferno, Blue Planet, Derelict, in fact I think it's for all the FS2 mods. :(

 

Offline The E

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Re: Alcibiades' Gamble Demo Released!
Okay, then. Run a debug build, and post the logfile. Preferably over on the FS-support board.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline Felix 039

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Re: Alcibiades' Gamble Demo Released!
Where do I actually put the mod? I am using Mac OS X's FS2_Open 3.6.10 here.
And I dont see a file call "MOD"

BTW, I redownloaded it and it crashes at the mission mentioned above (Rescuing a Deimo class corvette?destroyer?), i tried running on debug and it crashed my debug build too :hopping:
Turning pros into noobs since 1992.
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Offline blowfish

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Re: Alcibiades' Gamble Demo Released!
Put the folder with the VP files in the same folder as your FS2 app, and use the launcher to select it as a mod.

 

Offline Felix 039

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Re: Alcibiades' Gamble Demo Released!
For those of you who still have crashing problem with mission 4-5 (Im not sure which) try using the 3.6.10 RC2 build. I tried it and the engine no longer crash.
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Offline Rodo

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Re: Alcibiades' Gamble Demo Released!
For those of you who still have crashing problem with mission 4-5 (Im not sure which) try using the 3.6.10 RC2 build. I tried it and the engine no longer crash.

If you had troubles running mission 5 you need to download the vp pack again since the first pack had a corrupted version of mission 5, plus you'll see some things that in the first pack were not included such as the nameplates and the background planets.
el hombre vicio...