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Ladies and Gentelmen,
I proudly present you the demo of my upcoming campaign.
Special thanks to Qbitus and guys from HLP FRED section for helping me.
FEATURES:
- new Faction - Terran Coalition of Sol - GTVA friendly
- new ships, including flyable ones
- lost of new weapons
- new sounds and 3 soundtracks
- In demo you will be performing military exercise simulating Shivan attack on Sol
- 3 action intense missions with Battlegroup Neptune: 1 escort, 1 (so called) suicide attack, 1 BoE style.
Download link:
http://files.filefront.com/SAtNrar/;13393099;/fileinfo.html
file size 47.71 Mb
***hint***
Protect TCC Shark (bonus goal) to make her appear in every next mission.
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Some Screenies:
(http://img21.imageshack.us/img21/5760/m3b.jpg)
(http://img19.imageshack.us/img19/7964/49895516.jpg)
For more screenies (warning - some of them are VIP or old ones):
http://www.freespace.pl/forum/viewtopic.php?t=4464&start=0
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Download link posted.
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waaait... is that an upgraded eclipse?
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Reskinned, rearmed, but not remodeled (exept new turrets).
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Already downloading! ;)
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I forgot to add: mediavps required. Proper SCP build included in .rar file.
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Looks interesting, I'll download and give it a lookskie.
Voice acted? If not, I can volunteer my services http://www.4shared.com/account/dir/10650277/80c4ab68/sharing.html
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Love the mainhall with music. Haven't gone further though, because of lack of time. But why are the new weapon effects retail quality?
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Some feedback? Anyone?
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Played only the first mission for now. Though, dunno why, but I like it. However, you should make the weapons use more advanced effects.
By the way, where did you get the mainhall music from?
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Bangkok Dangerous OST (BTW mission 3 also has a music from it).
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Oh, and I don't remember if it was exactly in the mission, but I saw it in the briefing, that there are Argo transports and the support ship is a Hygeia. Even though the Coalition is GTVA-friendly, I doubt they'd be using such GTVA ships.
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In my mod Argo is a 40 years old hung of civilian junk common across whole Terran space (note "Neptune 134" is a name of passenger flight)
I used GTVA support ship coz I lack any new model of support ship ( I didn't wanted to rip Eos from R1 Inferno coz it's low quality).
Speaking of lack of weapon effects:
I'm planning to make a mod recruitment after I'll get some more feedback on this mod.
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This looks good! I'm giving this a shot. :D
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In my mod Argo is a 40 years old hung of civilian junk common across whole Terran space (note "Neptune 134" is a name of passenger flight)
I used GTVA support ship coz I lack any new model of support ship ( I didn't wanted to rip Eos from R1 Inferno coz it's low quality).
Speaking of lack of weapon effects:
I'm planning to make a mod recruitment after I'll get some more feedback on this mod.
You could have used the Centaur model from FSPort.
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The Good:
The new music is a thing of beauty. Well-chosen.
Balance appears fine (mostly) on new ships and weapons.
The basic concept of fleetwide exercises is well-played.
The Bad:
The writing occasionally felt awkward.
The new heatseeker swarms might be a bit too powerful, despite (or more likely because they are) being everything I've ever wished for.
Mission debriefs are short, and should probably be more analytical in the context on an exercise.
The Ugly:
Needs more proofreading.
Shivan bombers in the first mission do not appear to be armed with bombs!
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You could have used the Centaur model from FSPort.
Centaur would have almost a century in my mod - no way unless you would be heavily modifed.
Shivan bombers in the first mission do not appear to be armed with bombs!
Did you used a FSO build that I added? Coz I'm 100% sure that both wings have bombs in that mission...actualy all shivan bomber wings in whole campaign have bombs.
The new heatseeker swarms might be a bit too powerful, despite (or more likely because they are) being everything I've ever wished for.
Yup, I thik that I'll just tune down the cargo load of them coz there are too many of them (and reduce dammage a bit). Also I must figure out how to make them less "ultimate cruiser killing spam". In other hand they are completely useless against fighters. They are also a relitively short range.
I designed the Avalanche to chase bombers inside Capital EMP suppresion fire where is no change to aquire lock and primary tagetting cross is barrely visible.
Mission debriefs are short, and should probably be more analytical in the context on an exercise.
Point noted.
Needs more proofreading.
If you think about mission 2 - It's intended to be in such way (No matter what you do, if Delta, Iota and Gamma fail to do what the should - misson will fail :) )
What do you think about passing small ships from mission to mission via bonus objective ??
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the third mission
the one where you attack the Lucy
the fighter turns and stops turning too fast.... it reminds me of the space suit used on Blue Planet... I would say the turing speed is wrong, but that's just me.
Other than that it seems to be :yes:
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Wow, Great choice of music, was unexpected to say the least to hear Half life music in Freespace although i would have liked to have the D1 music a bit more consistent (say, D1AArival.ogg is one song. and then the battle one is totally different) Although i must say i was completely captivated by the Mainhall music (This and some other campaign is probrably the only one's i've ever stayed to listen to the entire song in the mainhall) and the D3Normal.ogg, oh and i could have sworn i've heard D1Victory somewhere...
Would it be too much to ask if i could get the names of those tracks (or possibly if someone could send them to me?)
Otherwise, Fun campaign! Faster than i was used too which was also cool!
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D1Victory is from Half - Life 2.
D3Normal (just like rest of D3 battle parts) is from Bangkok Dangerous OST - Track 29 "Compount Shooting". Mainhall is track number 01 from this OST.
Could someone Highlight this topic coz it looks like feedback process is a bit too slow and I plan to have full version till summer.
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Finished it today. Can't post much now though. Anyway, there were some errors ( like the RTB directives appearing as complete ), grammar/style at some cases, the fighters should be further balanced, retail weapon effects, my nitpicking on the GTVA stuff used by the Coalition, and the photon primary weapon not working. Oh, and no afterburner effects on the mission 2 fighter. And the EMP is very annoying. But overall, I liked it. Might help with the modpack later, if you want.
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D1Victory is from Half - Life 2.
Which is a coincidence, why haven't given you any feedback so far is because I have been hooked on Half-Life 2, ep 1, 2, Lost Coast and a mod called Minerva - Metastasis. My apologies for this and I'll get back to you soon, took a week off and have been playing games non-stop. My wife has bought me some games that I'm obliged to play, you know what it's like when somebody you love buy's you games you think that you'd like, sometimes they surprise you, get a little known classic that didn't make the the majority cut., but no luck so far! :o
But you're on my list of "To play!" list, I swear!
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What do you think about passing small ships from mission to mission via bonus objective ??
It's a good concept.
Still think the campaign overall needed more proofreading though, your spellchecker betrayed you a couple of times at least.
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The Jackal interceptor is buggy as all hell. The afterburners don't recharge; once you use them, they're effectively gone. The guns recharge at an absolute crawl. The speed is nice, until you want to get on something's tail; then you better chop throttle or you'll ram it. :lol: Meanwhile,
what's with deploying a corvette and cruiser to take on a Lucifer? You want a destroyer at the least. Especially since the corvette is going to get wrecked; the Lucifer's front beam cannons are invulnerable until it arrives, so you can't destroy them before they take a big chunk out of the ship.
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The Jackal afterburners recharge time is intentional :) You want super fast ship then you have to live with this penalty, however it is so fast that you don't have to use them so often as for normal fighters.
About guns recharge - don't use Prometheus I, it's good but it eat energy like Americans eat hamburgers :) , use Shredder coz it use almost no energy.
Lucifer guns aren't invunerable, they are...shielded - once they suffer enough dammage (which you can't do with your small inteceptor by yourself) they will start to loose HP. You can dammage them once Iota and Delta will overcharge those shields ( and those are normal shields, NOT scripted by FRED).
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Okay. I've just noticed that I can sit there shooting at them (including with the huge, slow-firing railcannon, whatever it's called, that deals some 20% of the front cannon's HP in one go) and they won't take damage until after the corvette shows up in front of it. As soon as that corvette comes out of subspace, I can hurt it, but not a moment before.
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That's because Corvette opening volley overload shields.
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I like this and the combat mechanics therein. Lots of interesting new tactics to be employed by both fighters and capships. I was a little annoyed with myself that I lost a cruiser in the third mission, but oh well.
BTW, in contrast to what people are saying, I was able to take down the Lucy's shields and harm her turrets. Those Thunder EMP missiles are very effective antishield weapons.
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Those Thunder EMP missiles are very effective antishield weapons.
Glad someone noticed :)
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I liked the campaign very much, and especially good choice of music.
Probably I'm just repeating what other members have written, but I'll say that you need to weed out the nitpicky errors, especially the dialogues at some points. A bit of balancing here and there, but nothing to much and please fix the photon primary.
Other than that, 'twas brilliant. :yes:
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please fix the photon primary
This one is rather complicated and possible workaround is very uncomfortable but I hope that full version will have proper photon.
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I see you're using some of my ships. It always gives me a warm feeling when people find good use for my stuff :)
Good demo. Loved it so far.
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The new models are dazzling and the concept is fresh. Good Work!
I would only complain about the chaotic changes in music pacing. The custom musci is good but it needs a bit more work with the .tbl or proper scripting in mission to make it sound less hectic, and serve the atmosphere by psyching the player up for combat, Forced Entry style...
Keep up the good work mr.WHO!
I must admit TM that the TI Bretonia is a sexy beast.(that your right?)
I seem to have ran the mod without problems with the radar icons up to mission 2.
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I would only complain about the chaotic changes in music pacing. The custom musci is good but it needs a bit more work with the .tbl or proper scripting in mission to make it sound less hectic, and serve the atmosphere by psyching the player up for combat, Forced Entry style...
Yup, I read about music.tbl at Freespace Wiki and...didn't understand a damn thing :(
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Yup, I read about music.tbl at Freespace Wiki and...didn't understand a damn thing
Neither did I, try experimenting or setting Samples per measure to 1(i think) to make one consistent track of the sound file you're using.
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Could you guys then post in the FreeSpace Wiki forum and be more specific about the music.tbl article's problems?
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Link is dead, please re-post. :hopping: I want this one!
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Link is dead, please re-post. :hopping: I want this one!
Aye, was going to try but can't
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Let me second the demand for this campaign...
If anyone still has it please upload it to the freespacemods.net!
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Yeah link's dead mate
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Seems I still have the file, so I'll upload it to FSMods.
(Edit: Uploaded.)
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Thank you, Mad Bomber!
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Played it:
Overall it was a pretty fun, if easy, campaign. The weapons I found could shred through the shivans (no pun intended). I dunno I became an Ace after 3 missions that's quite a lot of kills. Though the Railgun or in my case PPC on that Wraith ship, I dunno sometimes the damn thing doesn't fire and then I have to cycle through my guns again until it decides it wants to. Anyone know what the deal with that is?
I would've liked some more insight into the overall story. I assume you have some idea in mind. It might've been cool to have at least a hint of what's coming up, post-demo. Something to make me look forward to the next release.
As others have said it could have been a bit better proofread. Ie it's "aerospace" not "areospace". But that didn't bother me too much.
I'm thinking it might be cool to have those ammo guns cycle. So each barrel fires in turn instead of altogether. Might help to make them a little less deadly as well. (unless you plan on introducing some deadlier shivans).
[/spoilers]
Anyway it was a fun little demo.
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-Steve-O-'s ships that use animated weapon ports always had a tendacy to not fire due to the animation stopping too early.
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-Steve-O-'s ships that use animated weapon ports always had a tendacy to not fire due to the animation stopping too early.
Oh joy.
So is this a problem with all animated things?
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Based on the fact every one of his fighters does it, whether it's the Wraith's Archer cannon, the Thor's Hammer on the Thor, the bomb-bay doors on the Saracen, I'd assume so.
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It's fairly easy to work around. In fact, I don't think I've seen it under 3.6.11 builds. Unless it was a change Darius made to the models...
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FSMods link for it seems to be broken. Just FYI.