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FreeSpace Conversion / Re: RELEASE: Deneb III
« Last post by DefCynodont119 on July 20, 2018, 09:31:46 pm »
Welp, finally got round to playing this.

Not quite as true to the intro as the other campaign "Death of the Legion" or whatever it was called, but the mission design is better.

This campaign makes me wish FS had a more complex damage mechanics system; something more along the lines of world of warships.
Shields would maybe act like Armour plating that regenerates but also degrades when shot at. Beam cannons probably shouldn't totally bypass shields, but have a high enough penetration value that they can usually punch through without issue. The lucy's shields might provide some protection from sgreen's and terslashes, but almost none against anything larger.
And as you say, Harbinger bombs might be right on the edge of being able to penetrate.

"Legion's Demise" you mean?  :p
2
FreeSpace Discussion / Re: The Freespace Campaign Journey [Many Spoilers]
« Last post by Admiral Nelson on July 20, 2018, 07:13:43 pm »
Cardinal Spear would go with all of the campaigns in your last post in terms of the time it was made (c. 1998!)  You might want to try that one before a modern mod like Frontlines.

I like the small reviews...
3
FreeSpace Discussion / Re: The Freespace Campaign Journey [Many Spoilers]
« Last post by Cyborg17 on July 20, 2018, 06:55:12 pm »
Post for Operation Templar, Destiny of Peace, Tango, and Eagle Takes Flight

Operation Templar (FSPort version)

Chronology: Great War

Quick impressions: Action-Oriented

Short Description: Operation Templar is a campaign made by Volition.  It's the real reason to get the Silent Threat expansion pack. Further polish and balancing by the FSPort team makes it a pretty enjoyable play.

The good: The campaign doesn't stop delivering on what it does well, action.  It also gives you a lot of latitude on how to complete your objectives.  FS2 Command voiced all the command messages for these missions.  The cruiser in the last level actually has an impact in the last mission.

The meh: Thoth Spam and Prometheus-R.  A freighter shows up in the last mission that seems to have a guardian threshold of 9%, but destroying it would be completely possible. I was too lazy to look at the mission events to see what was really going on.

The bad: The missions repeat the "keep the fighters off the bombers while they finish off the destroyer" gameplay.

What else: You will not fail for losing allied cruisers, but if you're like me, the mission ain't done till they're safe.

Campaign length: Short

Credits: Volition
FSPort team



Destiny of Peace

Chronology: Reconstruction Era

Quick impressions: Big, a little macabre.

Short Description: A campaign about the resettlement and colonization of new systems just after the Great War.

The good: Varied mission structure, and a sense of scale.

The meh: Lots of gratuitous death and war.  Not very challenging.

The bad:  Feels like a fanfic sometimes.  Some implausible events.

What else: If you hate Vasudans, you'll like this campaign.....

Campaign length:  Medium

Credits: Justin Mills



Tango

Chronology: Great War (Concurrent)

Quick impressions: Inventive, long

Short Description: This campaign is somewhat unique in that its setting is one sector of space, the eponymous Tango sector.

The good: It's unique and well-Freded for the time.

The meh: First mission is more than 20 minutes long.  The campaign is pretty likely to have been balanced on Easy or Very Easy.

The bad: This is the first campaign to make me mad at the mission designer since starting this.  First and third mission have gratuitous asteroids being thrown at ships you are supposed to protect.  Imagine the original FS1 mission that did it, but 10x worse and while you're fighting multiple waves of fighters.

What else: Second mission has some world-building which is interesting, but Red-Alert into third mission is unnecessary.  Third mission is a little buggy.

Campaign length: Short

Credits: Julian Egelstaff



Eagle Takes Flight

Chronology: Reconstruction

Quick impressions: RPG-like, polished.

Short Description: Build up your own business as you take on pirates and shivans!

The good: You feel like you are really building a mercenary company.  Missions are challenging enough without being crazy.  Pirates that act like pirates and actually run away!

The meh: Campaign could have been longer.  Your firepower ramps up very quickly in mission 3 and 4, and I'm sure the author had plenty of other ideas when creating the story line. This is understandable though, since this is Freespace and modding in Freespace takes forever.

The bad: Some of the writing feels like it was written by a pre-teen. 

What else: If modding gets any easier in the future, the way the ships were customized in this campaign feels like how a Freespace RPG should be.  Finishing it, I wanted more missions and more choice in what weapons/systems we upgraded.

Campaign length: Short

Credits: Robert Carroll


Frontlines is fixed on Knossos and is next on the list.  :D

Is there any information that I should add to the write-ups?  Also, if anyone disagrees with anything I say, I welcome corrections and push back.

Any requests from this list? Mobius' List of Updated Campaigns
4
FreeSpace Conversion / Re: RELEASE: Deneb III
« Last post by rubixcube on July 20, 2018, 06:25:17 pm »
Welp, finally got round to playing this.

Not quite as true to the intro as the other campaign "Death of the Legion" or whatever it was called, but the mission design is better.

This campaign makes me wish FS had a more complex damage mechanics system; something more along the lines of world of warships.
Shields would maybe act like Armour plating that regenerates but also degrades when shot at. Beam cannons probably shouldn't totally bypass shields, but have a high enough penetration value that they can usually punch through without issue. The lucy's shields might provide some protection from sgreen's and terslashes, but almost none against anything larger.
And as you say, Harbinger bombs might be right on the edge of being able to penetrate.

5
FreeSpace & FreeSpace Open Support / Re: Freespace Open & GoG Galaxy
« Last post by Daybreaker027 on July 20, 2018, 11:42:42 am »
Renaming Fs2open to FS2 worked,can't believe I didn't think of it.I did the same thing to other games so they work with galaxy,but it didn't cross my mind here.
Thank you, I can finally play this in sweet HD.
6
Diaspora / AWESOME JOB!
« Last post by UbuntuPC on July 20, 2018, 10:06:21 am »
I played the current campaign and absolutely enjoyed the perfection you guys have achieved.
I enjoyed the Theseus replacing Galactica and Galactica replacing that hard-headed woman's ship. I look forward to seeing much more of your work.
I very much want to see this finished to the fullest.
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Nightly Builds / Nightly: 20 July 2018 - Revision 4353d4d
« Last post by SirKnightly on July 20, 2018, 08:20:01 am »
Here is the nightly for 20 July 2018 - Revision 4353d4d



Group: Linux
nightly_20180720_4353d4d-builds-Linux.tar.gz (Mirror)


Group: MacOSX
nightly_20180720_4353d4d-builds-MacOSX.tar.gz (Mirror)


Group: Win64
nightly_20180720_4353d4d-builds-Win64.zip (Mirror)


Group: Win32
nightly_20180720_4353d4d-builds-Win32.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit da65a66
Author: plieblang <Wed Jul 18 13:57:29 2018 -0700>
Commit: plieblang <Wed Jul 18 13:57:29 2018 -0700>

    Semicolon fix for qtFRED as well
 qtfred/src/mission/missionsave.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit 7df8313
Author: plieblang <Wed Jul 18 13:33:27 2018 -0700>
Commit: plieblang <Wed Jul 18 13:33:27 2018 -0700>

    Force newline after mission notes
 fred2/missionsave.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
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Inferno / Re: RELEASE: Inferno Nostos: Act 1
« Last post by Garfield on July 20, 2018, 08:05:31 am »
I first played Inferno when I was 10, I've been waiting for a new release for over a decade, and I just finished Nostos Act 1. It did not disappoint. Great job everyone on the Inferno team!
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Arts & Talents / The Final War for the Multiverse
« Last post by Assassin714 on July 20, 2018, 07:03:52 am »
The Final War for the Multiverse (TFWFTM) is going to be an epic-length, epic-scale crossover story based on the Freespace universe and many other space combat simulation settings. It will feature many familiar settings and factions and some that you have never seen before. I will be drawing on sources from games and many other supplementary materials. I will be incorporating things from fan-made missions and campaigns as well.

Part 1 will be titled Report from GTSC Chandrasekhar, Dubhe System, which I am in the process of writing. This takes place in one of the many alternate GTVA universes.

It will be an interactive fiction where readers may participate to suggest storyline development and battle strategies. This story will involve mostly text and possibly images, as much of what is planned cannot be adequately shown in the Freespace Open Engine. Also I am not really good at making mods and missions.

The main enemy will be the Shivans, who will be more powerful and terrifying than ever before.
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MechCommander OmniTech / Repair Bay and Refit Points
« Last post by Drewbs on July 20, 2018, 01:21:21 am »
Where is the data stored for the number of Refit points that Repair Bays have? I see them for the trucks, but not the buildings.

Here is the building info:
[BuildingData]
ul DmgLevel=460
f ExtentRadius=35.000000
f ExplosionRadius=0.000000
f ExplosionDamage=0.000000
l BuildingName=0
l BuildingDescription = 30969
l SetImpassable=1
l XImpasse=0
l YImpasse=0
ul NormalEffectId=0
ul BlownEffectId=0
ul DamageEffectId=0
b CanRefit=t
b MechBay=false
f TimeToBurnDamage=5.000000
f BurnDamagePerTime=1.000000
f DamageLvlForBurn=22.000000
f SensorRange=-1.000000
l TeamID=-1
l Tonnage=20
l BattleRating=20
l NumMarines=0
b blockLineOfFire=FALSE
l LowTemplate=2013790208
l HighTemplate=2127992
l PotentialContact=0
l BasePixelOffsetX=11
l BasePixelOffsetY=65
b Capturable = true
ul ActivityEffectId=80


and here is a truck:
[ObjectType]
st Name               ="Repair Truck"
st AppearanceName            ="repairtruck"
l ExplosionObject            =700
l DestroyedObject            =0
f ExtentRadius            =20.000000

[General]
//Read by Type
uc Chassis               =0
b MineLayer               =FALSE
b MineSweeper            =FALSE
l RefitPoints            =1000
f ExplosionRadius            =0.0
f ExplosionDamage            =0.0
l IconIndex             = 19


Can I steal the l RefitPoints =X code from the truck and add it to the building code? Or is their some other file that is controlling this data that I need to edit?
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