Author Topic: RELEASE: Dawn of Sol  (Read 33968 times)

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Offline Madcat

  • 26
Yeah uhh...the crash is random, so if you play it again, chances are it won't happen...
I don't know why.

I guess third time's the charm, crashed twice and worked the third time.

Someone might wanna fix the eyepoints for the Antaeus. The view's somewhere in the model or behind the pilot model, I can't tell.

Happened to me three times, then I had enough and started to ram myself into the Longetivity 5 times in a row so I could skip the mission.

 

Offline Venicius

  • 27
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Great campaign!  Is "End War" available for download?  If it is I can't seem to find it.

Loved the story!

 
 

Offline Androgeos Exeunt

  • Captain Oblivious
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  • Prevents attraction.
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I sure hope the addition of the Circe in the last mission is deliberate!

[attachment deleted by admin]
My blog

Quote: Wednesday, 6 November 2019, 1845hrs UTC, #gaming
The_E
behold the power of this fully armed and operational recluse

z64555
but does it destroy planets with a turbo laser

 

Offline Dragon

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I don't know, but it wasn't there in Beta version.

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
The only thing that bothers me is the Wraith and Thor have two primary banks instead of their original three (Except the one mission that keeps the original Wraith for use of the third weapon slot).

 

Offline Spoon

  • 212
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I'm pretty sure that's because you can't link 2 out of 3 weapon banks. Switching through 3 weapon banks on the Thor would be unhandy because of it's heavy beam weapon.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
However the Wraith and Thor's compatability setup originally meant that it specialized in only having a particular type of weapon in each bank, the special mount, the Archer and Thor's Hammer, a standard dogfighting primary, and a specialized anti-hull, anti-shield, or anti-subsystem weapon.

 

Offline Cyker

  • 28
Phew! Enjoying this very much so far!
In fact I'm only posting now because it just crashed at the same place everyone's saying it crashed (The Space Station Rescued by Deus Ex Machbeamcannon Part). ;)

The detail on the ships is great; I especially love how when you link banks on the 'Rail Gun Fighter' a load of cooling fins and stuff open up :lol:

Right, that patch should have downloaded by now, so back into the maelstrom of battle...!

(Thaaanks again! :D)

 

Offline General Battuta

  • Poe's Law In Action
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The detail on the ships is great; I especially love how when you link banks on the 'Rail Gun Fighter' a load of cooling fins and stuff open up :lol:

Steve-O's ships have some wonderful submodel animation. The Kentauroi/Wraith also has some great stuff when you afterburn.

I think the Uhlan/Lancer is the only really boring one.

 

Offline -Norbert-

  • 211
Are you sure about the Wraith? The only fighter I noticed anything going on when using afterburners was the Jackal, extending those flaps.

  

Offline General Battuta

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Whoops, you're right, got my ships confused. It's the Kentauroi/Jackal.

I've found some time to play this campaign, and I'm enjoying it tremendously.  :) The interface, weapon effects, and ships are great - I particularly like some of the freighters, like the Belus.

The writing's a bit dodgy (in desperate need of a spell-checker), but that could be fixed easily enough. A few of the plot elements also made me giggle a bit; the idea that the Asteroid Belt is some kind of defense perimeter that people would have trouble getting past is a bit odd, since presumably the ICC could just fly up and over it. For that matter, since everyone's using subspace, why are defensive perimeters at all effective? Is a Richochet Effect style handicap in effect?

While it's got it's faults, I'm still having a ton of fun - it's a beautiful popcorn campaign, entertaining and fast-paced. This is a very solid piece of work, and I'd be honored to play anything else this team produces.

Oh, I have to ask: why do I self-destruct whenever I fail a primary objective?

 

Offline General Battuta

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Double post for great lulz:

Quote
It's a Majestic! We don't stand a chance! Oh, ****, our jump drives overloaded. It's been a pleasure serving with you, pilots.

While the mission was rather fun, that made me chuckle in an inappropriate way.

Really liking the weapon design for this mod, though, especially the blob turrets.

 

Offline Dragon

  • Citation needed
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  • The sky is the limit.
The writing's a bit dodgy (in desperate need of a spell-checker), but that could be fixed easily enough. A few of the plot elements also made me giggle a bit; the idea that the Asteroid Belt is some kind of defense perimeter that people would have trouble getting past is a bit odd, since presumably the ICC could just fly up and over it. For that matter, since everyone's using subspace, why are defensive perimeters at all effective? Is a Richochet Effect style handicap in effect?
It was said somewhere that Lucifer's explosion disturbed subspace in Sol and made jumps difficult.

 

Offline General Battuta

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Okay, cool.

Mission 'Seeds of Chaos' is terribad on my end. There are a lot of missions so far that have had some tedious dead space, but in this one, the Windforce maneuvered around for a while while I painstakingly disarmed it. Meanwhile, the surviving Raiden did...nothing.

I finally ~-Ked the Windforce only to find that the recovery carrier had somehow been destroyed during all the fighting, leaving the mission to go on forever.

Blah!

 

Offline General Battuta

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Right, mission 'Downpour' has something problematic going on. During at least one playthrough, disabling the Downpour's communications system caused a crash. Believe it's been reported already.

Additionally, the mission is very poorly balanced - having multiple respawning wings all ordered to attack Alpha 1 is poor form.

I am a bit put off by the simple duplication of Blue Planet's soundtrack. It was enough to make me grin and nod along when it was only one track, but now most of AoA's music has appeared in its entirety. It's not that this is unprincipled or bad - I don't think you'd even need permission, since it all came from public sources - but it all feels derivative.

What's more, the music hasn't been used in very interesting situations; regular FS2 music could've done as well. The best use of music so far was during the attack on the Mars shipyards, which was an original track.

All in all I think this campaign could do with a bit more polish, some soundtrack shuffling, and a re-release. Then it'd move from 'flawed but fun' to 'classic'.

 

Offline Dragon

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  • The sky is the limit.
Okay, cool.

Mission 'Seeds of Chaos' is terribad on my end. There are a lot of missions so far that have had some tedious dead space, but in this one, the Windforce maneuvered around for a while while I painstakingly disarmed it. Meanwhile, the surviving Raiden did...nothing.

I finally ~-Ked the Windforce only to find that the recovery carrier had somehow been destroyed during all the fighting, leaving the mission to go on forever.

Blah!
For some reason everybody's having trouble with it, but anything like that never happened to me.
I think that Windforce should self-destruct after firing it's beams.

 

Offline General Battuta

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The mission where you escort the OLP convoy away from Pluto is glitched. My first time through, an event triggered halfway through that caused a bunch of Gaganas and Auroras to jump in. Fine, fair enough. I died and retried.

My second time through, waves of Antaeuses jumped in endlessly until, while I was shooting down something like Gemini 31, the convoy ships were destroyed. Then command told me that the 'convoy was clear', I jumped home, got the success debriefing, and moved on to the next mission without a problem.

 :confused:

Also, that mission totally did not need Razorback.

 

Offline -Norbert-

  • 211
For me it was the other way round. I defended the convoi untill the jumped, then I got "Primary goal failed". But the mission was a success anyway.

 

Offline General Battuta

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Interesting. Probably an easy fix.

I love the new aspect lock reticule. Did I mention that? Also love what you've done with warship weapons. Those EMP rockets used for self-defense on the Zagreus destroyers are awesome.

I'm liking the political intrigue developing here, but I wish I had some reason to care about these factions. They're all just a bunch of three-letter acronyms wrangling with each other, without real history or personality.

This campaign is so close to glory; the modpack is fantastic and the missions are okay. It just needs a bit more soul, a little more history and character and music to call its own.

EDIT: Just finished. Unfortunately, as the campaign's plot suggested, it went out with a whimper instead of a bang. Starting with 'Bellow of the Beast', the missions became so irritatingly and inconsistently difficult that I mostly cheated my way through the tail end. I can see what you were going for, and I'm sure it would've been awesome with a bit more playtesting, but as it stands the final run of missions was just too BoEtastic, prone to random player death and instafail scenarios.
« Last Edit: January 06, 2010, 06:53:59 pm by General Battuta »