Author Topic: [RELEASE] Reunion Act 1  (Read 8875 times)

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Offline Goober5000

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Re: [RELEASE] Reunion Act 1
The campaign certainly did explore a civil war setting in a way that hadn't been done before, so the story definitely gets points for originality. :yes:  It was a fresh and interesting approach, even if it was a logical leap.

It just occurred to me that it would make a lot of sense for the Vasudans to be opposed to the gate construction project.  They wouldn't feel the same attachment to Earth as the Terrans, they might see it as an unnecessary expense, and they might be more willing to "let sleeping dogs lie" than the Terrans.  Perhaps that's why Vasudan Intelligence was involved... :nervous:

 
Re: [RELEASE] Reunion Act 1
The campaign certainly did explore a civil war setting in a way that hadn't been done before, so the story definitely gets points for originality. :yes:  It was a fresh and interesting approach, even if it was a logical leap.

It just occurred to me that it would make a lot of sense for the Vasudans to be opposed to the gate construction project.  They wouldn't feel the same attachment to Earth as the Terrans, they might see it as an unnecessary expense, and they might be more willing to "let sleeping dogs lie" than the Terrans.  Perhaps that's why Vasudan Intelligence was involved... :nervous:


 

Offline Nyctaeus

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Re: [RELEASE] Reunion Act 1
Just finished. It's gonna be one of the campaigns I promise to write detailed review, to do it after couple months.

But so far:
+ Original, thinking, unique enemy with multiple plot layers.
+ Excellent mission design, pure flow of action that's mostly intuitive for new player.
+ Big-ass modpack! I'm glad to see my stuff put to good use.
+ Congregates lots of ideas I wanted to see in actual campaign, but never had an opportunity.
+ Varied but not exaggerated difficulty level.
+ Sucking in. Makes player wanting to go straight to finish.
+ Few bugs.
+ Kalandra! I didn't encounter it in actual missions, but it's in modpack. I guess it was used in the other ending.
- Somewhat bland character development. They contribute very little to overall story.
- Notorious chatters overlapping action parts.
- Very few, but still present fredding mistakes.
- Inconsistent asset style. A mixture of old and new. Also lots of old assets using vanilla tilemaps. Can't say it's really something on author's end, as community model pool is limited. Still replacements are always possible.
- Some music pieces are too epic or too anime.

Overally a solid piece of a dope mod! One of the best recent releases :yes: . Certainly worth to be continued.
« Last Edit: July 19, 2021, 08:37:51 pm by Nyctaeus »
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Re: [RELEASE] Reunion Act 1
Just finished. It's gonna be one of the campaigns I promise to write detailed review, to do it after couple months.

But so far:
+ Original, thinking, unique enemy with multiple plot layers.
+ Excellent mission design, pure flow of action that's mostly intuitive for new player.
+ Big-ass modpack! I'm glad to see my stuff put to good use.
+ Congregates lots of ideas I wanted to see in actual campaign, but never had an opportunity.
+ Varied but not exaggerated difficulty level.
+ Sucking in. Makes player wanting to go straight to finish.
+ Few bugs.
+ Kalandra! I didn't encounter it in actual missions, but it's in modpack. I guess it was used in the other ending.
- Somewhat bland character development. They contribute very little to overall story.
- Notorious chatters overlapping action parts.
- Very few, but still present fredding mistakes.
- Inconsistent asset style. A mixture of old and new. Also lots of old assets using vanilla tilemaps. Can't say it's really something on author's end, as community model pool is limited. Still replacements are always possible.
- Some music pieces are too epic or too anime.

Overally a solid piece of a dope mod! One of the best recent releases :yes: . Certainly worth to be continued.

Thanks for the feedback and the assets as well! :)


 
Re: [RELEASE] Reunion Act 1
A small update on the progress of Act 2: almost all assets are implemented and 6 missions are done. There's a good chance of Act 2 dropping before the end of the year, as originally planned.

I'll be looking for beta testers again before the open release :)

 

Offline Iain Baker

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Re: [RELEASE] Reunion Act 1
A small update on the progress of Act 2: almost all assets are implemented and 6 missions are done. There's a good chance of Act 2 dropping before the end of the year, as originally planned.

I'll be looking for beta testers again before the open release :)

Sweet! Time permitting I may be able to help with testing and spellchecking etc. I can probably still do spellchecking/editing of act one too :-)

FYI - I looked at the SD Vassago in the F3 viewer thingy and I noticed it appears to be more blurry / lower res than the version used in Ancient Shivan War. Perhaps see if you can use the nicer one from that?
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Offline Nyctaeus

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Re: [RELEASE] Reunion Act 1
He reskinned it for his liking. Nothing wrong with that. It needs to be checked if tiles it uses contain "a" in the filename. They should not, as the tiles with "a" are vanilla ones. For example, if it used some Sathanas tiles, they should go as "Supertile1" instead of "Supertile1a". Other assets in this mod have this issue as well.
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Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 
Re: [RELEASE] Reunion Act 1
A small update on the progress of Act 2: almost all assets are implemented and 6 missions are done. There's a good chance of Act 2 dropping before the end of the year, as originally planned.

I'll be looking for beta testers again before the open release :)

Sweet! Time permitting I may be able to help with testing and spellchecking etc. I can probably still do spellchecking/editing of act one too :-)

FYI - I looked at the SD Vassago in the F3 viewer thingy and I noticed it appears to be more blurry / lower res than the version used in Ancient Shivan War. Perhaps see if you can use the nicer one from that?

Sure! I plan to update Act 1 before the release of Act 2 as well, I'll send you the texts before then :)

He reskinned it for his liking. Nothing wrong with that. It needs to be checked if tiles it uses contain "a" in the filename. They should not, as the tiles with "a" are vanilla ones. For example, if it used some Sathanas tiles, they should go as "Supertile1" instead of "Supertile1a". Other assets in this mod have this issue as well.

The Vassago I used was missing its textures, so I had to find temporary replacements. Thanks for the tip on using the proper textures; skinning / modelling is absolutely not my field of expertise and I modified original models only out of necessity :)

 
Re: [RELEASE] Reunion Act 1
Has anyone else had the problem of a CTD when playing mission 7 (Ruins) concerning interactions with the big meson freighter?  FSO keeps crashing on me when I: a) disable the freighter, b) take the hull down to zero on one of the meson cargo pods, or c) take the whole freighter out.

It didn't crash the first couple times.  I managed to get a pod blown up without blowing myself up with it.  Then I went on to blow up the whole freighter.  That I didn't quite pull away from fast enough.  But since then I get a crash every time I try to do anything to that ship.  Is there a persistent variable that isn't getting reset, maybe?

I'm beginning to suspect that I shouldn't be trying to play this with a Nightlie build.  When I tried to run in Debug, I didn't even get to the main-hall before it had enough errors it wouldn't let me proceed.  Debug spew uploaded https://fsnebula.org/log/61109a0c0384e1a5ed95ce65

I'll try this again with a stable build, methinks.

[EDIT] Nevermind.  I think this was an issue with the nightly.  Didn't have any problems playing on 21.0 RC5.
« Last Edit: August 08, 2021, 11:12:42 pm by perihelion »
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Offline Nyctaeus

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Re: [RELEASE] Reunion Act 1
It didn't crash during my playthrough, but when I disabled the freighter, the battle was going forward... To the end, as it's supposed to go, but then the mission froze when all enemies were dead and Gladiator jumped out.

The freighter was hoovering around and nothing was really happening with it, until I killed it. It's clearly meant to be destroyed earlier, but it may never happen and the mission may freeze after the battle.
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Re: [RELEASE] Reunion Act 1
Thank you for the feedback, I'll take a look at it.

 
Re: [RELEASE] Reunion Act 1
Hi all,

a lot of mods, including this one, tell me that the mainhalls are missing. But they are there.

https://fsnebula.org/log/61336b380384e1a5ed95ce83

 
Re: [RELEASE] Reunion Act 1
Hi all,

a lot of mods, including this one, tell me that the mainhalls are missing. But they are there.

https://fsnebula.org/log/61336b380384e1a5ed95ce83

Hey there.

AFAIK, Mainhalls is not a requirement of this mod, only vanilla and MVPs are.

My wild guess is that it is a local problem, which might be solved by a reinstall. Might be.

  
Re: [RELEASE] Reunion Act 1
A quick update on the status of Act 2:

- FRED-ding about 75% done. There will be altogether 11-13 missions, depending on the choices you make.
- There will be three different endings.
- Parts of Act 1 will be overhauled as well.
- There will be new primary weapons, missiles and bombs to equip your fighters with.
- A release this year is still very likely.

It will be difficult to post screenshots without major spoilers, but I'll try to do so as progression nears 90%.