Hi,
I understand that MediaVP_2014 is going to get its 1.0 release early next year, so here is sort of a final FS2 campaign related "bug/oddity" collection from me. I won't guarantee that it contains everything, but at least here are some bugs/oddities that MIGHT need to be fixed one way or another. Note that some of these have been present all the way since FS2 retail, but some of these are clearly FSO related. I also included a couple of larger design-related issues, that could also be discussed
here (since I know that FSU is avoiding major overhauls).
I used the build 10222 with these missions.
Earlier mentions (not sure if fixed yet)- Iceni is unable to destroy the enemy Sobek in time in the first SOC mission (Rebels & Renegades).
- Dialog desynchronization in "Feint, Parry, Riposte", where NTD Repulse starts its acceleration towards Colossus way before the dialogue notifies of this. Here is the
proof videoAdditional oddities- The mission "A Flaming Sword" is too easy to break. If you follow the original waypoints for Alpha, you engage the Astaroths, but this either ends in all Astaroths getting destroyed without being lured to the friendly Sobek OR you escaping alone to Sobek and getting all your wingmates killed. Only the latter gets the secondary objective completed.
The main problem presents itself if you try to be smart. You can try this yourself:
1. Pick a Horus for yourself
2. Order all your squadmates to guard Sobek as soon as the mission starts.
3. Proceed by yourself to harass the Astaroths, but disengage as soon as they start to follow you.
4. Fly back to Sobek and be amazed how ALL friendly ships have now become pacifists, including the Sobek. The secondary objective isn't marked as completed either. Either you have destroy the Astaroths by yourself, or they will massacre your squadmates while Sobek is just standing idly by.
- SOC 3 (But hate the traitors) bad ending lets you continue the campaign. If you decide to massacre the civilian transport, the debriefing is very judgemental and harsh even to the point that it seems your tour of duty ends there. But I was actually amazed that I was able to continue the campaign like nothing had happened. Disclaimer: I don't remember how this was in the retail, but it seems to me that the intention was a clear "mission failed", even though I personally think that one is forced to do unethical things to remain in cover.
- In the mission "Endgame" the Colossus bounces up and down a few times as soon as it exits the subspace. It's nothing serious really, but just unintentionally hilarious.
- Every time Sathanas destroys something on difficulty level Medium and upwards (meaning that the beam refire time is practically zero) the dialog on capital ships is abruptly terminated. Now, some people might appreciate this as a catalyst for grim mood, but storytelling-wise it's a bit odd that huge chunks of texts are simply ignored and the player somehow knows what dying commanders were going to say before they died. This includes the Phoenicia, Psamtik and the Colossus. A crude fix would be to make these ships invulnerable at 1% until they have finished their dialog lines.
These might be SCP engine related, but I'm not sure (might as well include them here)- In the mission "Dunkerque" the whole Arcadia station is vibrating a little bit everytime it is docked with one of the evacuation transports.- (Warning! Lots of speculation) In the mission "Game of TAG" the super AA -beams are a bit less accurate than I remember. I remember that previously they only rarely missed their shots, but it seems that they miss far more often now. However this might be my imagination, so don't get mad if I remember it wrong
Well that's it folks! I hope I have been even somewhat helpful on these forums, even though I have a bit bad tendency to blame wrong things (or more specifically, blame the right things for wrong reasons
).