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FreeSpace Releases => Mission & Campaign Releases => Topic started by: TopAce on June 15, 2012, 02:11:39 am

Title: RELEASE: Luyten Civil War v1.1
Post by: TopAce on June 15, 2012, 02:11:39 am
(http://media.moddb.com/images/articles/1/82/81474/LCWbitmap2.jpg)
A FreeSpace 2 campaign

Here it is, folks. As announced, I managed to deliver this campaign on June 15, 2012.

Story
Capella happened. Not only did the GTVA lose an entire system, most of the 3rd Fleet, but there are innumerable Capellan refugees left homeless by the cataclysm. The GTVA General Assembly hurriedly passed an act to facilitate sheltering the refugees in far-away systems, including Luyten. At first, the Luytenian Government, presided by the controversial Chancellor McCleskey, saw great potential in the new arrivals. They hoped that the influx of able-bodied workforce would help fix the declining regional economy.

However, the demographic shift turned out to be unfavorable. Within months, Luyten suffered its deepest economic crisis in its history. The populace blamed the Capellans and the ever-unpopular McCleskey government for the recession. The GTVA General Assembly would be willing to interfere with the McCleskey government's internal affairs, but the Beta Aquilae Convention grants them with no such power. Before BETAC could have been accordingly amended, the ruling government suffered a devastating defeat in the elections. The new Chancellor is Edward Keyes, who is determined to "purify" Luyten of its unwelcome guests and to enact unorthodox economic policies to cure the recession. Emboldened by sweeping popular support, the Chancellor announced that Luyten no longer recognized the GTVA's jurisdiction.

When it appeared that the crisis could be solved through diplomacy, three high-ranking GTVA dignitaries were abducted and stoned to death in daylight by an angry mob of anti-Alliance protesters. Peter Lindres, Special Operations Command, submitted a report the next day, showing indisputable evidence that Chancellor Keyes knew about the abduction, but let it happen. To make matters worse, intelligence reports that news of the diplomats' deaths was welcomed by extremist underground movements in Laramis and Barnard's Star as well.

Fearing that prior events would trigger a domino effect, the GTVA Security Council assembled and voted in favor of a forceful military intervention to Luyten. Their goal: get rid of Keyes and his closest associates.

Be prepared, pilot. Your hull is failing, your weapons are depleting, and time is running out.

Read the full story: Part I (http://www.moddb.com/mods/luyten-civil-war/features/story-background-part-i) and Part II (http://www.moddb.com/mods/luyten-civil-war/features/story-background-part-ii)

(http://i1082.photobucket.com/albums/j367/TopAceHLP/LCWrelease2.jpg)

Installation
Installation is like normal. If you don't know what it entails, consult the accompanying readme file or this Wiki page (http://www.hard-light.net/wiki/index.php/Installing_Mods_for_FS2_Open).

Notes

(http://i1082.photobucket.com/albums/j367/TopAceHLP/LCWrelease1.jpg)

Known Issues

Acknowledgments
I am deeply grateful to swashmebuckle, who has given invaluable advice on the story and helped polish the dialog/briefings in the campaign. Though his role was limited, General Battuta's input had a positive impact on the final release as well.

LCW uses some publically available assets. I am thankful to all of them. A list of these people is given in the accompanying readme file.

(http://media.moddb.com/images/mods/1/18/17770/M8WIP.jpg)

Files and Links
Some Technical Data
File count:
Code: [Select]
Searching root pack 'D:\Games\FreeSpace 2\LCW\LCW_v11.vp' ... 219 files
Checksum:
Code: [Select]
Found root pack 'D:\Games\FreeSpace 2\LCW Release\LCW_v11.vp' with a checksum of 0x025c4402
MD5 checksum (of LCW_v11.vp):
Code: [Select]
0063b37d613ba58956ceded0c2bd27ea
(What are these numbers? (http://www.hard-light.net/forums/index.php?topic=68817.0))

Personal Remarks
Due to my other project commitments and general loss of FREDding drive, I decided not to undertake a new project of my own. It has been 9 years, 6 campaigns, with 137 released missions total, and that's enough. I wll not give up on my current projects, but I will not take up another one. Maybe I will find some extra motivation and upgrade one or two of my older campaigns, but not much else. Without further ado, I have only two (or, depending on criteria, four) words for you: Play LCW.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Droid803 on June 15, 2012, 02:34:50 am
Gratz on the release, take a well-deserved break.

Probably gonna give it a whirl this weekend! (Work full time = no time to play campaigns during weekdays).

That said, from the screenshots, questioning the font choice for the panels, makes it look very...old fashioned and low tech, with the serifs and all :P
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Black Wolf on June 15, 2012, 06:35:00 am
Congrats on keeping a release schedule! :D Looking forward to getting into this - will play and review once I'm back from work in a few days.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: CommanderDJ on June 15, 2012, 07:12:05 am
Downloading this now, will hopefully play it soon! I've been looking forward to this for a long time!
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: The_Force on June 15, 2012, 07:24:44 am
Completed first few missions, really enjoying it so far. Good job :yes:

Edit: Someone make a Highlight
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: perihelion on June 15, 2012, 10:41:45 am
Edit: Someone make a Highlight
Seconded!

Also, I'll download this and give it a whirl when I get home tonight.  Probably won't have much time to try it out until next weekend, though.  Congratulations on the release, though!  I'm looking forward to playing it.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Commander Zane on June 15, 2012, 11:02:34 am
There are some pretty intuitive missions in this campaign; seven missions in and the experience is quite fun.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: swashmebuckle on June 15, 2012, 11:30:02 am
I've already played through it a couple times in testing, and the gameplay variety in this campaign is top notch (or ace, I suppose you might say).  I never got bored on repeated playthroughs, and I'm looking forward to coming back to it and trying to make it through on hard. :yes:
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Dan1 on June 15, 2012, 03:33:14 pm
Just played it through and very well done I must say.  Left me wanting more at the end now I'm gonna go back through and choose some different options.

Only encountered one thing in my first playthrough:


Parked bomber 16 -seems to be inside the facility (had to blow it up using the cheat commands) - mission: encounter

However I went back a few times doing the mission and didn't encounter it.  Maybe it got pushed into the facility I dunno.  Seems very solid so far though.

Oh, and I like your choice of music.  :cool:
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Aurora Paradox on June 15, 2012, 07:25:54 pm
Glad to see that you made your chosen release date.  I've already started my download.  Hopefully I'll have some time to play through it this weekend.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 15, 2012, 11:38:47 pm
Parked bomber 16 -seems to be inside the facility (had to blow it up using the cheat commands) - mission: encounter

Oh? I haven't encountered this bug in the previous 15 or so play throughs, so supposed it has gone. Adding to known bugs section.

Thanks for all the kind comments so far. :)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Androgeos Exeunt on June 16, 2012, 02:02:54 am
Facebook wall spammed. If it runs on my end, I'll post a review of it here within the next few hours.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 16, 2012, 03:40:48 am
Bug report : if you select a GTF Stentor while there are no Circe available, the second, tactical primary bank gets fitted with whatever's available (in my case it was a Subach HL-11) even though it shouldn't be able to equip it.

Easily seen in LCW-7.

That might, actually, be worth a Mantis report.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Androgeos Exeunt on June 16, 2012, 05:41:18 am
I've tried out the first few missions, and I must say that I am very impressed. The custom music was a bit loud compared to FS2 music, but it was surprisingly fitting and sounds like it even has traces of FreeSpace at some points.

The mission objectives are quite different from the usual "escort this" and "destroy that". For those who haven't played, think "shuttle run" and "pretending to be space debris" as two examples of other objectives you will have to fulfil in the campaign.

I've only completed, what, three missions, and I already like what I'm playing. I look forward to finishing the rest of it. :)

Spoiler:
I also need to map my shield augmentation keys, because I don't have that many keys on this MacBook keyboard. Go me.

A little question: Is Level Chi a canon classification level? Information on the PCD Saturn from The Procyon Insurgency was classified Level Chi as well, according to its tech description.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 16, 2012, 05:55:09 am
Level Chi? Where?
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TrashMan on June 16, 2012, 06:09:36 am
My stuff....I see lots of my stuff. Gotta to give this one a try
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Androgeos Exeunt on June 16, 2012, 06:29:37 am
Level Chi? Where?

It's not in the game itself, but on the ModDB page:

http://www.moddb.com/mods/luyten-civil-war/features/story-background-part-ii

Entry for January 7, 2369.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 16, 2012, 06:34:44 am
Oh I just wanted to write something other than the usual canon classifications. Chi is part of the Greek alphabet, so the GTVA probably uses it.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Cyborg17 on June 16, 2012, 10:17:43 am
I've played through about half of it.  The mission variety is really high, but a few levels are annoying if you end up dying more than once.  (I had to deal with a graphical glitch that I think happens when my video card gets too hot, so it was harder for me to stay alive.)

But the Freding is top notch ace, my good sir.   :)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: BloodFleet on June 16, 2012, 12:01:44 pm
Went all the way with no problems.

Though, are the things the bombers docked onto supposed to be that explosive? I blew one up at like 60% health and full shields and it killed me. Also my wingmen all died due to killing a bomber dock. One time a whole wing was wiped out at once >_<
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 16, 2012, 12:37:13 pm
The bomber docks are supposed to be volatile, but only in a few meter range. Unless you are very, very close, you shouldn't die of its explosion. What difficulty level were you playing on?

[EDIT]Yeah! After 48 hours, the ModDB guys finally authorized the news item I posted about the release.  :rolleyes:
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 17, 2012, 05:40:51 am
Well, think I found my new favorite secondary weapon.  The MX-70.

The GTVA would do well to replace their hornets with this, and start phasing out the Harpoon.  (Granted, the only reason the GTVA is even still using the Hornet is because of the huge stockpile of the darn things)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 17, 2012, 05:42:03 am
Why on earth would you need anything else than Tempests I don't even.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 17, 2012, 06:26:30 am
Styles, styles, styles...
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: CommanderDJ on June 18, 2012, 12:51:23 am
Just finished this. Its simplicity is its strength; it's an old-fashioned cog-in-the-machine style narrative that definitely harkens back to retail gameplay, but introduces new elements at a frequent enough rate to keep things remarkably fresh. Not once was I bored. The stealth missions, for some reason, were incredibly fun. No idea what it was, but I enjoyed those two the most out of the campaign. A very enjoyable campaign! I've been looking forward to it for a while, and it definitely met my expectations.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MikeRoz on June 18, 2012, 02:45:09 am
I was extremely pleased that
Spoiler:
the double agent did try to kill you. After my suspicions about his being a double agent were confirmed, I was left thinking "Why didn't he shoot me in the face? Knowing how FS2 played out, that would have been a more devastating blow than any of the capships he managed to lure to their death." I guess he had. I wonder if he read the instructions for the detonator.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Meneldil on June 18, 2012, 09:27:46 am
Just finished this. Its simplicity is its strength; it's an old-fashioned cog-in-the-machine style narrative that definitely harkens back to retail gameplay, but introduces new elements at a frequent enough rate to keep things remarkably fresh. Not once was I bored.
I'll second this.
I know next-to-nothing about fredding, but some of the things you pulled off were impressive. Is the "intro menu" you used for choosing an entry point an SCP addition, or a hack? I've never seen it before.
For some reason, blowing things up with remote control drones was especially fun :D
Also, thumbs up for appropriately naming the Albertine's turrets: I wish that was a more common practice in mods.

Minor complaints:
- going through the mod files to find the stats for primaries is unnecessarily tedious
- the choice prompt in mission 6 shows the default key bindings (1 and 2), but expects whatever is bound to "(multiplayer) message all" and "(multiplayer) message friendly".
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Commander Zane on June 18, 2012, 09:55:19 am
- going through the mod files to find the stats for primaries is unnecessarily tedious
How? Open LCW_v10.vp with VPView32, go to Tables, double-click weapons.tbl, click the + next to Primary Weapons, and there's the list.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 18, 2012, 10:15:43 am
Quote
I know next-to-nothing about fredding, but some of the things you pulled off were impressive. Is the "intro menu" you used for choosing an entry point an SCP addition, or a hack? I've never seen it before.

Kind of a combination. The graphical part (arrows, help dialog) were facilitated by an SCP feature that allows you to draw all kinds on things on the HUD. The rest of it is done in FRED alone.

Quote
For some reason, blowing things up with remote control drones was especially fun. :D

Good. It was meant to be. :)

Quote
Also, thumbs up for appropriately naming the Albertine's turrets: I wish that was a more common practice in mods.

Thank you. I wish more people appreciated small things like this.

Quote
- going through the mod files to find the stats for primaries is unnecessarily tedious

Do you mean their use wasn't obvious from the descriptions? Because I didn't use any "special" method to create my weapons.

Quote
- the choice prompt in mission 6 shows the default key bindings (1 and 2), but expects whatever is bound to "(multiplayer) message all" and "(multiplayer) message friendly".

Yes, you are right about this. I wonder if anyone would modify the keybindings for them. You have?
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Dragon on June 18, 2012, 10:25:44 am
They occasionally get wiped for some reason and usually are not rebinded. I have no idea why. That's always a risk if you're not binding a key via LUA.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Meneldil on June 18, 2012, 02:23:45 pm
How? Open LCW_v10.vp with VPView32, go to Tables, double-click weapons.tbl, click the + next to Primary Weapons, and there's the list.
In my case actually more like try to find a .vp viewer on your hard drive, fail, dowlnoad it, find the weapons.tbl, calculate what you need. No, it still didn't take more than 10 minutes, and it is kind of nitpicking... it's just that I consider giving the relevant data in-game to be a better practice.

Kind of a combination. The graphical part (arrows, help dialog) were facilitated by an SCP feature that allows you to draw all kinds on things on the HUD. The rest of it is done in FRED alone.
I haven't played the relevant mission to know how much difference your choice actually makes, but it's definitely a feature with a great potential and an interesting way to expand the retail's gameplay.

Quote
Do you mean their use wasn't obvious from the descriptions? Because I didn't use any "special" method to create my weapons.
Well, no, they're fine, but I still couldn't make an informed choice between the night wolf, subach, prometheus and kayser without seeing the numbers, especially since I prefer the slower ROF of the old primaries.

Quote
Yes, you are right about this. I wonder if anyone would modify the keybindings for them. You have?
Yeah, I guess most people leave them alone, but I use the mouse constantly for precision aiming, and WASD for maneuvering, so I had to rebind everything crucial to their vicinity. It's a snug fit :|

p.s.
Spoiler:
Does making an (implied) sequel qualify as undertaking a new project? :)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 18, 2012, 02:38:46 pm
In response to your last questions:

Spoiler:
Yes, it does, and I've never thought of making one. The story, though ends in a cliffhanger, is whole. If I decide to make a new campaign, it will feature Shivans.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: achtung on June 20, 2012, 01:05:16 pm
http://www.freespacemods.net/download.php?view.843

Seems as if this release is fairly stable. I'll go ahead and mirror it.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Spoon on June 20, 2012, 08:03:28 pm
An actual good campaign. Lots of mission variety and a decent freespace-ish military story.
The only cons I could really find are more like nitpicks. Like a planet being fully lit while the sun is behind it. Not to fond of the music selection, which was limited and tended to loop a lot. There are two new primary weapons (subach HL-11 and the nightwolf) but there is no information given in the loadout screen on what these weapons do aside from 'good all round weapon'. And the campaign uses default freespace A.I., which makes your allies pretty much incompetent at whatever task you put them. But the missions are balanced around this A.I. so its okay.

It's a medium length campaign that is polished and a solid experienced. As said before, with a lot of mission variety. Which makes this campaign continuously interesting to play. The setting is clear and well written, with characters that you'll at least remember through out the campaign. After the first mission you have a pretty clear idea on what you are doing in this system and what the conflict is about (Take notes, Syrk :p). You'll be presented with ample choice in weapon and ship selection, with the missions partly adjusting on your ship selection. Which is a nice touch. The mission 'encounter' has you choose your starting point through a in mission menu, which is cool. I ended up replaying that mission like 15 times before I finally beat it though (wingmen being too dumb to help you with the objective and too stupid to kill that one last remaining fighter which is slowly killing them off one by one etc. Also, why do parked bombers have active shields? Aren't they suppose to be powered down?). I didn't minded it much because the mission gives you a lot of freedom on how to approach it. So it just took me a bit of experimenting on how to best get it done.

This might be your last campaign, Topace. But it is definitely your best one.
I'll give this a 8/10 rating and would definitely recommend it to people. Especially ones that are looking for a 'Retail-ish' kind of experience.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 20, 2012, 09:09:29 pm
I just started playing this and so far I really like it. There is some excellent FREDding here. Some comments on the missions I have played so far:


Spoiler:
In mission 2, you leave 4 Ulysses fighters on the enemy station? Seems kind of weird. Also the debriefing said I fired on civilian vessels when I didn't (however the station's turrets hit them a bit when they were trying to shoot at me).

In mission 4, at the end when the support ship docks with you, at first I thought it was an enemy ship in disguise that had captured you based on the comment. That would have been an interesting twist.

I will keep playing it and give the rest of my thoughts.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Black Wolf on June 20, 2012, 10:59:04 pm
Spoon has summed up my thoughts pretty well - definitely a rock solid campaign with lots to recommend it. I'm at mission 7 at the moment - I'll PM you some more detailed observations when I get through the whole thing.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 21, 2012, 01:10:15 am
Legate:

Spoiler:
Why not, if you acquire 4 superior fighters in the process? About the station: it would have been better if it were disarmed. Though you must have had a very, very unlucky playthrough, unless you hid behind a container.

Also, has anyone started advertising the campaign? Its ModDB page had 514 views yesterday  :eek: and today is looking pretty damn good as well, and it's 8:12 here only.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 21, 2012, 02:33:51 am
I'm at mission 7 at the moment - I'll PM you some more detailed observations when I get through the whole thing.
Why PM him ? Aren't release threads made for reviews from players ? We're interested in what you have to say too !
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Black Wolf on June 21, 2012, 03:03:04 am
I'm at mission 7 at the moment - I'll PM you some more detailed observations when I get through the whole thing.
Why PM him ? Aren't release threads made for reviews from players ? We're interested in what you have to say too !

A lot of it's somewhat technical or just "TRhis is how I would have done it" type stuff, and if I post it all publicly, it might well come off as overly negative and nitpicky, which wouldn't be an accurate reflection of how I feel about the campaign. That kind of review might be useful for Topace as a FREDder, but it's not the message I want to convey to someone reading this thread trying to decide if the campaign is worth his time or not.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Spoon on June 21, 2012, 07:46:15 am
What, no accusations on how I ruined this campaign too? I'm disappointed :p
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Jeff Vader on June 21, 2012, 08:14:11 am
What, no accusations on how I ruined this campaign too? I'm disappointed :p
Alright, let's not go there. I swear I will mute anyone who tries to turn yet another release thread into a Spoon vs. TopAce bickering. Or even mildly hints at that direction.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: karajorma on June 21, 2012, 08:58:46 am
Indeed. Especially given the long walk off a short pier we gave Darth Wang.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Spoon on June 21, 2012, 09:28:05 am
I'm merely saying that I'm feeling sad that he just blatantly ignored my effort of writing a little positive review for him, you humourless gits.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 21, 2012, 11:13:13 am
Spoiler:
The Ulysses should have been rigged with espionage devices, auto-return autopilot systems, and self-destruct contingencies if they attempt to disassemble them for parts. That's how a Cardassian would do it.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 21, 2012, 11:25:26 am
I'm merely saying that I'm feeling sad that he just blatantly ignored my effort of writing a little positive review for him, you humourless gits.

Fine. Thank you for your review. :)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: swashmebuckle on June 21, 2012, 12:41:27 pm
Especially given the long walk off a short pier we gave Darth Wang.
I don't really know why, but this sentence just cracked me up.

Back on topic, has anyone managed to
Spoiler:
kill both enemy corvettes in "The Hunter and the Hunted"?  I never even got close with the second ship (Jackal) during testing.  I also haven't yet been able to save both friendly cruisers in the mission where you take out the Kagera.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 21, 2012, 12:51:06 pm
I didn't manage to even kill one. I horribly failed that mission and yet got to the next...
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Cyborg17 on June 22, 2012, 01:29:07 am
Just finished.  Gameplay was solid, but at two separate parts of the story I felt like I got whiplashed.

Spoiler:
1) All of a sudden the home fleet is attacked from behind by Mjolnirs.  I'm not sure how I feel about this considering they were deactivated, and how they should have been captured and repositioned or outright destroyed.  It didn't make any sense for the fleet to be within the firing arc either   :doubt:

2) I felt like the destruction of the Carrier was really sudden, didn't really make that much sense, and should have been *much* more devastating.  A Carrier class vessel is one that is going to be the one that carries a majority of your fighter wings.  How are you going to carry on a battle behind enemy lines after losing what may have been half of your fighter corps?

3) Sudden victory.  I don't understand how we got from losing a Carrier to being in a position to attack (and win) Luyten III.

Maybe I'm just looking too far into it, and maybe it was covered better in one of the two debriefings I couldn't read because my Video Card zonks out when it starts to overheat, but I didn't feel like the story followed a logical path all the way through.

EDIT: I did have fun, and most people don't care about this stuff as much as I do.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 01:43:25 am
Points 2 and 3 are covered in the briefings (Command, mission, and debriefings) and in mission dialog.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 22, 2012, 02:02:08 am
Played some more, so some more comments:

Spoiler:
A lot of this was really innovative. I liked the select screen for the entry vector before the mission, I've never seen that before. I'm going to have to check out how you did that.

I suspected that guy was the traitor all along.

In the nebula mission when my ship was suddenly frozen I happened to be pointing at the sun and had to keep having it glare at me until I got control back, that was pretty annoying.

In the briefing for the next mission the briefing icon for the Blade-class cruiser showed up as a Leviathan. I know it's no big deal and it didn't bother me, I'm just pointing it out.

I'm surprised the liner could move so fast (40 m/s) when much smaller military ships which presumably have more powerful engines are slower.

After the end of that mission there is a slight grammar error, it says "as inflammatory account" instead of "as inflammatory an account", yes I know it's no big deal, it was just something I noticed.

I really look forward to finishing this.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 02:22:13 am
Spoiler:
It is good that you suspected he was a traitor. Suspicion is the intended effect. However, I hope it wasn't obvious.

I will fix those two minor issues you noticed. I wonder why I picked a Levy icon there, given that I knew I would be working with a Blade all along.

40 m/s is the default speed. I never thought of changing it.

Looking forward to seeing your observations after finishing the campaign.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 22, 2012, 04:04:08 am
Spoiler:
As you recall, the mission briefing said there was a GTVA marine detachment in the hangar, helping you steal the fighters.  The troops were no doubt interfering with enemy flight ops at the same time, which explains why the station had trouble deploying full wings of fighters.

The mission debriefing doesn't state what happened to those marines, but they won't of entered the station in the first place if they didn't have an exit plan.  I am sure the marines set up explosive charges in the hangar right before they left, to destroy even more fighters.  No need for a fancy self-destruct device on the fighters when you are going to blow up the entire hangar's worth of birds anyway.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 04:30:24 am
And apparently there is a spelling mistake in that briefing stage. Wonder how I missed that.

Looks like stuff is accumulating for a v1.1 patch.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 22, 2012, 04:32:31 am
Spoiler:
As you recall, the mission briefing said there was a GTVA marine detachment in the hangar, helping you steal the fighters.  The troops were no doubt interfering with enemy flight ops at the same time, which explains why the station had trouble deploying full wings of fighters.

The mission debriefing doesn't state what happened to those marines, but they won't of entered the station in the first place if they didn't have an exit plan.  I am sure the marines set up explosive charges in the hangar right before they left, to destroy even more fighters.  No need for a fancy self-destruct device on the fighters when you are going to blow up the entire hangar's worth of birds anyway.

Spoiler:
It was a civilian station that they didn't want to damage. The self destruct would be for if they took the fighters somewhere else.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 22, 2012, 06:37:34 am
Spoiler:
It was a civilian station that they didn't want to damage. The self destruct would be for if they took the fighters somewhere else.

Spoiler:
It doesn't take all that much explosives to destroy a parked fighter.  Fighters aren't tanks - they aren't known for durability.  And a parked fighter in a hangar is far more vulnerable then one performing a mission in space.

There's already gunfire and explosions in the hangar from the boarding party fighting off security teams - a few more explosions won't damage public relations further.

And there are lots of things that can go wrong with automatic self-destruct devices that aren't under human control.  There's a very good reason why GTVA fighter drones haven't been developed much further then autopilots and target drones.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 22, 2012, 06:39:54 am
Fighters aren't tanks - they aren't known for durability.
Ahem.

Remind me how many multi-kilotons missiles you need to destroy a fighter ?
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 22, 2012, 07:22:45 am
Fighters aren't tanks - they aren't known for durability.
Ahem.

Remind me how many multi-kilotons missiles you need to destroy a fighter ?

Against a fighter that is actively evading missiles and has its shields up?  Or against a fighter that is not moving at all while in the middle of a battle?

Versus a fighter that is sitting in a hangar, possibly undergoing maintenance and thus might have the insides exposed, remaining completely stationary even while explosive charges are precisely placed for causing maximum damage to the craft.

Those multi-kiloton anti-fighter missiles don't have all that big of a blast radius for such a powerful warhead - they actually need a direct hit to cause significant damage, entirely unlike the missiles in use today.  I'm sure an explosive charge made to the same standards won't cause much harm to the surrounding hangar.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 22, 2012, 07:24:24 am
Those multi-kiloton anti-fighter missiles don't have all that big of a blast radius for such a powerful warhead - they actually need a direct hit to cause significant damage, entirely unlike the missiles in use today..
Welcome to space, enjoy your stay.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 22, 2012, 10:47:34 am
Spoiler:
It was a civilian station that they didn't want to damage. The self destruct would be for if they took the fighters somewhere else.

Spoiler:
It doesn't take all that much explosives to destroy a parked fighter.  Fighters aren't tanks - they aren't known for durability.  And a parked fighter in a hangar is far more vulnerable then one performing a mission in space.

There's already gunfire and explosions in the hangar from the boarding party fighting off security teams - a few more explosions won't damage public relations further.

And there are lots of things that can go wrong with automatic self-destruct devices that aren't under human control.  There's a very good reason why GTVA fighter drones haven't been developed much further then autopilots and target drones.

Spoiler:
A self-destruct system is a lot simpler than an automated combat vehicle, and it would just be a last resort anyway. I mentioned the auto-return system.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: swashmebuckle on June 22, 2012, 11:26:03 am
Spoiler:
I was just assuming that the Ulys would autopilot back out the door to provide some extra targets when the marines and flight crew withdrew, or something along those lines.  The infiltration of the GTVA boarding party was really just something I added to provide a superficial level of plausibility to the whole crazy fun scenario--I didn't want people to think that Alpha 1 was just pulling up, jumping out, curb stomping the guy with the keys, and riding off in the ultra-secret superfighter...4 times :)
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 12:03:18 pm
I'll give you some behind-the-scenes background on that mission.

Spoiler:
It's inspired by the Shredder Repair (http://www.wowwiki.com/Quest%3AShredder_Repair) quest in World of Warcraft: Wrath of the Lich King quest. In it, the player must fight his way into a logging camp, jump into a shredder and take it home (three shredders must be returned). I don't think a level 80 warlock with no prior experience in handling machines could do it any credibly than a GTVA pilot could credibly enter a hangar, jump into a fighter without being shot and take another fighter to a carrier four times. Also what about those regular soldiers (player characters) in Battlefield who can pilot any kind of embarkable fighter or bomber? It's hard to believe that all regular troopers (players) received training in piloting ALL available fighters or bombers. In IMDB reviews of Pearl Harbor, people complained that WWII pilots needed training for each fighter and bomber to fly them, so the way the movie depicts the protagonists' presence in a bombardment operation without prior training in bombers is considered a plot hole. As a consequence, the Battlefield portrayal of a regular soldier is incredulous. These are simply small sacrifices you must make as a (mod) designer if you have an idea you want to materialize. I could have inserted a boring "Defend the transport until it captures the station" or a standard "Disable all Ezechiels and protect the boarding operation" mission there, but I figured it would be better to have Alpha 1 take a more direct role in the heist.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Commander Zane on June 22, 2012, 12:12:01 pm
Besides, it's not like the original FreeSpace campaigns really dwell deep into ship familiarization for new ships you get access to before flying them.

Training to fly the Dragon? Nope.
How about the Mara? Nope.
What about Slaying Ravana where you go from flying fighters and suddenly BAM. Bombers. Still nope.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 01:21:20 pm
...What about Slaying Ravana where you go from flying fighters and suddenly BAM. Bombers. Still nope.

I actually lean towards believing it. As far as I know, cars in the '20s and '30s were much harder to drive than present-day ones, so I see no imaginable deterrence to pilots suddenly skipping from fighter to bomber 300 years later.

Theories, theories, theories.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: bigchunk1 on June 22, 2012, 06:43:45 pm
I ran into a bug in the fight between the stealth destroyer and the washington. I was unable to destroy the sensor subsystem as ordered because I was unable to target the ship! I tried to open the .pof for the agammemnon while playing the mod to check the location of the sensors but aparently you can't do that (who knew?) Anyways the stealth destroyer destroys the washington and the screen goes black, but here's the thing... nothing happens. The mission just keeps on playing with a blacked out screen. I can even hear the blue planet victory music on repeat as I type this message.

So far there have been interesting fred innovations. The scuicide robot bomb mission was interesting. Other notables were the remote beam cannon disabling in the first mission, the ship stealing mission, and the stealth mission for some reason was interesting. I liked the night wolf primary (the feel of it etc.). The plot ideas seem fitting for a freespace campaign and makes for an overall entertaining experience. Did I mention solid freding? Your experience in that department shows.

List of criticisms so far:
Overuse of blue planet victory music!
The bug I mentioned.
more in game plot development, less use of briefings and command briefings to expand setting (to be fair though I seem to think this about most campaigns now)
Overuse of blue planet victory music!

Other:
Asking alpha 1 to make decisions and play commander during a mission in a military setting does not seem fitting, but I like the added player involvement so I think it was a good decision overall. It is the future after all. Anything is possible!
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: CommanderDJ on June 22, 2012, 06:57:31 pm
I ran into a bug in the fight between the stealth destroyer and the washington. I was unable to destroy the sensor subsystem as ordered because I was unable to target the ship!

You're expected to do it without targeting it. The dialogue points out it's the big illuminated tower.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 22, 2012, 07:13:49 pm
Well, after blowing up no less then five enemy fighters in the initial pass with MX-70's during the mission The Duel, I can hereby confirm that the MX-70 is just as overpowered as the Trebuchet in its own way.  They don't require a lock and seem to do even more damage then Harpoons - a couple of laser hits and a duel-fired MX-70 volley is enough to ensure the swift destruction of most fighters.  Two missile volleys is a guaranteed kill in much the same way as a Tornado missile volley.  The lag-curve that they travel in just isn't a big enough disadvantage to reduce their effectiveness.

Also, after playing The Duel a few times, I can say with confidence that it is too easy.    There are a few areas where you can mess up, sure, but other then that most of the perceived difficulty comes from the intimidating mission briefing.  The destroyer's anti-fighter defenses aren't anywhere near being fearsome (at least not when being hit by multiple fighter wings), and the battle can go way smoother then it should if you survive the initial engagement with your wingman intact.  On Medium difficulty, I don't even need to call in Delta wing.

And I found the Night Wolf to be entirely too loud of a weapon on my Realtek HD Audio.  Good grief, had to give my wingmen HL-11's instead.

About that tower, yes, it does need to be illuminated moreso then it already is.  It needs to be a bright glowy thing on a darkened ship, to help draw the player's attention to it.  And as long as we are using lightmaps to guide the player, might as well make the areas closer to the tower somewhat brighter then the areas further from the tower.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: bigchunk1 on June 22, 2012, 07:30:09 pm
Alright I managed to do it. The 'illuminated tower' reference must have slipped by me while I was trying to bring down stealth fighters. There's still an error that does not end the mission if you fail. I guess none of you failed?! Well it was an entertaining mission overall.

I forgot to mention the many action cutscenes which were made. They look nice. I also like how you call the luytan leadership the 'high circle' as in the high circle of elites which rule the system. It paints them in a similar light many exclusive social circles, secret and loyal to their own power. Was that some more mischiff at the end? Those Luytens and their mischiff.

Alright I managed to do it. The 'illuminated tower' reference must have slipped by me while I was trying to bring down stealth fighters. There's still an error that does not end the mission if you fail. I guess none of you failed?! Well it was an entertaining mission overall.

I forgot to mention the many action cutscenes which were made. They look nice. I also like how you call the luytan leadership the 'high circle' as in the high circle of elites which rule the system. It paints them in a similar light many exclusive social circles, secret and loyal to their own power. Was that some more mischiff at the end? Those Luytens and their mischiff.

Edit:
Also, after playing The Duel a few times, I can say with confidence that it is too easy. 

My play experience says otherwise. I had to play it 3 times to beat it. (2 failures and one success) I think for a final mission it is well balanced and quite entertaining with multiple forms of combat taking place at once. The tower reference could have been more clear though  :banghead:
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Cyborg17 on June 22, 2012, 07:43:17 pm
Maybe adding a green subtext to the directive to destroy the sensors (if there is a directive, I don't remember if there is) would help.  By the way, the stealth fighter attack carries very little threat, as far as I can tell.  I ignore them both times I tried and came within 1% hull on the stealth destroyer to passing.  Second time I succeeded with 60+ percent on the Washington.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: swashmebuckle on June 22, 2012, 08:47:13 pm
I found The Duel to be pretty well balanced--lost a couple times during testing (I also got the screen-goes-black-but-mission-doesn't-end bug) and managed to pull it off a couple times too.  I added in the lines about the illuminated tower after being confused about it myself, but I agree that in a revised version of the mission, it would be nice to have a clearer and less easy to miss indication of what the subsystem is.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Cyborg17 on June 22, 2012, 09:31:51 pm
It's definitely a good mission.  One thing I forgot to mention though, is that on my second attempt, I switched out Gamma wing with fighters.  It really improved survivability.  I actually never used an MX-70 during the entire campaign.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 22, 2012, 11:45:13 pm
Okay, lots of points to answer.

In the first minute of the last mission, the Albertine goes stealthy for a second or two, and if you read the previous Command briefing, you should be aware that the Sensors are responsible for the Albertine's stealth. Therefore I expect you to realize that you should learn where the Sensors are. You have time to do it as you approach the fighters for the first dogfight - actually, this is the PURPOSE of the initial dialog/approach stage. In an earlier version there was even a "Which subsystem was it again? The sensors, right?" kind of message, which was meant to imply this further.

I can confirm the bug. The mission indeed doesn't end when you fail the mission. This wasn't so the last time I replayed the mission and failed it. Looks like I accidentally managed to cut that end-mission SEXP. This oversight alone justifies a patch, but I'll wait for some more issues people discover so I could make a comprehensive patch. Meanwhile, added to OP.

The difficulty of the last mission greatly depend on the orders you give. I am aware it could be easy if you fly well and give sensible orders.

It always help if you keep your wingmen alive, and the balancing of most missions requires you to do it. Mission 7 especially where you have a time limit.

The destroy Sensors directive is there. Unfortunately though new directives have a tendency not to appear. I even increased the number of displayable directives from 5 to (I think) 7.

The stealth fighters don't disarm the Washington as quickly as two wings of bombers are supposed to. However, if you don't pay attention, they may kill one or two beams, and the outcome of the duel may depend on it especially if you weren't too good in the first stage.

You are not supposed to always need Delta's help. They help a lot though.

The MX-70 - like any heat-seekers - is well usable in front combat. From other directions, it's not too good, unless you know more  about heat-seekers' behavior than I do (possible).
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 23, 2012, 12:18:17 am
Okay, just finished it. Overall it was a very enjoyable campaign. Comments:

Spoiler:
First of all, don't feel upset that I figured out the traitor so easily. Cardassians can spot treachery from a parsec away.

The bonus objective to destroy all the bombers yourself was a nice surprise. The Ulysses that attacked in that mission I thought might have been the same ones you left on the station - that would have been ironic.

I loved the mission 10 briefing music.

Was the Tyrant's Spear somehow inside the Oddysey?

The visual damage inspection was an interesting idea.

When I flew the transport my ship icon was an Ursa, and the energy gauges behaved oddly (increasing power to engines didn't increase my speed, for example)

Slight grammar error in the mission "Uncertainties", it said "turns to you to with"

The drones were fun, but I'm going to go against the popular opinion and say they weren't really necessary, a conventional attack on the convoy (or even using drones and the conventional attack at the same time) would have made more sense from a tactical standpoint, it seems that they were just added as an excuse to try something different with the FREding.

You should have given a directive to inspect Mu wing to determine what they were up to.

I enjoyed the cutscenes, I love watching huge battles. However I noticed during the first one there was a "watch the cutscene" mission objective that was not present in the later ones. I was also a bit confused by the fighter wing that got destroyed by a beam from its own ship once it left the hangar.

I enjoy that the final mission wasn't a trench run, possibly another unpopular opinion but I find those to be overdone, and often they just make me think the enemies are incompetent for designing their ships with such vulnerabilities. I liked the way the Albertine was taken down, it was more realistic if you ask me.

Finally, I don't see the point of making a sequel hook if you're not planning on making a sequel. That's just kind of mean, IMO.

In conclusion, great campaign, would play again.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 23, 2012, 01:38:43 am
For the destroyer duel, I didn't know where the sensor tower was and never bothered to find out, I spend 90% of the mission with the Albertine cloaked, just killing enemy crafts and Albertine turrets, to the point where there wasn't any enemy fighters/bombers left and no intact turret able to fire at the Washington. At which point I finally tried and located the sensor tower. I kind of expected it to be muuuuuuuuch less fragile than it eventually was, had I known I might have gone for it sooner.

In any case, I'm not even sure killing the sensor tower makes things any easier, the Albertine was already in the 15% health range when I took it down and offered no resistance whatsoever afterwards.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Spoon on June 23, 2012, 07:03:14 am
For me it went like this: "Take out the sensor subsystem!" *5 seconds later* "Good job!"
I'm guessing a beam or a bomb from a wingman must have been on course with it already.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 23, 2012, 07:11:33 am
It happened to me like twice. I am reluctant to guardian that subsystem for a few seconds just to prevent this from happening. It doesn't break anything, and if you're the lucky type, you deserve your free completed directive.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Commander Zane on June 23, 2012, 08:49:23 am
...trench run, possibly another unpopular opinion but I find those to be overdone...
I've played a good deal of campaigns and I don't quite remember there being a lot of trench run style missions, final or otherwise.
WoD pretty much takes it to the letter, and DE to an extent, but that's about it to my knowledge.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 23, 2012, 10:05:51 am
It's definitely a good mission.  One thing I forgot to mention though, is that on my second attempt, I switched out Gamma wing with fighters.  It really improved survivability.  I actually never used an MX-70 during the entire campaign.

Or you could tell Gamma wing to wait at the Washington, while Alpha and Beta wings fight the initial attack wave.  Then Gamma Wing will be at full health for taking on the Albertine.

But yeah, Ursas don't have enough survivability for this mission.  I had to swap them out for Artemis bombers.

On Medium Difficulty, my strategy is the following:

Spoiler:
For loadouts, I give Beta Wing Perseus Interceptors instead of Herc MKII's, and Gamma gets Artemis Bombers.  To assist in destroying subsystems, Beta and Gamma are given Stiletto II's (even though there's not enough of those for both wings.)

During the initial attack wave, I order Gamma to hang back and guard the Washington while Alpha and Beta fly ahead to meet them.  Once within range, Alpha and Beta are ordered to break and attack, rather then just defending Alpha 1.  This seems to ensure the destruction of the attack wave with minimum casualties, so long as you fly out to meet the attack wave rather then waiting for them at the Washington.

Once the initial attack wave is defeated, I call for Delta Wing, order Delta, Gamma, and Beta Wing to disarm the Albertine while Alpha Wing goes after the Herc Wing before helping with the disarming effort.  Having four healthy fighter wings all disarming the Albertine at once is enough to decide the outcome of the battle.

At this point, things should be going well enough that the Albertine's fighter wings aren't able to turn the tide of battle.  I have noticed that the Pegasus stealth fighter wing has a distressing tendency to get destroyed by beam fire before it reaches the Washington.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 23, 2012, 04:26:45 pm
...trench run, possibly another unpopular opinion but I find those to be overdone...
I've played a good deal of campaigns and I don't quite remember there being a lot of trench run style missions, final or otherwise.
WoD pretty much takes it to the letter, and DE to an extent, but that's about it to my knowledge.

Well by trench run I generally meant all "hit the weak spotreactor for massive damage" style missions, started with the final mission of FS1, but has become really overplayed, IMO.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MatthTheGeek on June 23, 2012, 04:33:07 pm
More like started with Star Wars and the death star.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 23, 2012, 04:34:47 pm
I meant in terms of Freespace
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alex Heartnet on June 23, 2012, 09:40:36 pm
I'm not seeing any 'massive damage' part in the missions where the Albertine takes fire.  Sure, it has that stealth system, but blowing that out doesn't adversely affect the rest of the ship.  In fact, vanilla destroyers like the Hecate or Ravana have bigger weak spots - the Albertine is not as easily disarmed.

It is entirely possible for a formidable foe to have a weak spot and still feel like a formidable foe regardless.  The retail campaigns for both Freespace games are proof of this.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Legate Damar on June 23, 2012, 10:30:14 pm
I was saying the Albertine was an exception to that, which is one of the reasons I liked it
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TheGruntMinion on June 24, 2012, 09:46:04 am
A rather flawless campaign Topace, you don't fail to deliever a good campaign.

Gotta love the rebels and insurgencies, for once you clear out one branch there's always another ready to take its places! The stinken rebel scum keep getting their hand on more

Nice refrenses all over the place, like Challenge accepted, and if I recall right, the wilhelm! Where's my scream? Nay, just messing with you.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Alpha1 on June 24, 2012, 10:21:33 am
This mod is fun! I like it very much, thx!
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: MrTealTwo on June 24, 2012, 07:04:45 pm
Brilliant campaign :nod:
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: azile0 on June 25, 2012, 12:26:58 am
Though I just finished the first mission, I must say that I am impressed. And I approve of the use of Kingdom Hearts music.

EDIT:
Spoiler:
Good lord, this campaign is hard. I'm on the Prisoner break mission and I've so far died at least twice on each mission. Maybe it's because I'm rusty at this game or it wasn't designed for Medium, or I just suck, but I am reaaaaallllly having a hard time with it.

Also, my wingmates. My frigging wingmates. This is like a flashback of Deus Ex, because usually within the first 3 minutes they're all dead.

Edit 2: After turning down the option to skip the mission  mentioned in the spoilers, I have turned the difficulty down to Easy. I want to like your campaign, but I'm too bad at this game to enjoy it since my wingmates and I keep getting splashed by those Ulysses and Myrms with the crazy powerful guns.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: TopAce on June 25, 2012, 04:41:20 am
As mentioned in the OP, the game was tested most thoroughly on Medium, and to some extent Easy and Hard as well.

Very Easy probably won't cause issues, so I suggest you play on that difficulty setting.

Or, if you just want to beat that mission, it is safe to make your wingmen invulnerable via cheats. Or ~K down the enemy fighters and bombers.
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: azile0 on June 25, 2012, 08:09:54 pm
I'm not going to cheat on this campaign, that would spoil the fun. :]

I'll crank it back up to Medium, then. But I think I figured out my problem. Ever since FS1, I've been using the number pad to fly. But for the past week or two I'm flying with a joystick. I'm just a bit out of touch with it. Once I figure out how to use the darn thing well, I'll be fine.

Edit: Took a few more tries, but I beat the mission and had no problems with the rest of the campaign. Very well done, and I love the cliffhanger at the end.

Spoiler:
I'm excited to see what will happen when the Vasudans try to secede from the GTVA..
Title: Re: RELEASE: Luyten Civil War v1.0
Post by: Medve on June 26, 2012, 07:05:48 am
Excellent campaign. Really liked how there's an emphasis on using your squadron, rather than you being all the forces you'll need. Plus there were some really good mission ideas with a lot of bonus/secondary objectives, which had the feeling they're important.

The pure military thing came through really well, and I liked how it was essentially like a game of chess between admirals, wherein you're a pawn. The Duel is a fine mission to end such a story.
My only "complaint" is that the AI was completely crackshot for me. They seemingly never missed. Normally I've got no problem with that, but when you're striking a warship, and all the beam weapons hit you, even when you're afterburner-evading like a crazy midget at high range, now that's annoying. I had to hide behind other ships and such and use pop-up strikes between beam cycles, which was an interesting change in tactics.

This single thing probably just adds to the flavor, and all in all, the campaign was definitely worth the wait. Thank you, and keep up the good work!
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on June 26, 2012, 09:06:02 am
I have uploaded the v1.1 patch. It is a full download, and the changes are minor, so if you have v1.0, downloading the patch may not be worth it.

The v1.0 download will be removed sooner or later to make sure no one will accidentally download the old version.

Swantz, could you update the FSMods download as well? Thanks.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: achtung on June 26, 2012, 12:54:23 pm
Updated fsmods mirror for 1.1
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: FSW on July 03, 2012, 01:13:09 pm
I have been enjoying this campaign, but I have come up against a show-stopping bug that prevents me from progressing.
Spoiler alert!
On the mission 'From my Cold, Dead Hands' (or something like that) FS2 crashes to desktop immediately after I enter the Arcadia's hangar. I'll post a debug log the next time I attempt it. Meanwhile: has anyone else experienced this?

EDIT:
I ran the mission on RC6 debug and... it didn't crash!

For posterity:
I was using RC6 (non-debug). I was not using custom models other than what is in the 3.6.12 MVPs and the mod's own VPs. I had run the mission twice and it crashed both times in the same place.

Also: nice campaign, TopAce! It's a lot of fun.

EDIT 2:
I played the mission a few more times using both RC6 and RC6 debug; the crash did not recur.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 03, 2012, 01:28:50 pm
Hmm. It has never occurred to me.

Which build are you using? (also: release or a debug build?)
How many times have you tried the mission?
Are you using the hi-poly Arcadia? (I wasn't, while testing)
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 09, 2012, 04:08:46 pm
i have trouble with sacend mission for your campaign
i using build 3.6.14 rc 6 release build
please help me
i have msi gt663r
my videocard is NVIDIA Geforce GTX 480M / 1.5 GB
my ram is DDR3 12 GB
i have the updated version from my videodrivers
I hope its enough information
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 10, 2012, 01:06:06 am
What kind of trouble? If it's a crash, when does it happen, and do you get an error message?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 10, 2012, 09:39:51 am
What kind of trouble? If it's a crash, when does it happen, and do you get an error message?
lag
i cant play the sacend mission becouse its lagging
afther i press commit
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 10, 2012, 09:49:40 am
With the config you have posted, it shouldn't be lagging. I have a much, much weaker comp and mission 2 runs without any lagging. All I can do is to recommend you lower your graphic settings. Set resolution to 1024x768, ariso-something filtering to zero. If that doesn't help, disabling the MediaVPs is possibly your best bet. Though as I said, your comp is very powerful and SHOULD run anything without any lag.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Jeff Vader on July 10, 2012, 09:51:22 am
ariso-something
Anisotropic
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 10, 2012, 10:15:26 am
with the another campaigns no trouble only yours
why to set lower if another works fine
try to understand that this isnt going to fix it
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Jeff Vader on July 10, 2012, 10:28:33 am
try to understand that this isnt going to fix it
Did you try it?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 10, 2012, 10:48:59 am
yes but my screen is gives black side bar
itt isnt fixed yet
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 10, 2012, 10:59:24 am
What black side bar? Can you give a screenshot?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 10, 2012, 12:16:10 pm
IVE TRYED I CANT
ONLY BLACK SCREEN
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 10, 2012, 12:19:45 pm
Okay, I haven't encountered this bug.

My advice is to create a new pilot and restart the campaign. Can't think of anything better.

[EDIT]Has this solved your problem?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: WouterSmitssm on July 12, 2012, 03:49:49 pm
no it isnt fixed
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 13, 2012, 01:11:45 am
Okay, first things first.

Please post an fs_open log (run the game with a debug build, get as far as the error occurs, quit, find the debug log in FreeSpace 2/data, and post it in code tags).

In addition, please check the MD5 Checksum of LCW_v11.vp (or LCW_v10 if you have that version) (Instructions here (http://www.hard-light.net/forums/index.php?topic=68817.0))
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Black_Yoshi1230 on August 02, 2012, 05:57:25 pm
I must say, a pretty decent campaign to say the least. New, original elements were a bonus.

The only thing I find very disconcerting is how fragile the Ezechiel is when I'm flying it (which is why I tend to pick a Perseus over it). The Night Wolf is a very frighteningly dangerous weapon, as in give your wingmen with a quad bank this weapon, and watch them massacre dozens of hostile targets before they die, it kinda feels way cheaper than the Balor from Blue Planet, making both the Prometheus S and UD-8 Kayser moot unnecessary.

As in terms of technical issues, I only found one during the hijack mission... it seems the countermeasure counter doesn't reset every time you change between fighters (which means when I keep pumping ECM, I realize by the fourth wave, I only have six left).
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Rob FSO on August 19, 2012, 03:14:11 pm
I've got a slight bug with this campaign. Going into the mission "Encounter" from the mainhall or from accepting from the previous mission, I get a black screen. By 'Alt+Tab'ing out onto the desktop I see an error message saying "Token @A1SLHeading(NullHeadingZeroNil' is too long. Needs to be 31 characters or shorter and will be truncated to fit".
The odd thing about this bug is it is fine on a regular 3.6.14 RC5 build but this bug appears in RC5 debug and both regular and debug RC7s.
I'm posting an error log each from both the RC5 and RC7 debugs. Hope they help :)

[attachment removed and sold on the black market]
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on August 20, 2012, 01:20:18 am
Confirmed. Ironically, RC7 was meant to fix this problem, per this bug report (http://scp.indiegames.us/mantis/view.php?id=2670).

I'll ask around in the RC7 release thread to see if this is indeed a bug or I simply misunderstood something.

For now, I added this to the known issues. Thanks for the report. :)

[EDIT]Also, wouter: has your problem been solved?

[EDIT2]A quick-and-dirty fix has been been added to OP.

[EDIT3]Aha! Mission 12 crashes in a similar fashion. I have made the necessary fix to that mission too, but MediaFire has gone nuts, so I cannot upload it now.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: FreeSpaceFreak on January 20, 2013, 09:11:58 am
Yes, I'm quite late to the party - but I thought I'd give Luyten a whirl for this month's screenshot contest (http://www.hard-light.net/forums/index.php?topic=83260.0) :)

A few story decisions (like the sacrifice of a destroyer - how many do they have?) seemed a little odd to me; the music was, eh, not what I would have chosen; many of the custom ships show their age.

But! The overall gameplay experience was immensely enjoyable. There's a tremendous variation in mission types, way beyond the usual attack/escort/space-superiority roles. And it is all very well executed, giving a great new spin to our beloved old space sim. My single favourite part was...
Spoiler:
The kamikaze drones. They were a joy to fly, nimble enough to evade most enemy fire - and all the while, not having to worry about hull integrity or firing back. It was great!
A few small bugs I ran into: after "The Duel", I got the debriefing-that-I-shouldn't-be-getting; and the very last cutscene lacks starfield.pof.

Overall, despite a few rough edges, Luyten Civil War was an innovative campaign which I thoroughly enjoyed playing!
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: woutersmits on February 14, 2013, 01:08:32 pm
I have trouble with mission 7 the enemys jumped too fast awey
even I try to destroy bombers
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on February 15, 2013, 02:14:09 am
I suggest you get a lot of firepower. A Myrmidon/Stentor with Night Wolf in the 4-gun bank with Tempests would be a good config to try. I would also reduce engine power to keep the bombers within my sight as long as possible.

You also need to keep your wingmen alive. If you lose them early, your wing won't have the firepower to stop the bombers from retreating. Cancer wing (4 Boanerges) jumps out in 30 seconds. Pisces and Aries wings (6 Herc IIs, 6 Boanerges) retreat in 60 seconds.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: woutersmits on February 15, 2013, 09:11:39 am
still too fast it seys rearm but afther the ship is docked
the bomber cames in
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on February 15, 2013, 10:35:17 am
Don't waste your secondaries before the bombers arrive, then. Even if you do, don't rearm if you know the next wave is causing trouble to you, and you have to act very quickly. You can also get nearer to the bombers' arrival point to save some time.

Question to others: Has anyone had such difficulties with mission 7? This is the mission where you have to defend a Blade cruiser from attacks in the first stage of the mission. Maybe it's harder than it should be.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: FreeSpaceFreak on February 15, 2013, 02:01:53 pm
The hacked navs mission? Nope, can't recall major problems with it. IIRC, I beat it on the second try.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: niffiwan on February 15, 2013, 05:52:04 pm
Is that the one followed by red-alert mission to intercept a Hecate destroyer?  If so, no real problems with the 1st mission, but some problems with the 2nd mission :)
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on March 31, 2013, 12:56:30 am
I just beat it.  It was pretty good.


One thing I really liked was the music.  Was that one song the music to "O Come Emmannuel"?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on March 31, 2013, 03:28:35 am
Well, I indeed used a track called Emmanuel, so I guess the answer is yes.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Apollo on March 31, 2013, 10:41:50 am
This da realest campaign.

Seriously, this has some of the best gameplay I've ever seen. :)
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on March 31, 2013, 05:02:44 pm
Well, I indeed used a track called Emmanuel, so I guess the answer is yes.

I thought it was interesting to have a Christian Christmas hymn in the background as I was destroying the bad guys.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on April 01, 2013, 01:58:08 am
I didn't research the random tracks I found on freeplaymusic or and other music sharing website. Is it a known Christmas song is some countries?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on April 01, 2013, 03:00:01 am
http://www.youtube.com/watch?v=EtZqJE4ekRk


Maybe it's not the exact same song, but it sounds similar to the one I'm thinking of ^.  Although in game it's a little quicker.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on June 02, 2013, 12:08:38 am
Since it ended on somewhat of a cliffhanger, will there be a sequel someday?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on June 02, 2013, 01:27:44 am
Unlikely. I have no such plans, certainly not for until FotG comes out. I may make a small "mission pack" with some Coalition missions (or a whole campaign), but I have no specifics on this.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Naxal on July 05, 2013, 01:42:27 pm
Phew I did it!
Duel was easy once I remembered that Trebs exist ;)
But any tips for that mission where you have to defend the Washington against 3 bazillion bombers and Mryms? I had to go to VE  :doubt:

Also: Is it just me or are the enemies three ai levels above your guys?  :nervous: Keeping these incompetent ****s alive is hard even if you do have numerical superiority :P
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Deepstar on July 05, 2013, 02:54:15 pm
But any tips for that mission where you have to defend the Washington against 3 bazillion bombers and Mryms? I had to go to VE  :doubt:

A friend of mine completed and recorded it on Insane.

I do not know which mission this is... so you have to look yourself :) But i hope it will contain helpful strategies to get through this mission.

Luyten Civil War Insane Playthrough (http://www.youtube.com/playlist?list=PLsuchTlhr9Yy2Nc4NL8f73Cz9yhh0Xsv1)
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on July 05, 2013, 09:07:22 pm
But any tips for that mission where you have to defend the Washington against 3 bazillion bombers and Mryms? I had to go to VE  :doubt:

A friend of mine completed and recorded it on Insane.

I do not know which mission this is... so you have to look yourself :) But i hope it will contain helpful strategies to get through this mission.

Luyten Civil War Insane Playthrough (http://www.youtube.com/playlist?list=PLsuchTlhr9Yy2Nc4NL8f73Cz9yhh0Xsv1)

I think he's talking about the mission where enemy POWs attempt to break out of the Washington.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 06, 2013, 01:39:08 am
You're talking about mission 11, "An Oath Upheld."

I replayed the mission three times this morning and failed miserably, which is funny because I remember easily beating the mission in the final, pre-release testing phase. Some questions:

- Which difficulty setting did you choose before changing to Very Easy?
- What tactic do you use?

Has anyone else had trouble beating mission 11?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Govenator on September 02, 2014, 02:31:09 pm
I just started playing this campaign.  It is very good so far.  I enjoy the new ship designs and like the selection of music available.  Highly recommend it based on the first 5 missions.  Also I have not found any bugs.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: mosshadow on January 31, 2015, 10:08:11 pm
This is a great campaign so far, I am on the 5th mission I believe, the one after the attack on the bomber base. Only problem with the campaign is that I am stuck on this mission. It seems that all the ships have much more deadly weapons and are programmed to target the player first. And the Kagera at the end is painful.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Fusion on July 29, 2018, 02:08:29 am
Having a bit of an issue myself on Mission 10. When I attempt to scan the four investigation points on Olympus Station, nothing happens. The points disappear after being scanned, but the objective still lists four points as needing to be scanned and is not complete even after I scan them all. Anyone have a possible solution?
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: TopAce on July 29, 2018, 06:23:01 am
I'll post a quickfix soon.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: Novachen on July 29, 2018, 08:47:21 am
Having a bit of an issue myself on Mission 10. When I attempt to scan the four investigation points on Olympus Station, nothing happens. The points disappear after being scanned, but the objective still lists four points as needing to be scanned and is not complete even after I scan them all. Anyone have a possible solution?

I fixed that already in the Knossos (https://fsnebula.org/mod/LCW) release, which also includes some other additions.

If you do not use Knossos and use the manual download from the start post instead, click on the link and then on "No, but I know exactly what I'm doing and I just want download links" and download the Core: Missions & Tables package, which includes the updated missions aswell a species.tbl that includes the timeline of the campaign up to the first mission.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on July 31, 2018, 07:13:26 pm
https://www.hard-light.net/forums/index.php?topic=94121.0

Andreas, a fix for the mission is in there.
Title: Re: RELEASE: Luyten Civil War v1.1
Post by: CT27 on August 28, 2018, 07:28:21 pm
Having a bit of an issue myself on Mission 10. When I attempt to scan the four investigation points on Olympus Station, nothing happens. The points disappear after being scanned, but the objective still lists four points as needing to be scanned and is not complete even after I scan them all. Anyone have a possible solution?

I fixed that already in the Knossos (https://fsnebula.org/mod/LCW) release, which also includes some other additions.

If you do not use Knossos and use the manual download from the start post instead, click on the link and then on "No, but I know exactly what I'm doing and I just want download links" and download the Core: Missions & Tables package, which includes the updated missions aswell a species.tbl that includes the timeline of the campaign up to the first mission.

FYI Novachen, the Knossos link you gave for LCW doesn't work now.