A FreeSpace 2 CampaignIn development since:
AxemNumber of Missions:
9 (6 completely playable, 3 cutscene/playable missions)Build Required:Mods required:
- 2014 MediaVPs
- This mod will look for the mediavps in /mediavps_2014/ so ensure that's where your mediavps are!
- This mod will not work correctly if you don't have the mediavps. Sorry.
- New Ships (GTC Cretheus, GTI Polaris)
- New Music
- New HeadAnis
- Some other fun stuff!
Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own. But for what purpose? How to Play:
Find Vassago's Dirge on Knossos
(super recommended) or the FSO Installer
for easy installation!Manual Installation Instructions
Extract the below archives to your base FreeSpace2 directory under a folder named something like "Vassago's Dirge" so it looks like...
You should see the VPs and mod.ini in there.
Open up your FreeSpace open launcher, ensure your selected build is recent enough (the mod will complain if its too old). Select Vassago's Dirge as your mod.>>Root<<>>Assets<<
Assets: Updated November 12th 2017
Root: Updated November 12th 2017
Mod.ini for 2014 MediaVPsNotes
This campaign makes heavy use of not-very-loud music. I advise that before starting the campaign, you turn the Music volume to max and Effects to about half or 2/3s. Using builds with 3D sound may make it even harder to hear the music. I'm sorry, there's not much I can do without butchering the music.
It has been my (and some of my Beta Testers) experience that turning on the "Disable Vertical Sync" command flag will cause problems with camera fade in and possibly some of the synchronized music events. Please have that command flag turned off.
If your game appears to have frozen after a fade to white, it hasn't (at least I really really hope not). Just wait for the next level to load. Known Issues
Text To Speech won't work with earlier versions of the campaign.Change Log:
Vassago's Dirge now comes with my 2_HUD and scripted message mods to make things easier to read
A script now highlights the turrets you need to destroy in M2
Added Custom Hud Gauges for signal detection (M3), radar lock notification (M7), and Mjolnir status (M7)
Akheton now works on the moorings in M3
Dream-type missions are now slightly desaturated
Changed special explosion stuff in M5 to not crash with 3.6.12.
Made Reprise (M5) easier (Maras do not have Tempests anymore (wtf was I thinking))
Some little text editing + cbani file references added
Maybe fixed the Melchom beaming things it shouldn't in M3
Updated mod.ini for 3.6.12 MVPs
TTS should work for the campaign now, but there may be problems turning it on with the WxLauncher.
Made M3 a bit easier by moving the moorings to a front/back configuration instead of a left/right. Should be easier to know what to target now.
Fixes broken True End requirements that was broken in Patch 2. Nice job breaking it, Axem.
Fixes M8 not going onto the next mission after the... event.
Fixes issues with the Arcadia being invisible in some missions.FS Wiki PagePreview Thread with Screenshots